4,967 research outputs found

    Students as producers: Designing games to teach social science research methods and ethics

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    In this paper we explore our experiences of a staff-student collaborative project that sought to design games and learning resources that could be used to 'liven-up' research methods and ethics teaching in the social sciences. Final and second year undergraduate social science students were encouraged to reflect on their own experiences of both research methods teaching and the process of doing primary research, in order to design games resources that would be useful for future cohorts of students. The concept of games was applied twofold in the project: the development of the teaching resources was itself set up in a games format: we based our initial workshops on the style of the BBC's "Apprentice" programme in order to come up with ideas for the games resources and to introduce a competitive element into the design process. Two groups of students were given a brief to design a games resource that would 'liven up' social science research methods and ethics teaching. Groups then spent an intensive day working on the brief alongside an academic facilitator before pitching their final game concept in a presentation at the end of the day when a winner was announced. In subsequent workshops students worked collaboratively to further develop both games before piloting them on further groups of students prior to production. The second application of the games concept lay in the development of an actual learning resource to be used in future research methods and ethics teaching. The premise of developing an undergraduate dissertation, its (realistic) design and the potential ethical and methodological problems encountered when doing research underpinned the learning objectives for the games developed. The developed games resources have been introduced into the curriculum to supplement the existing (more traditional) learning and teaching strategies and to add a 'fun' element into research methods teaching. Developing a game-based learning approach themselves has thereby increased students' influence on the design of teaching and learning strategies and helped produce a useful learning resource for future cohorts. The paper highlights the benefits of staff-student collaboration in the design and production of game resources, and in particular, the potential for harnessing students' experiences of teaching and learning through feeding it into curriculum development. The paper also demonstrates the benefits of gamification - through a discussion of the positive student feedback and evaluation received by the developed games

    On gait as a biometric: progress and prospects

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    There is increasing interest in automatic recognition by gait given its unique capability to recognize people at a distance when other biometrics are obscured. Application domains are those of any noninvasive biometric, but with particular advantage in surveillance scenarios. Its recognition capability is supported by studies in other domains such as medicine (biomechanics), mathematics and psychology which also suggest that gait is unique. Further, examples of recognition by gait can be found in literature, with early reference by Shakespeare concerning recognition by the way people walk. Many of the current approaches confirm the early results that suggested gait could be used for identification, and now on much larger databases. This has been especially influenced by DARPA’s Human ID at a Distance research program with its wide scenario of data and approaches. Gait has benefited from the developments in other biometrics and has led to new insight particularly in view of covariates. Equally, gait-recognition approaches concern extraction and description of moving articulated shapes and this has wider implications than just in biometrics

    A study of the experiential service design process at a luxury hotel

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    This thesis explores the process of designing experiential services at a luxury hotel. These processes were surfaced by means of a methodology that used the principles of jazz improvisation. Due to similarities between experiential service design and elements in jazz improvisation, representing experiential service design through the jazz improvisation metaphor leads to a new framework for exploring the process of experiential service design that is iterative in nature. A gap in the service design literature is that experiential service design is not operationalized in organizational improvisation, and one contribution from this study will be to fill that gap. This study contributes to the field of knowledge by exposing a new perspective on how experiential services can be better designed by adapting some of the design tools from this luxury hotel; a second contribution is a recommendation for how the improvisational lens works as an investigative tool to research experiential organizations. In the process, some new dimensions to understanding complexity are contributed. The research process utilized qualitative research methods. Frank Barrett (1998) identified seven characteristics of jazz improvisation which I have used as a heuristic device: 1) provocative competence (i.e., deliberately creating disruption); 2) embracing errors as learning sources; 3) minimal structures that allow for maximum flexibility; 4) distributed task (i.e., an ongoing give and take); 5) reliance on retrospective sensemaking (organizational members as bricoleurs, making use of whatever is at hand); 6) hanging out (connecting through communities of practice); and 7) alternating between soloing and supporting. This research is grounded in the body of literature regarding complexity, organizational improvisation, service design and experience design. The role of heterogeneous minimal structures that are fluid and optimize uncertainty is central to this investigation. Themes such as sensemaking and the role of story, meaning-making, organizational actors' use of tangible and intangible design skills, and embracing ambiguity in efforts to design experiential services are explored throughout the dissertation. The anticipatory nature of experiential service design is a principle outcome from the data that is incorporated into the new conceptual framework highlighting a "posture of service"

    The way we walk

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    Mark Nixon and John Carter reveal how developments in biometrics could mean the increasing use of biometric evidence such ear shape and gait to identify defendants

    Towards automated visual surveillance using gait for identity recognition and tracking across multiple non-intersecting cameras

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    Despite the fact that personal privacy has become a major concern, surveillance technology is now becoming ubiquitous in modern society. This is mainly due to the increasing number of crimes as well as the essential necessity to provide secure and safer environment. Recent research studies have confirmed now the possibility of recognizing people by the way they walk i.e. gait. The aim of this research study is to investigate the use of gait for people detection as well as identification across different cameras. We present a new approach for people tracking and identification between different non-intersecting un-calibrated stationary cameras based on gait analysis. A vision-based markerless extraction method is being deployed for the derivation of gait kinematics as well as anthropometric measurements in order to produce a gait signature. The novelty of our approach is motivated by the recent research in biometrics and forensic analysis using gait. The experimental results affirmed the robustness of our approach to successfully detect walking people as well as its potency to extract gait features for different camera viewpoints achieving an identity recognition rate of 73.6 % processed for 2270 video sequences. Furthermore, experimental results confirmed the potential of the proposed method for identity tracking in real surveillance systems to recognize walking individuals across different views with an average recognition rate of 92.5 % for cross-camera matching for two different non-overlapping views.<br/

    Gait Recognition By Walking and Running: A Model-Based Approach

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    Gait is an emerging biometric for which some techniques, mainly holistic, have been developed to recognise people by their walking patterns. However, the possibility of recognising people by the way they run remains largely unexplored. The new analytical model presented in this paper is based on the biomechanics of walking and running, and will serve as the foundation of an automatic person recognition system that is invariant to these distinct gaits. A bilateral and dynamically coupled oscillator is the key concept underlying this work. Analysis shows that this new model can be used to automatically describe walking and running subjects without parameter selection. Temporal template matching that takes into account the whole sequence of a gait cycle is applied to extract the angles of thigh and lower leg rotation. The phase-weighted magnitudes of the lower order Fourier components of these rotations form the gait signature. Classification of walking and running subjects is performed using the k-nearest-neighbour classifier. Recognition rates are similar to that achieved by other techniques with a similarly sized database. Future work will investigate feature set selection to improve the recognition rate and will determine the invariance attributes, for inter- and intra- class, of both walking and running

    Attack Of The Drones’ Exploration Of The Sound Power Levels Emitted And The Impact Drone’s Could Have Upon Rural Areas

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    This study considers the acoustic emission from a DJi Phantom 4 commercial drone using different rotor blades. Measurements were taken from a hovering drone with four commercial product blade configurations. Measurements were taken in accordance with (BS) EN ISO 3745: 2009 ‘Acoustics – Determination of sound power levels and sound energy levels of noise sources using sound pres-sure – Precision methods for anechoic rooms and hemi-anechoic rooms’. The aim of the project was to consider the sound characteristics emitted, specifically tonality and to determine the dis-tance a drone could be heard from, with the different blade configurations, in a rural setting. By considering the different blade configurations within a rural setting, the role drones have within society is considered

    Accurate object reconstruction by statistical moments

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    Statistical moments can offer a powerful means for object description in object sequences. Moments used in this way provide a description of the changing shape of the object with time. Using these descriptions to predict temporal views of the object requires efficient and accurate reconstruction of the object from a limited set of moments, but accurate reconstruction from moments has as yet received only limited attention. We show how we can improve accuracy not only by consideration of formulation, but also by a new adaptive thresholding technique that removes one parameter needed in reconstruction. Both approaches are equally applicable for Legendre and other orthogonal moments to improve accuracy in reconstruction
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