57,851 research outputs found
A Survey of Applications and Human Motion Recognition with Microsoft Kinect
Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation
Approaches to the use of sensor data to improve classroom experience
quipping classrooms with inexpensive sensors can enable students and teachers with the opportunity to interact with the classroom in a smart way. In this paper an approach to acquiring contextual data from a classroom environment, using inexpensive sensors, is presented. We present our approach to formalising the usage data. Further we demonstrate how the data was used to model specific room usage situation as cases in a Case-based reasoning (CBR) system. The room usage data was than integrated in a room recommendations system, reasoning on the formalised usage data. We also detail on our on-going work to integrating the systems presented in this paper into our Smart University vision
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
[DC] self-adaptive technologies for immersive trainings
Online learning is the preferred option for professional training, e.g. Industry 4.0 or e-health, because it is more cost efficient than on-site organisation of realistic training sessions. However, current online learning technologies are limited in terms of personalisation, interactivity and immersiveness that are required by applications such as surgery and pilot training. Virtual Reality (VR) technologies have the potential to overcome these limitations. However, due to its early stage of research, VR requires significant improvements to fully unlock its potential. The focus of this PhD is to tackle research challenges to enable VR for online training in three dimensions: (1) dynamic adaptation of the training content for personalised trainings, by incorporating prior knowledge and context data into self-learning algorithms; (2) mapping of sensor data onto what happens in the VR environment, by focusing on motion prediction techniques that use past movements of the users, and (3) investigating immersive environments with intuitive interactions, by gaining a better understanding of human motion in order to improve interaction. The designed improvements will be characterised though a prototype VR training platform for multiple use cases. This work will not only advance the state of the art on VR training, but also on online e-learning applications in general
An IoT-based solution for monitoring a fleet of educational buildings focusing on energy efficiency
Raising awareness among young people and changing their behaviour and habits concerning energy usage iskey to achieving sustained energy saving. Additionally, young people are very sensitive to environmental protection so raising awareness among children is much easier than with any other group of citizens. This work examinesways to create an innovative Information & Communication Technologies (ICT) ecosystem (including web-based, mobile, social and sensing elements) tailored specifically for school environments, taking into account both theusers (faculty, staff, students, parents) and school buildings, thus motivating and supporting young citizenÅ› behavioural change to achieve greater energy efficiency. A mixture of open-source IoT hardware and proprietary platforms on the infrastructure level, are currently being utilized for monitoring a fleet of 18 educational buildings across 3 countries, comprising over 700 IoT monitoring points. Hereon presented is the system's high-level architecture, as well as several aspects of its implementation, related to the application domain of educational building monitoring and energy efficiency. The system is developed based on open-source technologies andservices in order to make it capable of providing open IT-infrastructure and support from different commercial hardware/sensor vendors as well as open-source solutions. The system presented can be used to develop and offer newapp-based solutions that can be used either for educational purposes or for managing the energy efficiency ofthebuilding. The system is replicable and adaptable to settings that may be different than the scenarios envisionedhere (e.g., targeting different climate zones), different IT infrastructures and can be easily extended to accommodate integration with other systems. The overall performance of the system is evaluated in real-world environment in terms of scalability, responsiveness and simplicity
Analysis and Observations from the First Amazon Picking Challenge
This paper presents a overview of the inaugural Amazon Picking Challenge
along with a summary of a survey conducted among the 26 participating teams.
The challenge goal was to design an autonomous robot to pick items from a
warehouse shelf. This task is currently performed by human workers, and there
is hope that robots can someday help increase efficiency and throughput while
lowering cost. We report on a 28-question survey posed to the teams to learn
about each team's background, mechanism design, perception apparatus, planning
and control approach. We identify trends in this data, correlate it with each
team's success in the competition, and discuss observations and lessons learned
based on survey results and the authors' personal experiences during the
challenge
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