101,986 research outputs found

    Implementasi Metode Six Sigma Untuk Menurunkan Cacat Produk Pada Ukm Onetixs

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    Product quality is a determining factor in customer satisfaction and trust in the products produced. Product defects can cause losses to convection convection. Therefore, this study aims to implementation of Six Sigma method to reduce product defects in Onetixs SMEs. Five stages are used to improve product quality in Onetixs convection, namely Define, Measure, Analyze, Improve, and Control (DMAIC). The results of research on Onetixs convection obtained the type of defect in Onetixs shoes based on the pareto diagram of the highest defects caused by glue stains. Another type of defect is caused by non-sticky soles, and poorly sewn seams. Of the 1040 samples observed, there were 146 defective products caused by 30% non-adhesive sole defects, 38% glue stain defects, and 32% untidy seam defects. Furthermore, the DPMO value of attribute data obtained is 46795 and is at the level of 3.18 sigma. Based on the causes of defects obtained from the fishbone diagram, the proposed improvements given to reduce defects due to glue stains are to improve the quality of work during the shoe gluing process, pay attention to the quality of the glue mixture, pay attention to the quality of the mixture of glue and tools used for gluing, improve the method of gluing, periodically check shoesKeywords: Fishbone Diagram, Pareto Diagram, Quality, Six Sigm

    The EEE corpus: socio-affective "glue" cues in elderly-robot interactions in a Smart Home with the EmOz platform

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    International audienceThe aim of this preliminary study of feasibility is to give a glance at interactions in a Smart Home prototype between the elderly and a companion robot that is having some socio-affective language primitives as the only vector of communication. The paper particularly focuses on the methodology and the scenario made to collect a spontaneous corpus of human-robot interactions. Through a Wizard of Oz platform (EmOz), which was specifically developed for this issue, a robot is introduced as an intermediary between the technological environment and some elderly who have to give vocal commands to the robot to control the Smart Home. The robot vocal productions increases progressively by adding prosodic levels: (1) no speech, (2) pure prosodic mouth noises supposed to be the "glue's" tools, (3) lexicons with supposed "glue" prosody and (4) subject's commands imitations with supposed "glue" prosody. The elderly subjects' speech behaviours confirm the hypothesis that the socio-affective "glue" effect increase towards the prosodic levels, especially for socio-isolated people. The actual corpus is still on recording process and is motivated to collect data from socio-isolated elderly in real need

    The EEE corpus: socio-affective "glue" cues in elderly-robot interactions in a Smart Home with the EmOz platform

    No full text
    International audienceThe aim of this preliminary study of feasibility is to give a glance at interactions in a Smart Home prototype between the elderly and a companion robot that is having some socio-affective language primitives as the only vector of communication. The paper particularly focuses on the methodology and the scenario made to collect a spontaneous corpus of human-robot interactions. Through a Wizard of Oz platform (EmOz), which was specifically developed for this issue, a robot is introduced as an intermediary between the technological environment and some elderly who have to give vocal commands to the robot to control the Smart Home. The robot vocal productions increases progressively by adding prosodic levels: (1) no speech, (2) pure prosodic mouth noises supposed to be the "glue's" tools, (3) lexicons with supposed "glue" prosody and (4) subject's commands imitations with supposed "glue" prosody. The elderly subjects' speech behaviours confirm the hypothesis that the socio-affective "glue" effect increase towards the prosodic levels, especially for socio-isolated people. The actual corpus is still on recording process and is motivated to collect data from socio-isolated elderly in real need

    Evaluating Rapid Application Development with Python for Heterogeneous Processor-based FPGAs

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    As modern FPGAs evolve to include more het- erogeneous processing elements, such as ARM cores, it makes sense to consider these devices as processors first and FPGA accelerators second. As such, the conventional FPGA develop- ment environment must also adapt to support more software- like programming functionality. While high-level synthesis tools can help reduce FPGA development time, there still remains a large expertise gap in order to realize highly performing implementations. At a system-level the skill set necessary to integrate multiple custom IP hardware cores, interconnects, memory interfaces, and now heterogeneous processing elements is complex. Rather than drive FPGA development from the hardware up, we consider the impact of leveraging Python to ac- celerate application development. Python offers highly optimized libraries from an incredibly large developer community, yet is limited to the performance of the hardware system. In this work we evaluate the impact of using PYNQ, a Python development environment for application development on the Xilinx Zynq devices, the performance implications, and bottlenecks associated with it. We compare our results against existing C-based and hand-coded implementations to better understand if Python can be the glue that binds together software and hardware developers.Comment: To appear in 2017 IEEE 25th Annual International Symposium on Field-Programmable Custom Computing Machines (FCCM'17

    Assembling and Rearranging Digital Objects in Physical Space with Tongs, a Gluegun, and a Lightsaber

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    We present an interface for the arrangement of objects in three-dimensional space. Physical motions of the user are mapped to interface commands through tangible props. Tongs move objects freely, a gluegun binds objects together, and a lightsaber breaks these bonds. The experimental interface is implemented on the Responsive Workbench, a semi-immersive 3D computer. We conducted a small user study comparing our approach with the 2D interface of Maya. The results suggest that our system is much faster than Maya for object assembly. Users qualitatively found the system to be far more intuitive than the monitor-based alternative
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