27 research outputs found

    An Overview of Advances of Pattern Recognition Systems in Computer Vision

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    26 pagesFirst of all, let's give a tentative answer to the following question: what is pattern recognition (PR)? Among all the possible existing answers, that which we consider being the best adapted to the situation and to the concern of this chapter is: "pattern recognition is the scientific discipline of machine learning (or artificial intelligence) that aims at classifying data (patterns) into a number of categories or classes". But what is a pattern? A pattern recognition system (PRS) is an automatic system that aims at classifying the input pattern into a specific class. It proceeds into two successive tasks: (1) the analysis (or description) that extracts the characteristics from the pattern being studied and (2) the classification (or recognition) that enables us to recognise an object (or a pattern) by using some characteristics derived from the first task

    Building a web-based continuous sign language translation application for the deaf and hard-of-hearing (DHH)

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    Applied project submitted to the Department of Computer Science and Information Systems, Ashesi University, in partial fulfillment of Bachelor of Science degree in Computer Science, May 2020Advancement in technology has brought about limitless possibilities. We have seen technology been applied to every aspect of our lives, from Medicine to the food we eat. This technology can also be applied to make life more comfortable for the Deaf and Hard-of Hearing (DHH) individuals. Assistive technologies have been built for individuals with various forms of disabilities. DHH individuals have seen assistive technologies in the form of mechanical hardware, and cybernetics that enables translation of sign language to verbal communication in various languages. However, these technologies are often expensive and difficult to afford. In this project, an automatic sign language translation model is implemented to help people without hearing impairment to communicate better with DHH individuals in order to better provide services for them.Ashesi Universit

    Improved micro-contact resistance model that considers material deformation, electron transport and thin film characteristics

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    This paper reports on an improved analytic model forpredicting micro-contact resistance needed for designing microelectro-mechanical systems (MEMS) switches. The originalmodel had two primary considerations: 1) contact materialdeformation (i.e. elastic, plastic, or elastic-plastic) and 2) effectivecontact area radius. The model also assumed that individual aspotswere close together and that their interactions weredependent on each other which led to using the single effective aspotcontact area model. This single effective area model wasused to determine specific electron transport regions (i.e. ballistic,quasi-ballistic, or diffusive) by comparing the effective radius andthe mean free path of an electron. Using this model required thatmicro-switch contact materials be deposited, during devicefabrication, with processes ensuring low surface roughness values(i.e. sputtered films). Sputtered thin film electric contacts,however, do not behave like bulk materials and the effects of thinfilm contacts and spreading resistance must be considered. Theimproved micro-contact resistance model accounts for the twoprimary considerations above, as well as, using thin film,sputtered, electric contact

    Débruitage de séquences vidéo en présence de perturbations fortement impulsives

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    In this document, we are interested to the video denoising in the presence of heavily impulsiveperturbations. These additive perturbations which can occur during acquisition, transmission orcompression of video ows cannot be modeled in an adequate way by a Gaussian distribution.To address this problem two types of solutions are generally adopted : parametric methods andnon-parametric methods.In a first part, we propose to use the higher order statistics (HOS). The HOS-based algorithmsare compared with the techniques based on the second order statistics (SOS). The experimentalevaluation of the performances emphasizes the interest of such approach.In a second part, we propose to model the perturbation process by the α-stable distribution.The treatments resulting from this modeling show the eectiveness of the approach suggestedin term of SNR and computational time gain.Dans ce document, nous nous intĂ©ressons au dĂ©bruitage de sĂ©quences vidĂ©o en prĂ©sence de perturbationsfortement impulsives. Ces perturbations additives qui peuvent ĂȘtre rencontrĂ©es lorsde l'acquisition, de la transmission ou compression des ux vidĂ©o ne peuvent ĂȘtre modĂ©lisĂ©es defaçon adĂ©quate par une distribution gaussienne.Pour aborder ce problĂšme deux types de solutions sont gĂ©nĂ©ralement adoptĂ©es : les mĂ©thodesparamĂ©triques et les mĂ©thodes non paramĂ©triques.Dans une premiĂšre partie, nous proposons d'utiliser des statistiques d'ordre supĂ©rieur. Les algorithmesproposĂ©s sont comparĂ©s au techniques basĂ©es sur les statistiques du second ordre.L'Ă©valuation expĂ©rimentale des performances met en valeur l'intĂ©rĂȘt d'une telle approche.Dans une seconde partie, nous proposons de modĂ©liser le processus perturbateur par une loiα-stable. Les traitements issus de cette modĂ©lisation montrent l'ecacitĂ© de l'approche proposĂ©een terme de gain en SNR et de temps de calcul

    Emotion and Stress Recognition Related Sensors and Machine Learning Technologies

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    This book includes impactful chapters which present scientific concepts, frameworks, architectures and ideas on sensing technologies and machine learning techniques. These are relevant in tackling the following challenges: (i) the field readiness and use of intrusive sensor systems and devices for capturing biosignals, including EEG sensor systems, ECG sensor systems and electrodermal activity sensor systems; (ii) the quality assessment and management of sensor data; (iii) data preprocessing, noise filtering and calibration concepts for biosignals; (iv) the field readiness and use of nonintrusive sensor technologies, including visual sensors, acoustic sensors, vibration sensors and piezoelectric sensors; (v) emotion recognition using mobile phones and smartwatches; (vi) body area sensor networks for emotion and stress studies; (vii) the use of experimental datasets in emotion recognition, including dataset generation principles and concepts, quality insurance and emotion elicitation material and concepts; (viii) machine learning techniques for robust emotion recognition, including graphical models, neural network methods, deep learning methods, statistical learning and multivariate empirical mode decomposition; (ix) subject-independent emotion and stress recognition concepts and systems, including facial expression-based systems, speech-based systems, EEG-based systems, ECG-based systems, electrodermal activity-based systems, multimodal recognition systems and sensor fusion concepts and (x) emotion and stress estimation and forecasting from a nonlinear dynamical system perspective

    Drawing, Handwriting Processing Analysis: New Advances and Challenges

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    International audienceDrawing and handwriting are communicational skills that are fundamental in geopolitical, ideological and technological evolutions of all time. drawingand handwriting are still useful in defining innovative applications in numerous fields. In this regard, researchers have to solve new problems like those related to the manner in which drawing and handwriting become an efficient way to command various connected objects; or to validate graphomotor skills as evident and objective sources of data useful in the study of human beings, their capabilities and their limits from birth to decline

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fĂŒr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prĂ€sentiert, was den Zugang fĂŒr blinde und sehbehinderte Menschen einschrĂ€nkt. Die grundlegendste Barriere ist oft die elementare Orientierung und MobilitĂ€t (und folglich die soziale MobilitĂ€t), einschließlich der Erlangung von Kenntnissen ĂŒber unbekannte GebĂ€ude vor deren Besuch. Um solche Barrieren zu ĂŒberbrĂŒcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugĂ€nglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen RealitĂ€t (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte InteraktivitĂ€t, die Aktualisierbarkeit und die Möglichkeit, virtuelle RĂ€ume und Modelle als Abbilder von realen RĂ€umen zu erkunden, ohne dass reale Gefahren und die begrenzte VerfĂŒgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle ReprĂ€sentationen realer GebĂ€ude im Kontext von Orientierung und MobilitĂ€t berĂŒhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. ZusĂ€tzlich bietet diese Arbeit einen Überblick ĂŒber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fĂŒr blinde und sehbehinderte Nutzer und der Weg dorthin durch die EinfĂŒhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des GerĂ€ts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. BegrĂŒndet und motiviert werden die folgenden Kapitel durch explorative AnsĂ€tze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fĂŒhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der HĂ€nde mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden gerĂ€teunabhĂ€ngige technologische Möglichkeiten und auch Herausforderungen fĂŒr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rĂ€umlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)
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