13,662 research outputs found

    Online home appliance control using EEG-Based brain-computer interfaces

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    Brain???computer interfaces (BCIs) allow patients with paralysis to control external devices by mental commands. Recent advances in home automation and the Internet of things may extend the horizon of BCI applications into daily living environments at home. In this study, we developed an online BCI based on scalp electroencephalography (EEG) to control home appliances. The BCI users controlled TV channels, a digital door-lock system, and an electric light system in an unshielded environment. The BCI was designed to harness P300 andN200 components of event-related potentials (ERPs). On average, the BCI users could control TV channels with an accuracy of 83.0% ?? 17.9%, the digital door-lock with 78.7% ?? 16.2% accuracy, and the light with 80.0% ?? 15.6% accuracy, respectively. Our study demonstrates a feasibility to control multiple home appliances using EEG-based BCIs

    A cognitive model of user interaction as a guideline for designing novel interfaces

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    Adaptive systems behavior based on user models appear promising, mostly for complex environments such as mixed reality environments (MRE). An MRE comprises a virtual representation of the reality as well as physical objects augmented with virtual features. These objects are coupled with the virtual representation so that they can reflect its changes in real time. The proper design of an MRE and the user models that it implies are crucial for its success, but unfortunately, there are no guidelines for the design of these environments. In this paper we present a methodology for designing user models for MRE as well as for the augmentation of physical everyday objects. The user model describes users’ knowledge in two levels of abstraction: objects manipulation (syntax) and its meaning assigned by a community of practice (semantics).1st International Workshop on Advanced Software Engineering: Expanding the Frontiers of Software Technology - Session 2: Software ModelingRed de Universidades con Carreras en Informática (RedUNCI

    AMRA: Augmented Reality Assistance for Train Maintenance Tasks

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    International audienceThe AMRA project, carried out by a consortium including industrials and research partners, aims at implementing an Augmented Reality (AR) system for mobile use in industrial applications such as train maintenance and repairs in industrial sites. The adopted solution is a video see-through system where a tablet-PC is used as an augmented window. The overall architecture of a prototype is unfolded, and its key points are detailed. For instance, a visual registration system has been developed to accurately overlay a video stream with information. A robust, real time registration, using a single camera tied to the tablet-PC, is performed. Besides, a hierarchical description of maintenance procedure is set up and enriched by new media such as photos, video and/or 3D models. These 3D models have been specially tailored to meet maintenance tasks requirements. The obtained multimedia contents allow easy access to technical documentation through a man machine interface managing a multimedia engine. All these features have been combined in the AMRA prototype which have been evaluated by a maintenance operator

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving

    Robots, drugs, reality and education: how the future will change how we think

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    Emerging technologies for learning report - Article exploring various future trends and their potential impact on educatio

    Interplayable surface: an exploration on augmented GUI that co-exists with physical environments

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    The main goal of this experiment-driven thesis is to envision and design an interactive GUI1(graphic user interface) that coexists with physical surfaces. Based on an understanding of user behavioral patterns for getting access to information in these types of situations, experimentations and prototypes are implemented and tested with participants. In particular, to observe the user behavioral pattern for augmented GUI within certain environments and circumstances, this thesis presents several types of participatory experimentations with physical GUIs. The experiment participants were encouraged to participate in re-creates and reorganizes physical GUI, relating to their own situational specificity or informational tendencies they have. Based on extracted insights from research and experiments, in the last phase, I propose two thesis models about how interactive GUI applies to a physical environment: simulation mock-ups for user scenarios of augmented GUI and interactive GUI surface combined with projection mapping. Related to people’s behavioral patterns on augmented GUI, the thesis models will show several types of information structures and interactions. Also, in framing the overall data structure and wireframe for the thesis product model, informative affordance corresponding with users’ situational specificity2 is considered as a crucial direction point, actualized on an artifact in a perceptible way. Through experimentally prototyping a thesis model, consequently, I would like to expand the speculative usability interactive GUI will feature in the near future

    Assembly Guidance in Augmented Reality Environments Using a Virtual Interactive Tool

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    The application of augmented reality (AR) technology for assembly guidance is a novel approach in the traditional manufacturing domain. In this paper, we propose an AR approach for assembly guidance using a virtual interactive tool that is intuitive and easy to use. The virtual interactive tool, termed the Virtual Interaction Panel (VirIP), involves two tasks: the design of the VirIPs and the real-time tracking of an interaction pen using a Restricted Coulomb Energy (RCE) neural network. The VirIP includes virtual buttons, which have meaningful assembly information that can be activated by an interaction pen during the assembly process. A visual assembly tree structure (VATS) is used for information management and assembly instructions retrieval in this AR environment. VATS is a hierarchical tree structure that can be easily maintained via a visual interface. This paper describes a typical scenario for assembly guidance using VirIP and VATS. The main characteristic of the proposed AR system is the intuitive way in which an assembly operator can easily step through a pre-defined assembly plan/sequence without the need of any sensor schemes or markers attached on the assembly components.Singapore-MIT Alliance (SMA

    Learning Mathematics: One Minute

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    This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students
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