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    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    Autonomisten metsäkoneiden koneaistijärjestelmät

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    A prerequisite for increasing the autonomy of forest machinery is to provide robots with digital situational awareness, including a representation of the surrounding environment and the robot's own state in it. Therefore, this article-based dissertation proposes perception systems for autonomous or semi-autonomous forest machinery as a summary of seven publications. The work consists of several perception methods using machine vision, lidar, inertial sensors, and positioning sensors. The sensors are used together by means of probabilistic sensor fusion. Semi-autonomy is interpreted as a useful intermediary step, situated between current mechanized solutions and full autonomy, to assist the operator. In this work, the perception of the robot's self is achieved through estimation of its orientation and position in the world, the posture of its crane, and the pose of the attached tool. The view around the forest machine is produced with a rotating lidar, which provides approximately equal-density 3D measurements in all directions. Furthermore, a machine vision camera is used for detecting young trees among other vegetation, and sensor fusion of an actuated lidar and machine vision camera is utilized for detection and classification of tree species. In addition, in an operator-controlled semi-autonomous system, the operator requires a functional view of the data around the robot. To achieve this, the thesis proposes the use of an augmented reality interface, which requires measuring the pose of the operator's head-mounted display in the forest machine cabin. Here, this work adopts a sensor fusion solution for a head-mounted camera and inertial sensors. In order to increase the level of automation and productivity of forest machines, the work focuses on scientifically novel solutions that are also adaptable for industrial use in forest machinery. Therefore, all the proposed perception methods seek to address a real existing problem within current forest machinery. All the proposed solutions are implemented in a prototype forest machine and field tested in a forest. The proposed methods include posture measurement of a forestry crane, positioning of a freely hanging forestry crane attachment, attitude estimation of an all-terrain vehicle, positioning a head mounted camera in a forest machine cabin, detection of young trees for point cleaning, classification of tree species, and measurement of surrounding tree stems and the ground surface underneath.Metsäkoneiden autonomia-asteen kasvattaminen edellyttää, että robotilla on digitaalinen tilannetieto sekä ympäristöstä että robotin omasta toiminnasta. Tämän saavuttamiseksi työssä on kehitetty autonomisen tai puoliautonomisen metsäkoneen koneaistijärjestelmiä, jotka hyödyntävät konenäkö-, laserkeilaus- ja inertia-antureita sekä paikannusantureita. Työ liittää yhteen seitsemässä artikkelissa toteutetut havainnointimenetelmät, joissa useiden anturien mittauksia yhdistetään sensorifuusiomenetelmillä. Työssä puoliautonomialla tarkoitetaan hyödyllisiä kuljettajaa avustavia välivaiheita nykyisten mekanisoitujen ratkaisujen ja täyden autonomian välillä. Työssä esitettävissä autonomisen metsäkoneen koneaistijärjestelmissä koneen omaa toimintaa havainnoidaan estimoimalla koneen asentoa ja sijaintia, nosturin asentoa sekä siihen liitetyn työkalun asentoa suhteessa ympäristöön. Yleisnäkymä metsäkoneen ympärille toteutetaan pyörivällä laserkeilaimella, joka tuottaa lähes vakiotiheyksisiä 3D-mittauksia jokasuuntaisesti koneen ympäristöstä. Nuoret puut tunnistetaan muun kasvillisuuden joukosta käyttäen konenäkökameraa. Lisäksi puiden tunnistamisessa ja puulajien luokittelussa käytetään konenäkökameraa ja laserkeilainta yhdessä sensorifuusioratkaisun avulla. Lisäksi kuljettajan ohjaamassa puoliautonomisessa järjestelmässä kuljettaja tarvitsee toimivan tavan ymmärtää koneen tuottaman mallin ympäristöstä. Työssä tämä ehdotetaan toteutettavaksi lisätyn todellisuuden käyttöliittymän avulla, joka edellyttää metsäkoneen ohjaamossa istuvan kuljettajan lisätyn todellisuuden lasien paikan ja asennon mittaamista. Työssä se toteutetaan kypärään asennetun kameran ja inertia-anturien sensorifuusiona. Jotta metsäkoneiden automatisaatiotasoa ja tuottavuutta voidaan lisätä, työssä keskitytään uusiin tieteellisiin ratkaisuihin, jotka soveltuvat teolliseen käyttöön metsäkoneissa. Kaikki esitetyt koneaistijärjestelmät pyrkivät vastaamaan todelliseen olemassa olevaan tarpeeseen nykyisten metsäkoneiden käytössä. Siksi kaikki menetelmät on implementoitu prototyyppimetsäkoneisiin ja tulokset on testattu metsäympäristössä. Työssä esitetyt menetelmät mahdollistavat metsäkoneen nosturin, vapaasti riippuvan työkalun ja ajoneuvon asennon estimoinnin, lisätyn todellisuuden lasien asennon mittaamisen metsäkoneen ohjaamossa, nuorten puiden havaitsemisen reikäperkauksessa, ympäröivien puiden puulajien tunnistuksen, sekä puun runkojen ja maanpinnan mittauksen

    Advanced Materials and Technologies in Nanogenerators

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    This reprint discusses the various applications, new materials, and evolution in the field of nanogenerators. This lays the foundation for the popularization of their broad applications in energy science, environmental protection, wearable electronics, self-powered sensors, medical science, robotics, and artificial intelligence

    Design and Development of Biofeedback Stick Technology (BfT) to Improve the Quality of Life of Walking Stick Users

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    Biomedical engineering has seen a rapid growth in recent times, where the aim to facilitate and equip humans with the latest technology has become widespread globally. From high-tech equipment ranging from CT scanners, MRI equipment, and laser treatments, to the design, creation, and implementation of artificial body parts, the field of biomedical engineering has significantly contributed to mankind. Biomedical engineering has facilitated many of the latest developments surrounding human mobility, with advancement in mobility aids improving human movement for people with compromised mobility either caused by an injury or health condition. A review of the literature indicated that mobility aids, especially walking sticks, and appropriate training for their use, are generally prescribed by allied health professionals (AHP) to walking stick users for rehabilitation and activities of daily living (ADL). However, feedback from AHP is limited to the clinical environment, leaving walking stick users vulnerable to falls and injuries due to incorrect usage. Hence, to mitigate the risk of falls and injuries, and to facilitate a routine appraisal of individual patient’s usage, a simple, portable, robust, and reliable tool was developed which provides the walking stick users with real-time feedback upon incorrect usage during their activities of daily living (ADL). This thesis aimed to design and develop a smart walking stick technology: Biofeedback stick technology (BfT). The design incorporates the approach of patient and public involvement (PPI) in the development of BfT to ensure that BfT was developed as per the requirements of walking stick users and AHP recommendations. The newly developed system was tested quantitatively for; validity, reliability, and reproducibility against gold standard equipment such as the 3D motion capture system, force plates, optical measurement system for orientation, weight bearing, and step count. The system was also tested qualitatively for its usability by conducting semi-informal interviews with AHPs and walking stick users. The results of these studies showed that the newly developed system has good accuracy, reported above 95% with a maximum inaccuracy of 1°. The data reported indicates good reproducibility. The angles, weight, and steps recorded by the system during experiments are within the values published in the literature. From these studies, it was concluded that, BfT has the potential to improve the lives of walking stick users and that, with few additional improvements, appropriate approval from relevant regulatory bodies, and robust clinical testing, the technology has a huge potential to carve its way to a commercial market

    Adaptation of the human nervous system for self-aware secure mobile and IoT systems

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    IT systems have been deployed across several domains, such as hospitals and industries, for the management of information and operations. These systems will soon be ubiquitous in every field due to the transition towards the Internet of Things (IoT). The IoT brings devices with sensory functions into IT systems through the process of internetworking. The sensory functions of IoT enable them to generate and process information automatically, either without human contribution or having the least human interaction possible aside from the information and operations management tasks. Security is crucial as it prevents system exploitation. Security has been employed after system implementation, and has rarely been considered as a part of the system. In this dissertation, a novel solution based on a biological approach is presented to embed security as an inalienable part of the system. The proposed solution, in the form of a prototype of the system, is based on the functions of the human nervous system (HNS) in protecting its host from the impacts caused by external or internal changes. The contributions of this work are the derivation of a new system architecture from HNS functionalities and experiments that prove the implementation feasibility and efficiency of the proposed HNS-based architecture through prototype development and evaluation. The first contribution of this work is the adaptation of human nervous system functions to propose a new architecture for IT systems security. The major organs and functions of the HNS are investigated and critical areas are identified for the adaptation process. Several individual system components with similar functions to the HNS are created and grouped to form individual subsystems. The relationship between these components is established in a similar way as in the HNS, resulting in a new system architecture that includes security as a core component. The adapted HNS-based system architecture is employed in two the experiments prove its implementation capability, enhancement of security, and overall system operations. The second contribution is the implementation of the proposed HNS-based security solution in the IoT test-bed. A temperature-monitoring application with an intrusion detection system (IDS) based on the proposed HNS architecture is implemented as part of the test-bed experiment. Contiki OS is used for implementation, and the 6LoWPAN stack is modified during the development process. The application, together with the IDS, has a brain subsystem (BrSS), a spinal cord subsystem (SCSS), and other functions similar to the HNS whose names are changed. The HNS functions are shared between an edge router and resource-constrained devices (RCDs) during implementation. The experiment is evaluated in both test-bed and simulation environments. Zolertia Z1 nodes are used to form a 6LoWPAN network, and an edge router is created by combining Pandaboard and Z1 node for a test-bed setup. Two networks with different numbers of sensor nodes are used as simulation environments in the Cooja simulator. The third contribution of this dissertation is the implementation of the proposed HNS-based architecture in the mobile platform. In this phase, the Android operating system (OS) is selected for experimentation, and the proposed HNS-based architecture is specifically tailored for Android. A context-based dynamically reconfigurable access control system (CoDRA) is developed based on the principles of the refined HNS architecture. CoDRA is implemented through customization of Android OS and evaluated under real-time usage conditions in test-bed environments. During the evaluation, the implemented prototype mimicked the nature of the HNS in securing the application under threat with negligible resource requirements and solved the problems in existing approaches by embedding security within the system. Furthermore, the results of the experiments highlighted the retention of HNS functions after refinement for different IT application areas, especially the IoT, due to its resource-constrained nature, and the implementable capability of our proposed HNS architecture.--- IT-järjestelmiä hyödynnetään tiedon ja toimintojen hallinnassa useilla aloilla, kuten sairaaloissa ja teollisuudessa. Siirtyminen kohti esineiden Internetiä (Internet of Things, IoT) tuo tällaiset laitteet yhä kiinteämmäksi osaksi jokapäiväistä elämää. IT-järjestelmiin liitettyjen IoT-laitteiden sensoritoiminnot mahdollistavat tiedon automaattisen havainnoinnin ja käsittelyn osana suurempaa järjestelmää jopa täysin ilman ihmisen myötävaikutusta, poislukien mahdolliset ylläpito- ja hallintatoimenpiteet. Turvallisuus on ratkaisevan tärkeää IT-järjestelmien luvattoman käytön estämiseksi. Valitettavan usein järjestelmäsuunnittelussa turvallisuus ei ole osana ydinsuunnitteluprosessia, vaan otetaan huomioon vasta käyttöönoton jälkeen. Tässä väitöskirjassa esitellään uudenlainen biologiseen lähestymistapaan perustuva ratkaisu, jolla turvallisuus voidaan sisällyttää erottamattomaksi osaksi järjestelmää. Ehdotettu prototyyppiratkaisu perustuu ihmisen hermoston toimintaan tilanteessa, jossa se suojelee isäntäänsä ulkoisten tai sisäisten muutosten vaikutuksilta. Tämän työn keskeiset tulokset ovat uuden järjestelmäarkkitehtuurin johtaminen ihmisen hermoston toimintaperiaatteesta sekä tällaisen järjestelmän toteutettavuuden ja tehokkuuden arviointi kokeellisen prototyypin kehittämisen ja toiminnan arvioinnin avulla. Tämän väitöskirjan ensimmäinen kontribuutio on ihmisen hermoston toimintoihin perustuva IT-järjestelmäarkkitehtuuri. Tutkimuksessa arvioidaan ihmisen hermoston toimintaa ja tunnistetaan keskeiset toiminnot ja toiminnallisuudet, jotka mall-innetaan osaksi kehitettävää järjestelmää luomalla näitä vastaavat järjestelmäkomponentit. Nä-istä kootaan toiminnallisuudeltaan hermostoa vastaavat osajärjestelmät, joiden keskinäinen toiminta mallintaa ihmisen hermoston toimintaa. Näin luodaan arkkitehtuuri, jonka keskeisenä komponenttina on turvallisuus. Tämän pohjalta toteutetaan kaksi prototyyppijärjestelmää, joiden avulla arvioidaan arkkitehtuurin toteutuskelpoisuutta, turvallisuutta sekä toimintakykyä. Toinen kontribuutio on esitetyn hermostopohjaisen turvallisuusratkaisun toteuttaminen IoT-testialustalla. Kehitettyyn arkkitehtuuriin perustuva ja tunkeutumisen estojärjestelmän (intrusion detection system, IDS) sisältävä lämpötilan seurantasovellus toteutetaan käyttäen Contiki OS -käytöjärjestelmää. 6LoWPAN protokollapinoa muokataan tarpeen mukaan kehitysprosessin aikana. IDS:n lisäksi sovellukseen kuuluu aivo-osajärjestelmä (Brain subsystem, BrSS), selkäydinosajärjestelmä (Spinal cord subsystem, SCSS), sekä muita hermoston kaltaisia toimintoja. Nämä toiminnot jaetaan reunareitittimen ja resurssirajoitteisten laitteiden kesken. Tuloksia arvioidaan sekä simulaatioiden että testialustan tulosten perusteella. Testialustaa varten 6LoWPAN verkon toteutukseen valittiin Zolertia Z1 ja reunareititin on toteutettu Pandaboardin ja Z1:n yhdistelmällä. Cooja-simulaattorissa käytettiin mallinnukseen ymp-äristönä kahta erillistä ja erikokoisuta sensoriverkkoa. Kolmas tämän väitöskirjan kontribuutio on kehitetyn hermostopohjaisen arkkitehtuurin toteuttaminen mobiilialustassa. Toteutuksen alustaksi valitaan Android-käyttöjärjestelmä, ja kehitetty arkkitehtuuri räätälöidään Androidille. Tuloksena on kontekstipohjainen dynaamisesti uudelleen konfiguroitava pääsynvalvontajärjestelmä (context-based dynamically reconfigurable access control system, CoDRA). CoDRA toteutetaan mukauttamalla Androidin käyttöjärjestelmää ja toteutuksen toimivuutta arvioidaan reaaliaikaisissa käyttöolosuhteissa testialustaympäristöissä. Toteutusta arvioitaessa havaittiin, että kehitetty prototyyppi jäljitteli ihmishermoston toimintaa kohdesovelluksen suojaamisessa, suoriutui tehtävästään vähäisillä resurssivaatimuksilla ja onnistui sisällyttämään turvallisuuden järjestelmän ydintoimintoihin. Tulokset osoittivat, että tämän tyyppinen järjestelmä on toteutettavissa sekä sen, että järjestelmän hermostonkaltainen toiminnallisuus säilyy siirryttäessä sovellusalueelta toiselle, erityisesti resursseiltaan rajoittuneissa IoT-järjestelmissä

    Towards Authentication of IoMT Devices via RF Signal Classification

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    The increasing reliance on the Internet of Medical Things (IoMT) raises great concern in terms of cybersecurity, either at the device’s physical level or at the communication and transmission level. This is particularly important as these systems process very sensitive and private data, including personal health data from multiple patients such as real-time body measurements. Due to these concerns, cybersecurity mechanisms and strategies must be in place to protect these medical systems, defending them from compromising cyberattacks. Authentication is an essential cybersecurity technique for trustworthy IoMT communications. However, current authentication methods rely on upper-layer identity verification or key-based cryptography which can be inadequate to the heterogeneous Internet of Things (IoT) environments. This thesis proposes the development of a Machine Learning (ML) method that serves as a foundation for Radio Frequency Fingerprinting (RFF) in the authentication of IoMT devices in medical applications to improve the flexibility of such mechanisms. This technique allows the authentication of medical devices by their physical layer characteristics, i.e. of their emitted signal. The development of ML models serves as the foundation for RFF, allowing it to evaluate and categorise the released signal and enable RFF authentication. Multiple feature take part of the proposed decision making process of classifying the device, which then is implemented in a medical gateway, resulting in a novel IoMT technology.A confiança crescente na IoMT suscita grande preocupação em termos de cibersegurança, quer ao nível físico do dispositivo quer ao nível da comunicação e ao nível de transmissão. Isto é particularmente importante, uma vez que estes sistemas processam dados muito sensíveis e dados, incluindo dados pessoais de saúde de diversos pacientes, tais como dados em tempo real de medidas do corpo. Devido a estas preocupações, os mecanismos e estratégias de ciber-segurança devem estar em vigor para proteger estes sistemas médicos, defendendo-os de ciberataques comprometedores. A autenticação é uma técnica essencial de ciber-segurança para garantir as comunicações em sistemas IoMT de confiança. No entanto, os métodos de autenticação atuais focam-se na verificação de identidade na camada superior ou criptografia baseada em chaves que podem ser inadequadas para a ambientes IoMT heterogéneos. Esta tese propõe o desenvolvimento de um método de ML que serve como base para o RFF na autenticação de dispositivos IoMT para melhorar a flexibilidade de tais mecanismos. Isto permite a autenticação dos dispositivos médicos pelas suas características de camada física, ou seja, a partir do seu sinal emitido. O desenvolvimento de modelos de ML serve de base para o RFF, permitindo-lhe avaliar e categorizar o sinal libertado e permitir a autenticação do RFF. Múltiplas features fazem parte do processo de tomada de decisão proposto para classificar o dispositivo, que é implementada num gateway médico, resultando numa nova tecnologia IoMT

    Situating Data: Inquiries in Algorithmic Culture

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    Taking up the challenges of the datafication of culture, as well as of the scholarship of cultural inquiry itself, this collection contributes to the critical debate about data and algorithms. How can we understand the quality and significance of current socio-technical transformations that result from datafication and algorithmization? How can we explore the changing conditions and contours for living within such new and changing frameworks? How can, or should we, think and act within, but also in response to these conditions? This collection brings together various perspectives on the datafication and algorithmization of culture from debates and disciplines within the field of cultural inquiry, specifically (new) media studies, game studies, urban studies, screen studies, and gender and postcolonial studies. It proposes conceptual and methodological directions for exploring where, when, and how data and algorithms (re)shape cultural practices, create (in)justice, and (co)produce knowledge
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