4,753 research outputs found

    Changes in the milk metabolome of the Giant Panda (Ailuropoda melanoleuca) with time after birth: three phases in early lactation and progressive individual differences

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    Ursids (bears) in general, and giant pandas in particular, are highly altricial at birth. The components of bear milks and their changes with time may be uniquely adapted to nourish relatively immature neonates, protect them from pathogens, and support the maturation of neonatal digestive physiology. Serial milk samples collected from three giant pandas in early lactation were subjected to untargeted metabolite profiling and multivariate analysis. Changes in milk metabolites with time after birth were analysed by Principal Component Analysis, Hierarchical Cluster Analysis and further supported by Orthogonal Partial Least Square-Discriminant Analysis, revealing three phases of milk maturation: days 1–6 (Phase 1), days 7–20 (Phase 2), and beyond day 20 (Phase 3). While the compositions of Phase 1 milks were essentially indistinguishable among individuals, divergences emerged during the second week of lactation. OPLS regression analysis positioned against the growth rate of one cub tentatively inferred a correlation with changes in the abundance of a trisaccharide, isoglobotriose, previously observed to be a major oligosaccharide in ursid milks. Three artificial milk formulae used to feed giant panda cubs were also analysed, and were found to differ markedly in component content from natural panda milk. These findings have implications for the dependence of the ontogeny of all species of bears, and potentially other members of the Carnivora and beyond, on the complexity and sequential changes in maternal provision of micrometabolites in the immediate period after birth

    Muecas: a multi-sensor robotic head for affective human robot interaction and imitation

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    Este artículo presenta una cabeza robótica humanoide multi-sensor para la interacción del robot humano. El diseño de la cabeza robótica, Muecas, se basa en la investigación en curso sobre los mecanismos de percepción e imitación de las expresiones y emociones humanas. Estos mecanismos permiten la interacción directa entre el robot y su compañero humano a través de las diferentes modalidades del lenguaje natural: habla, lenguaje corporal y expresiones faciales. La cabeza robótica tiene 12 grados de libertad, en una configuración de tipo humano, incluyendo ojos, cejas, boca y cuello, y ha sido diseñada y construida totalmente por IADeX (Ingeniería, Automatización y Diseño de Extremadura) y RoboLab. Se proporciona una descripción detallada de su cinemática junto con el diseño de los controladores más complejos. Muecas puede ser controlado directamente por FACS (Sistema de Codificación de Acción Facial), el estándar de facto para reconocimiento y síntesis de expresión facial. Esta característica facilita su uso por parte de plataformas de terceros y fomenta el desarrollo de la imitación y de los sistemas basados en objetivos. Los sistemas de imitación aprenden del usuario, mientras que los basados en objetivos utilizan técnicas de planificación para conducir al usuario hacia un estado final deseado. Para mostrar la flexibilidad y fiabilidad de la cabeza robótica, se presenta una arquitectura de software capaz de detectar, reconocer, clasificar y generar expresiones faciales en tiempo real utilizando FACS. Este sistema se ha implementado utilizando la estructura robótica, RoboComp, que proporciona acceso independiente al hardware a los sensores en la cabeza. Finalmente, se presentan resultados experimentales que muestran el funcionamiento en tiempo real de todo el sistema, incluyendo el reconocimiento y la imitación de las expresiones faciales humanas.This paper presents a multi-sensor humanoid robotic head for human robot interaction. The design of the robotic head, Muecas, is based on ongoing research on the mechanisms of perception and imitation of human expressions and emotions. These mechanisms allow direct interaction between the robot and its human companion through the different natural language modalities: speech, body language and facial expressions. The robotic head has 12 degrees of freedom, in a human-like configuration, including eyes, eyebrows, mouth and neck, and has been designed and built entirely by IADeX (Engineering, Automation and Design of Extremadura) and RoboLab. A detailed description of its kinematics is provided along with the design of the most complex controllers. Muecas can be directly controlled by FACS (Facial Action Coding System), the de facto standard for facial expression recognition and synthesis. This feature facilitates its use by third party platforms and encourages the development of imitation and of goal-based systems. Imitation systems learn from the user, while goal-based ones use planning techniques to drive the user towards a final desired state. To show the flexibility and reliability of the robotic head, the paper presents a software architecture that is able to detect, recognize, classify and generate facial expressions in real time using FACS. This system has been implemented using the robotics framework, RoboComp, which provides hardware-independent access to the sensors in the head. Finally, the paper presents experimental results showing the real-time functioning of the whole system, including recognition and imitation of human facial expressions.Trabajo financiado por: Ministerio de Ciencia e Innovación. Proyecto TIN2012-38079-C03-1 Gobierno de Extremadura. Proyecto GR10144peerReviewe

    Public service interpreting and translation training: a path towards digital adaptation to machine translation and post-editing

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    The ever-increasing demand for immediate access to information means interpreters and translators are increasingly using, and relying on, digital technology in their work. In the migratory context, machine translation (MT) and post-editing (PE) have the potential to greatly increase the efficiency of public service interpreting and translation (PSIT), which is currently experiencing huge demand. This article describes and evaluates the implementation of a module focused on MT and PE within a postgraduate PSIT programme at a Spanish university. A mixed-methods methodology was used to collect both quantitative data (via a questionnaire) and qualitative data (via a reflective essay) from a group of 42 students during the 2020-2021 academic year. The results show that students were satisfied overall with both the content of the module and its implementation. However, they also felt that the module needed to be better integrated within the postgraduate PSIT programme as a whole in order to fully prepare them for their professional careers

    Exposure to television crime shows and crime learning behaviours among juvenile delinquents in Pakistan

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    Certain media portrayals have been massively condemned for contributing to crimes by glamorizing and publicizing criminal acts. Television Crime Shows can be categorised among those medial productions. Crime and its happening with detailed procedural steps are few risky contents of television crime shows. This exposure may affect the viewers through observations of risky behaviours. One of the possible risk factor is crime learning intuition, which might be offered by these shows. Television crime shows are very popular among different segments of society. Specially, youngsters are very keen to watch crime, thrill, and action. On the other hand, Juvenile delinquency is a serious problem worldwide and affecting the social systems at large. This research focuses on the risky behaviours of adolescents (later Juvenile Delinquents) who are exposed to crime shows on television, which may have resulted for them to learn crime methods. The notions of observational learning referring Social Learning Theory have been espoused in this research. Given the phenomenon, this research effort was conducted in Pakistan having juvenile delinquents as informants. Data was collected through in-depth interviews with 12 convicted and under-trial juvenile delinquents; detained at borstal institute and juvenile jail Faisalabad Pakistan. Data was organized and then analysed through thematic analysis using NVivo11 Plus software. It emerged that friends have been the major crime learning sources of juvenile delinquents with few family exceptions. However, television crime shows were found to be a contributory source in crime learning behaviours of informants. Furthermore, CID crime show appeared as most popular crime show. The main motives in watching TV crime shows were entertainment, information, and learning. There were few prosocial effects as well but dangerous effects were more communal. In a nutshell, exposure to television crime shows emerged with serious concerns referring juvenile delinquency in Pakistan

    Rethinking the links between social exclusion and transport disadvantage through the lens of social capital

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    This paper provides a critical review of the progress in understanding the linkages between transport disadvantage and social exclusion. It follows earlier work in proposing social capital as a concept that mediates those linkages but argues that transport researchers must not confine themselves to conceptualisations of social capital as predominantly benign and capable of reducing transport disadvantage and social exclusion. A range of hypothetical pathways is discussed, highlighting the Janus-faced character of social capital as a medium for both the effectuation of progressive social change and the perpetuation and creation of social inequalities. An analysis is provided of the extent to which the recent transport-related literature supports or rejects the hypothesised pathways, and key avenues for future research are identified

    Making sense of actor behaviour: an algebraic filmstrip pattern and its implementation

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    Sense-making with respect to actor-based systems is challenging because of the non-determinism arising from concurrent behaviour. One strategy is to produce a trace of event histories that can be processed post-execution. Given a semantic domain, the histories can be translated into visual representations of the semantics in the form of filmstrips. This paper proposes a general pattern for the production of filmstrips from actor histories that can be implemented in a way that is independent of the particular data types used to represent the events, semantics and graphical displays. We demonstrate the pattern with respect to a simulation involving predators and prey which is a typical agent-based application

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    A practical review of energy saving technology for ageing populations

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    Fuel poverty is a critical issue for a globally ageing population. Longer heating/cooling requirements combine with declining incomes to create a problem in need of urgent attention. One solution is to deploy technology to help elderly users feel informed about their energy use, and empowered to take steps to make it more cost effective and efficient. This study subjects a broad cross section of energy monitoring and home automation products to a formal ergonomic analysis. A high level task analysis was used to guide a product walk through, and a toolkit approach was used thereafter to drive out further insights. The findings reveal a number of serious usability issues which prevent these products from successfully accessing an important target demographic and associated energy saving and fuel poverty outcomes. Design principles and examples are distilled from the research to enable practitioners to translate the underlying research into high quality design-engineering solutions
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