282,194 research outputs found

    Online System on Monitoring and Feedback for Education

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    This study reported the staging of process on developing a mobile application for real-time data management information system on monitoring and feedback in early childhood education, it can help tracking child care and education and assist teacher in monitoring and feedback on child services. A study was carried out to gather necessary information through data mapping, in-depth interviews with key stakeholders, document reviews, application development, direct entry in the field using mobile development, application testing and analysis that was conducted on for 253 respondents. To obtain a full picture on early childhood education, data on child growth and education shall be mapped and linked in one application. We introduce a mobile app to systematically compile the individual as well as group data across different aspects of child life, ranging from child education. Using a tablet PC or mobile phone, data could be easily entered at any time by the person. Due to still poor infrastructure at the grass root level, the system also allows a safety store offline that could automatically link to server when network connection is available. The immediate data entry will provide real-time data report that could be accessed by any relevant stakeholders at any levels to response accordingly. However, to avoid misuse of data, the access will also be restricted with a secured login system. Based on the study, this application is easily applicable for real-time monitoring and evaluation on early child education

    PENGEMBANGANAPLIKASI UNTUK PEMANTAUAN DAN FEEDBACK PENDIDIKAN ANAK USIA DINI

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    This study reported the staging of process on developing a mobile application for real-time data management information system on monitoring and feedback in early child education, it can help tracking child education and assist teacher in monitoring and feedback on child services. A study was carried out to gather necessary information through data mapping, in-depth interviews with key stakeholders, document reviews, application development, direct entry in the field using mobile development, application testing and analysis that was conducted on for 145 children. To obtain a full picture on early childhood education, data on childhood education shall be mapped and linked in one application. We introduce a mobile app to systematically compile the individual as well as group data (i.e. village or district profiles) across different aspects of child life, ranging from early child education. Using a tablet PC or mobile phone, data could be easily entered at anytime by the person. Due to still poor infrastructure at the grass root level, the system also allows a safety store offline that could automatically link to server when network connection is available. The immediate data entry will provide real-time data report that could be accessed by any relevant stakeholders at any levels to response accordingly. However, to avoid misuse of data, the access will also be restricted with a secured login system. Based on the study, this application is easily applicable for real-time monitoring and feedback on early child education

    The Potential of Immersive Virtual Reality for the Study of Event Perception

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    In everyday life, we actively engage in different activities from a first-person perspective. However, experimental psychological research in the field of event perception is often limited to relatively passive, third-person computer-based paradigms. In the present study, we tested the feasibility of using immersive virtual reality in combination with eye tracking with participants in active motion. Behavioral research has shown that speakers of aspectual and non-aspectual languages attend to goals (endpoints) in motion events differently, with speakers of non-aspectual languages showing relatively more attention to goals (endpoint bias). In the current study, native speakers of German (non-aspectual) and English (aspectual) walked on a treadmill across 3-D terrains in VR, while their eye gaze was continuously tracked. Participants encountered landmark objects on the side of the road, and potential endpoint objects at the end of it. Using growth curve analysis to analyze fixation patterns over time, we found no differences in eye gaze behavior between German and English speakers. This absence of cross-linguistic differences was also observed in behavioral tasks with the same participants. Methodologically, based on the quality of the data, we conclude that our dynamic eye-tracking setup can be reliably used to study what people look at while moving through rich and dynamic environments that resemble the real world

    Lidar-based Gait Analysis and Activity Recognition in a 4D Surveillance System

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    This paper presents new approaches for gait and activity analysis based on data streams of a Rotating Multi Beam (RMB) Lidar sensor. The proposed algorithms are embedded into an integrated 4D vision and visualization system, which is able to analyze and interactively display real scenarios in natural outdoor environments with walking pedestrians. The main focus of the investigations are gait based person re-identification during tracking, and recognition of specific activity patterns such as bending, waving, making phone calls and checking the time looking at wristwatches. The descriptors for training and recognition are observed and extracted from realistic outdoor surveillance scenarios, where multiple pedestrians are walking in the field of interest following possibly intersecting trajectories, thus the observations might often be affected by occlusions or background noise. Since there is no public database available for such scenarios, we created and published a new Lidar-based outdoors gait and activity dataset on our website, that contains point cloud sequences of 28 different persons extracted and aggregated from 35 minutes-long measurements. The presented results confirm that both efficient gait-based identification and activity recognition is achievable in the sparse point clouds of a single RMB Lidar sensor. After extracting the people trajectories, we synthesized a free-viewpoint video, where moving avatar models follow the trajectories of the observed pedestrians in real time, ensuring that the leg movements of the animated avatars are synchronized with the real gait cycles observed in the Lidar stream

    Multi-person virtual rehearsal system based on optical location tracking

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    © 2017 IEEE. Rehearsal system is the latest form of 3D technology applications in the field of film and television. In this paper, we propose a novel multi-person virtual rehearsal system based on passive optical motion capture technology. A new fast location algorithm for human motion gesture is presented, which combines the traditional forward kinematic algorithm with the location tracking algorithm of markers, and uses noise elimination filter method and Euclidean distance to stability and evaluation of markers data. The experimental result shows that this system, focusing on the interaction of actors and scenes, lights, cameras, etc, could realize the shooting test and scene rehearsal of VR films well with high capture precision, tracking stability and real-Time performance, and improving the efficiency and quality of VR films greatly

    Antennas and Propagation Models in advanced RFID Systems

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    The demand for RFID (Radio Frequency IDentification) systems in real-time identification, location-based services, asset tracking, intelligent transportation, security surveillance, item level tagging and many other authentication and management processes is continuously increasing. Since RFID systems are based on a wireless radio link between the reader and the transponders (tags), antennas for both readers and tags are recognized to be crucial elements of the whole system, together with channel propagation phenomena as multipath, clutter and path loss. Moreover, radio-localization techniques can take advantage of low-cost and low-size of RFID tags which can be mounted on the object/person to be tracked, as well as of easy-deployment of an infrastructure of networked readers. Therefore, a proliferation of RFID tag location and tracking solutions and their integration in commercial RFID readers or ad-hoc data processing systems is expected in the near future. In this context, during her PhD studies the author has dealt with some antenna and propagation issues arising in modern RFID systems. Part of the work has been devoted to Near-Field (NF) focused antennas for UHF/microwave RFID systems. Indeed, Near-Field UHF RFID systems are expected to combine typical advantages of UHF systems (high reading rate and data rate) with those of HF systems (robustness to the environment and multipath); communication occurs in the antennas near-field zone, like in the HF systems, but through an electromagnetic coupling. A Near-Field focused antenna for fixed reader antenna suitable for RFID portals has been designed and characterized. When compared to an equal-phase array, the NF focused array is able to radiate a higher power in the near-field region but with a lower power in the far-field region (the latter property being useful to better satisfy the EIRP limits). These advantages are obtained without increasing antenna cost and complexity with respect to a conventional far-field focused array. The design criteria of near-field focused planar arrays have been widely investigated and design curves have been carried out as a function of array size, inter-element distance and focal distance. The radio-link for Near-Field UHF RFID systems have also been investigated by referring to a significant set of real commercial antennas, through a careful numerical analysis of the impedance matrix associated to the system made of the reader antenna coupled to the tag antenna. Estimation of the power transfer efficiency, the far-field boundary and the impedance mismatching loss for practical RFID configurations have been obtained. A set of polarization alignments between the reader and the tag antennas have also been considered, as well as the “matched-antenna” case where two identical tag antennas are used at the reader and tag sides. Finally, location techniques for RFID tags have been examined and a new phase-based technique have been proposed (patent pending). It takes advantages of the fact that the tagged items move along a conveyor belt, whose instantaneous speed and path are known a priori. Algorithm performance is shown thorough a numerical model as a function of standardized UHF-RFID electrical parameters. The location algorithm can be implemented in a conventional reader that is based on an I-Q receiver, so the proposed technique does not require any modification of the reader antenna configuration usually adopted in RFID applications and it allows a simultaneous detection and tracking of all tags moving along the conveyor belts

    Spatial context-aware person-following for a domestic robot

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    Domestic robots are in the focus of research in terms of service providers in households and even as robotic companion that share the living space with humans. A major capability of mobile domestic robots that is joint exploration of space. One challenge to deal with this task is how could we let the robots move in space in reasonable, socially acceptable ways so that it will support interaction and communication as a part of the joint exploration. As a step towards this challenge, we have developed a context-aware following behav- ior considering these social aspects and applied these together with a multi-modal person-tracking method to switch between three basic following approaches, namely direction-following, path-following and parallel-following. These are derived from the observation of human-human following schemes and are activated depending on the current spatial context (e.g. free space) and the relative position of the interacting human. A combination of the elementary behaviors is performed in real time with our mobile robot in different environments. First experimental results are provided to demonstrate the practicability of the proposed approach

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1
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