99 research outputs found

    Towards a Re-Definition of Government Interpreters' Agency Against a Backdrop of Sociopolitical and Cultural Evolution: A Case of Premier's Press Conferences in China

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    The sociopolitical and cultural evolution as a result of the Reform and Opening up in 1978, facilitated not least by the inexorable juggernaut of globalization and technological advancement, has revolutionized the way China engages domestically and interacts with the outside world. The need for more proactive diplomacy and open engagement witnessed the institutionalization of the interpreter-mediated premier's press conferences. Such a discursive event provides a vital platform for China to articulate its discourse and rebrand its image in tandem with the profound changes signaled by the Dengist reform. This chapter investigates critically how political press conference interpreting and interpreters' agency in China are impacted in relation to such dramatic transformations. It is revealed that, while interpreters are confronted with seemingly conflicting expectations, in actual practice they are often able to negotiate a way as highly competent interpreting professionals with the additional missions of advancing China's global engagement and safeguarding China's national interests

    VR-Based Robot Programming and Simulation System for an Industrial Robot

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    Traditional robot programming such as teach by lead etc have been used for many years. These methods are considered not efficient and outdated in the current industrial and market demands. In this paper, virtual reality (VR) technology is used to improve human-robot interface - no complicated command or programming knowledge is required. The system is divided into three major parts: task teaching by demonstration in a computer generated virtual environment, a graphical robot simulator with intelligent robot command generator and last but not least, real task execution. The user is requested to complete the desired task in a virtual teaching system by wearing a data glove attached with a sensor tracker. The process path will be simulated and analyzed to obtain the optimum trajectory. Robot motions can be checked through the simulation program and robot program can be generated for the real task execution

    Ketidakstabilan Ekspor dan Ekonomi Indonesia

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    Perekonomian Indonesia adalah perekonomian yang menganut sistem ekonomi terbuka. Di dalam sistem ini lalu lintas ekonomi Internasional mengambil peranan yang penting di dalam perekonomian dan pembangunan suatu negara. Pentingnya lalu lintas ekonomi Internasional bagi Indonesia dapat dilihat dari rasio perdagangan luar negeri terhadap Produk Domestik Bruto (PDB)

    Trajectory planning for smooth motion of a surgical robot

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    Surgical robotics offers a number of attractive features. It can be used to filter out surgeon’s hand tremor, enhance a surgeon’s motions and perform microscale movements that are otherwise impossible for a human to perform. Because the control workstation can be located away from the surgical theatre, it enables a surgeon to manipulate an instrument during radiation or chemical treatment, via a robot, distancing the surgeon from harmful effects. Computer aided surgical simulation via virtual reality improves the process of surgical training. New surgeons could ultimately be trained entirely by computer simulation. Furthermore, the virtual environments provide an environment where there is no risk to a patient

    Immersive virtual reality application development using high tech computer vive and high-end laptop

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    In this century, the use of computer simulation to increase user experience called Virtual Reality (VR) has expanded in the real-life learning contact, which was adopted into practice since 1980s and quick to become a trend in the computer-based simulation world. This study was determined to increase and improve the aspects of trainings, which involves remembering the detailed engine parts assembly among engineering graduates. Currently, the practice requires actual training in the field of automobile engine components assembly. In order to solve this problem, this on-going research proposes a special immersive virtual engine components assembly for students? selfdirected learning. In this study, five main software were used such as CATIA V5 software to produce the 3D engine components, Blender software, Unity3D, Steam VR software and Vive software, and most importantly the HTC vive hardware for VR immersion so that students can appreciate it physically and emotionally through the new virtual interface. Based on the experiment, the data from the respondent will be collected and analysed, and specific test to determine the effectiveness of this application will also be compared with the traditional method

    Interactive Solution Approach For Loop Layout Problem Using Virtual Reality Technology

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    Development of the manufacturing sector has sparked a wide interest in the study of facility layout problem since the past century. The traditional methods of solving facility layout planning are mainly numerical- and analytical-based simulation which might not reveal the actual situation of a manufacturing system. This paper proposed an interactive solution approach using virtual reality technology for loop layout planning to reduce the gap between numerical results and the real situation through enhanced human-machine interface. In this proposed approach, a virtual loop layout model has been developed as an intuitive and interactive platform for loop layout planning and evaluation in real-time control. This platform allows the user to modify the layout through direct interaction and evaluate the performance of the designed layout for multiple times to obtain the optimal layout design. A case study with the allocation of a shortcut conveyor in a loop layout in different locations conducted within the virtual platform has proven that this platform is an effective alternative solution tool for loop layout decision. The case study shows that the allocation of shortcut conveyor can improve the loop layout performance as it can reduce the traffic congestion of a part and reduce its travel distance by 18.77 %

    Differences in Motion Accuracy of Baduanjin between Novice and Senior Students on Inertial Sensor Measurement Systems

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    This study aimed to evaluate the motion accuracy of novice and senior students in Baduanjin (a traditional Chinese sport) using an inertial sensor measurement system (IMU). Study participants were nine novice students, 11 senior students, and a teacher. The motion data of all participants were measured three times with the IMU. Using the motions of the teacher as the standard motions, we used dynamic time warping to calculate the distances between the motion data of the students and the teacher to evaluate the motion accuracy of the students. The distances between the motion data of the novice students and the teacher were higher than that between senior students and the teacher (p < 0.05 or p < 0.01). These initial results showed that the IMU and the corresponding mathematical methods could effectively distinguish the differences in motion accuracy between novice and senior students of Baduanjin

    Digital Analysis of Badminton Athlete Motion

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    Badminton is a sport that combines several different physical aspect. At a professional level, the sport demands excellent fitness criteria namely the player’s aerobic stamina, agility, strength, speed as well as precision. This study essentially entails the development of an innovative training system that incorporates technology that could improve the athlete’s performance. This system uses a combination of two Kinect, and relevant sensors that are required to capture necessary parameters for badminton analysis such as the motion detection, as well as the acceleration of the player. The training system can be used by the coach and/or biomechanics to analyse the performance of the athletes. The motion detection of the athlete is captured by means of Kinect skeleton tracking algorithm that tracks up to 20 joints of the body including their x-axis, y-axis and z-axis coordinates. An external device (a miniaturised Bluetooth, 6 DoF accelerometer and microprocessor) attached at the rear of the racquet’s handle is used to measure the motion of the racquet. The data is transferred via Bluetooth to an Android-based tablet device. The skeleton coordinates obtained from the tracking algorithm are in good agreement with the measurement taken from Kinect. In addition, the acceleration results achieved from the device attached to the racquet shows promising results, which enables pattern recognition of different strokes in badminton. The miniaturised device, as well as Kinect, have demonstrated its efficacy in measuring the necessary parameters in analysing the performance of badminton players

    Preliminary Investigation of an Innovative Digital Motion Analysis Device for Badminton Athlete Performance Evaluation

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    Badminton is a sport that combines several different physical aspects. At a professional level, the sport demands excellent fitness criteria namely the player's aerobic stamina, agility, strength, speed as well as precision. This study fundamentally entails the development of an innovative training system that incorporates technology that could improve the athlete's performance. Although existing motion tracking technology can provide reliable and accurate tracking results, nonetheless, the product cost and complexity keeps them away from being employed in most sports. This investigation involves the comparison between Kinect Technology and inertial measurement unit (IMU). The kinematic movement of the arm from wrist until shoulder was observed in this study for the purpose of investigating the difference between the acceleration of skeleton detected by the Kinect motion tracking and a low-cost IMU. The results obtained were found to be promising, and it is important in enabling pattern recognition of different badminton strokes in the next stage of the study. The movement of the right-hand wrist is tracked by Microsoft Kinect that can track the skeleton of the player whilst the IMU that measures the acceleration is attached at the right-hand wrist. Although the acceleration of the wrist may readily be obtained from the IMU, the acceleration from Kinect may only be obtained through mathematical manipulation. It was found that the accelerations of the upper limb movement from both IMU and Kinect demonstrated good agreement
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