14,277 research outputs found

    Deep Neural Network and Data Augmentation Methodology for off-axis iris segmentation in wearable headsets

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    A data augmentation methodology is presented and applied to generate a large dataset of off-axis iris regions and train a low-complexity deep neural network. Although of low complexity the resulting network achieves a high level of accuracy in iris region segmentation for challenging off-axis eye-patches. Interestingly, this network is also shown to achieve high levels of performance for regular, frontal, segmentation of iris regions, comparing favorably with state-of-the-art techniques of significantly higher complexity. Due to its lower complexity, this network is well suited for deployment in embedded applications such as augmented and mixed reality headsets

    Role of Digitalization in Election Voting Through Industry 4.0 Enabling Technologies

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    The election voting system is one of the essential pillars of democracy to elect the representative for ruling the country. In the election voting system, there are multiple areas such as detection of fake voters, illegal activities for fake voting, booth capturing, ballot monitoring, etc., in which Industry 4.0 can be adopted for the application of real-time monitoring, intelligent detection, enhancing security and transparency of voting and other data during the voting. According to previous research, there are no studies that have presented the significance of industry 4.0 technologies for improving the electronic voting system from a sustainability standpoint. To overcome the research gap, this study aims to present literature about Industry 4.0 technologies on the election voting system. We examined individual industry enabling technologies such as blockchain, artificial intelligence (AI), cloud computing, and the Internet of Things (IoT) that have the potential to strengthen the infrastructure of the election voting system. Based upon the analysis, the study has discussed and recommended suggestions for the future scope such as: IoT and cloud computing-based automatic systems for the detection of fake voters and updating voter attendance after the verification of the voter identity; AI-based illegal, and fake voting activities detection through vision node; blockchain-inspired system for the data integrity in between voter and election commission and robotic assistance system for guiding the voter and also for detecting disputes in the premises of election booth

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue
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