2,298 research outputs found

    Application-driven visual computing towards industry 4.0 2018

    Get PDF
    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Inclusive Intelligent Learning Management System Framework - Application of Data Science in Inclusive Education

    Get PDF
    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Science and Advanced Analytics, specialization in Data ScienceBeing a disabled student the author faced higher education with a handicap which as experience studying during COVID 19 confinement periods matched the findings in recent research about the importance of digital accessibility through more e-learning intensive academic experiences. Narrative and systematic literature reviews enabled providing context in World Health Organization’s International Classification of Functioning, Disability and Health, legal and standards framework and information technology and communication state-of-the art. Assessing Portuguese higher education institutions’ web sites alerted to the fact that only outlying institutions implemented near perfect, accessibility-wise, websites. Therefore a gap was identified in how accessible the Portuguese higher education websites are, the needs of all students, including those with disabilities, and even the accessibility minimum legal requirements for digital products and the services provided by public or publicly funded organizations. Having identified a problem in society and exploring the scientific base of knowledge for context and state of the art was a first stage in the Design Science Research methodology, to which followed development and validation cycles of an Inclusive Intelligent Learning Management System Framework. The framework blends various Data Science study fields contributions with accessibility guidelines compliant interface design and content upload accessibility compliance assessment. Validation was provided by a focus group whose inputs were considered for the version presented in this dissertation. Not being the purpose of the research to deliver a complete implementation of the framework and lacking consistent data to put all the modules interacting with each other, the most relevant modules were tested with open data as proof of concept. The rigor cycle of DSR started with the inclusion of the previous thesis on Atlântica University Institute Scientific Repository and is to be completed with the publication of this thesis and the already started PhD’s findings in relevant journals and conferences

    The dawn of the human-machine era: a forecast of new and emerging language technologies

    Get PDF
    New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world's smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawn

    Inclusive Intelligent Learning Management System Framework

    Get PDF
    Machado, D. S-M., & Santos, V. (2023). Inclusive Intelligent Learning Management System Framework. International Journal of Automation and Smart Technology, 13(1), [2423]. https://doi.org/10.5875/ausmt.v13i1.2423The article finds context and the current state of the art in a systematic literature review on intelligent systems employing PRISMA Methodology which is complemented with narrative literature review on disabilities, digital accessibility and legal and standards context. The main conclusion from this review was the existing gap between the available knowledge, standards, and law and what is put into practice in higher education institutions in Portugal. Design Science Research Methodology was applied to output an Inclusive Intelligent Learning Management System Framework aiming to help higher education professors to share accessible pedagogic content and deliver on-line and presential classes with a high level of accessibility for students with different types of disabilities, assessing the uploaded content with Web content Accessibility Guidelines 3.0, clustering students according to their profile, conscient feedback and emotional assessment during content consumption, applying predictive models and signaling students at risk of failing classes according to study habits and finally applying a recommender system. The framework was validated by a focus group to which experts in digital accessibility, information systems and a disabled PhD graduate.publishersversionpublishe

    Sound Visualization for Deaf Assistance Using Mobile Computing

    Get PDF
    This thesis presents a new approach to the visualization of sound for deaf assistance that simultaneously illustrates important dynamic sound properties and the recognized sound icons in an easy readable view. .In order to visualize general sounds efficiently, the MFCC sound features was utilized to represent robust discriminant properties of the sound. The problem of visualizing MFCC vector that has 39 dimension was simplified by visualizing one-dimensional value, which is the result of comparing one reference MFCC vector with the input MFCC vector only. New similarity measure for MFCC feature vectors comparison was proposed that outperforms existing local similarity measures due to their problem of one to one attribute value calculation that leaded to incorrect similarity decisions. Classification of input sound was performed and attached to the visualizing system to make the system more usable for users. Each time frame of sound is put under K-NN classification algorithm to detect short sound events. In addition, every one second the input sound is buffered and forwarded to Dynamic Time Warping (DTW) classification algorithm which is designed for dynamic time series classification. Both classifiers works in the same time and deliver their classification results to the visualization model. The application of the system was implemented using Java programming language to work on smartphones that run Android OS, so many considerations related to the complexity of algorithms is taken into account. The system was implemented to utilize the capabilities of the smartphones GPU to guarantee the smoothness and fastness of the rendering. The system design was built based on interviews with five deaf persons taking into account their preferred visualizing system. In addition to that, the same deaf persons tested the system and the evaluation of the system is carried out based on their interaction with the system. Our approach yields more accessible illustrations of sound and more suitable for casual and little expert users

    Gestures in Machine Interaction

    Full text link
    Vnencumbered-gesture-interaction (VGI) describes the use of unrestricted gestures in machine interaction. The development of such technology will enable users to interact with machines and virtual environments by performing actions like grasping, pinching or waving without the need of peripherals. Advances in image-processing and pattern recognition make such interaction viable and in some applications more practical than current modes of keyboard, mouse and touch-screen interaction provide. VGI is emerging as a popular topic amongst Human-Computer Interaction (HCI), Computer-vision and gesture research; and is developing into a topic with potential to significantly impact the future of computer-interaction, robot-control and gaming. This thesis investigates whether an ergonomic model of VGI can be developed and implemented on consumer devices by considering some of the barriers currently preventing such a model of VGI from being widely adopted. This research aims to address the development of freehand gesture interfaces and accompanying syntax. Without the detailed consideration of the evolution of this field the development of un-ergonomic, inefficient interfaces capable of placing undue strain on interface users becomes more likely. In the course of this thesis some novel design and methodological assertions are made. The Gesture in Machine Interaction (GiMI) syntax model and the Gesture-Face Layer (GFL), developed in the course of this research, have been designed to facilitate ergonomic gesture interaction. The GiMI is an interface syntax model designed to enable cursor control, browser navigation commands and steering control for remote robots or vehicles. Through applying state-of-the-art image processing that facilitates three-dimensional (3D) recognition of human action, this research investigates how interface syntax can incorporate the broadest range of human actions. By advancing our understanding of ergonomic gesture syntax, this research aims to assist future developers evaluate the efficiency of gesture interfaces, lexicons and syntax

    Computer vision methods for unconstrained gesture recognition in the context of sign language annotation

    Get PDF
    Cette thèse porte sur l'étude des méthodes de vision par ordinateur pour la reconnaissance de gestes naturels dans le contexte de l'annotation de la Langue des Signes. La langue des signes (LS) est une langue gestuelle développée par les sourds pour communiquer. Un énoncé en LS consiste en une séquence de signes réalisés par les mains, accompagnés d'expressions du visage et de mouvements du haut du corps, permettant de transmettre des informations en parallèles dans le discours. Même si les signes sont définis dans des dictionnaires, on trouve une très grande variabilité liée au contexte lors de leur réalisation. De plus, les signes sont souvent séparés par des mouvements de co-articulation. Cette extrême variabilité et l'effet de co-articulation représentent un problème important dans les recherches en traitement automatique de la LS. Il est donc nécessaire d'avoir de nombreuses vidéos annotées en LS, si l'on veut étudier cette langue et utiliser des méthodes d'apprentissage automatique. Les annotations de vidéo en LS sont réalisées manuellement par des linguistes ou experts en LS, ce qui est source d'erreur, non reproductible et extrêmement chronophage. De plus, la qualité des annotations dépend des connaissances en LS de l'annotateur. L'association de l'expertise de l'annotateur aux traitements automatiques facilite cette tâche et représente un gain de temps et de robustesse. Le but de nos recherches est d'étudier des méthodes de traitement d'images afin d'assister l'annotation des corpus vidéo: suivi des composantes corporelles, segmentation des mains, segmentation temporelle, reconnaissance de gloses. Au cours de cette thèse nous avons étudié un ensemble de méthodes permettant de réaliser l'annotation en glose. Dans un premier temps, nous cherchons à détecter les limites de début et fin de signe. Cette méthode d'annotation nécessite plusieurs traitements de bas niveau afin de segmenter les signes et d'extraire les caractéristiques de mouvement et de forme de la main. D'abord nous proposons une méthode de suivi des composantes corporelles robuste aux occultations basée sur le filtrage particulaire. Ensuite, un algorithme de segmentation des mains est développé afin d'extraire la région des mains même quand elles se trouvent devant le visage. Puis, les caractéristiques de mouvement sont utilisées pour réaliser une première segmentation temporelle des signes qui est par la suite améliorée grâce à l'utilisation de caractéristiques de forme. En effet celles-ci permettent de supprimer les limites de segmentation détectées en milieu des signes. Une fois les signes segmentés, on procède à l'extraction de caractéristiques visuelles pour leur reconnaissance en termes de gloses à l'aide de modèles phonologiques. Nous avons évalué nos algorithmes à l'aide de corpus internationaux, afin de montrer leur avantages et limitations. L'évaluation montre la robustesse de nos méthodes par rapport à la dynamique et le grand nombre d'occultations entre les différents membres. L'annotation résultante est indépendante de l'annotateur et représente un gain de robustese important.This PhD thesis concerns the study of computer vision methods for the automatic recognition of unconstrained gestures in the context of sign language annotation. Sign Language (SL) is a visual-gestural language developed by deaf communities. Continuous SL consists on a sequence of signs performed one after another involving manual and non-manual features conveying simultaneous information. Even though standard signs are defined in dictionaries, we find a huge variability caused by the context-dependency of signs. In addition signs are often linked by movement epenthesis which consists on the meaningless gesture between signs. The huge variability and the co-articulation effect represent a challenging problem during automatic SL processing. It is necessary to have numerous annotated video corpus in order to train statistical machine translators and study this language. Generally the annotation of SL video corpus is manually performed by linguists or computer scientists experienced in SL. However manual annotation is error-prone, unreproducible and time consuming. In addition de quality of the results depends on the SL annotators knowledge. Associating annotator knowledge to image processing techniques facilitates the annotation task increasing robustness and speeding up the required time. The goal of this research concerns on the study and development of image processing technique in order to assist the annotation of SL video corpus: body tracking, hand segmentation, temporal segmentation, gloss recognition. Along this PhD thesis we address the problem of gloss annotation of SL video corpus. First of all we intend to detect the limits corresponding to the beginning and end of a sign. This annotation method requires several low level approaches for performing temporal segmentation and for extracting motion and hand shape features. First we propose a particle filter based approach for robustly tracking hand and face robust to occlusions. Then a segmentation method for extracting hand when it is in front of the face has been developed. Motion is used for segmenting signs and later hand shape is used to improve the results. Indeed hand shape allows to delete limits detected in the middle of a sign. Once signs have been segmented we proceed to the gloss recognition using lexical description of signs. We have evaluated our algorithms using international corpus, in order to show their advantages and limitations. The evaluation has shown the robustness of the proposed methods with respect to high dynamics and numerous occlusions between body parts. Resulting annotation is independent on the annotator and represents a gain on annotation consistency

    A survey on artificial intelligence-based acoustic source identification

    Get PDF
    The concept of Acoustic Source Identification (ASI), which refers to the process of identifying noise sources has attracted increasing attention in recent years. The ASI technology can be used for surveillance, monitoring, and maintenance applications in a wide range of sectors, such as defence, manufacturing, healthcare, and agriculture. Acoustic signature analysis and pattern recognition remain the core technologies for noise source identification. Manual identification of acoustic signatures, however, has become increasingly challenging as dataset sizes grow. As a result, the use of Artificial Intelligence (AI) techniques for identifying noise sources has become increasingly relevant and useful. In this paper, we provide a comprehensive review of AI-based acoustic source identification techniques. We analyze the strengths and weaknesses of AI-based ASI processes and associated methods proposed by researchers in the literature. Additionally, we did a detailed survey of ASI applications in machinery, underwater applications, environment/event source recognition, healthcare, and other fields. We also highlight relevant research directions

    Low vision assistance with mobile devices

    Get PDF
    Low vision affects many people, both young and old. Low vision conditions can range from near- and far-sightedness to conditions such as blind spots and tunnel vision. With the growing popularity of mobile devices such as smartphones, there is large opportunity for use of these multipurpose devices to provide low vision assistance. Furthermore, Google\u27s Android operating system provides a robust environment for applications in various fields, including low vision assistance. The objective of this thesis research is to develop a system for low vision assistance that displays important information at the preferred location of the user\u27s visual field. To that end, a first release of a prototype blind spot/tunnel vision assistance system was created and demonstrated on an Android smartphone. Various algorithms for face detection and face tracking were implemented on the Android platform and their performance was assessed with regards to metrics such as throughput and battery usage. Specifically, Viola-Jones, Support Vector Machines, and a color-based method from Pai et al were used for face detection. Template matching, CAMShift, and Lucas-Kanade methods were used for face tracking. It was found that face detection and tracking could be successfully executed within acceptable bounds of time and battery usage, and in some cases performed faster than it would take a comparable cloud-based system for offloading algorithm usage to complete execution
    corecore