4,627 research outputs found

    Navigating MazeMap: indoor human mobility, spatio-logical ties and future potential

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    Global navigation systems and location-based services have found their way into our daily lives. Recently, indoor positioning techniques have also been proposed, and there are several live or trial systems already operating. In this paper, we present insights from MazeMap, the first live indoor/outdoor positioning and navigation system deployed at a large university campus in Norway. Our main contribution is a measurement case study; we show the spatial and temporal distribution of MazeMap geo-location and wayfinding requests, construct the aggregated human mobility map of the campus and find strong logical ties between different locations. On one hand, our findings are specific to the venue; on the other hand, the nature of available data and insights coupled with our discussion on potential usage scenarios for indoor positioning and location-based services predict a successful future for these systems and applications.Comment: 6 pages, accepted at PerMoby Workshop at IEEE PerCom 201

    A Mechanics-Based Approach for Putt Distance Optimization

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    Quantifying the core mechanics of putting is imperative to developing a reliable model that predicts post-collision ball behavior. A preliminary model for the stroking motion of putting and putter-ball collision is developed alongside experiments, establishing an empirical model that supports the theory. The goal of the present study is to develop a correlation between the backstroke of a putt, or the pre-impact translation of the putter, and the post-impact displacement of the golf ball. This correlation is subsequently utilized to generate an algorithm that predicts the two-dimensional ball trajectory based on putt displacement and putting surface texture by means of finite element analysis. In generating a model that accurately describes the putting behavior, the principles of classical mechanics were utilized. As a result, the putt displacement was completely described as a function of backstroke and some environmental parameters, such as: friction, slope of the green, and the elasticity of the putter-ball collision. In support of the preliminary model, experimental data were gathered from golfers of all levels. The collected data demonstrated a linear correlation between backstroke and putt distance, with the environmental parameters factoring in as a constant value; moreover, the data showed that experienced golfers tend to have a constant acceleration through ball impact. Combining the empirical results with the trajectory prediction algorithm will deliver an accurate predictor of ball behavior that can be easily implemented by golfers under most practical applications. Putt distance to backstroke ratios were developed under a variety of conditions

    Joint Trajectory Generation and High-level Control for Patient-tailored Robotic Gait Rehabilitation

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    This dissertation presents a group of novel methods for robot-based gait rehabilitation which were developed aiming to offer more individualized therapies based on the specific condition of each patient, as well as to improve the overall rehabilitation experience for both patient and therapist. A novel methodology for gait pattern generation is proposed, which offers estimated hip and knee joint trajectories corresponding to healthy walking, and allows the therapist to graphically adapt the reference trajectories in order to fit better the patient's needs and disabilities. Additionally, the motion controllers for the hip and knee joints, mobile platform, and pelvic mechanism of an over-ground gait rehabilitation robotic system are also presented, as well as some proposed methods for assist as needed therapy. Two robot-patient synchronization approaches are also included in this work, together with a novel algorithm for online hip trajectory adaptation developed to reduce obstructive forces applied to the patient during therapy with compliant robotic systems. Finally, a prototype graphical user interface for the therapist is also presented

    Algebra-valued models for LP-set theory

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    In this paper, we explore the possibility of constructing algebra-valued models of set theory based on Priest's Logic of Paradox.  We show that we can build a non-classical model of ZFC which has as internal logic Priest's Logic of Paradox and validates Leibniz's law of indiscernibility of identicals. This is achieved by modifying the interpretation map for \in and == in our algebra-valued model. We end by comparing our model constructions to Priest's model-theoretic strategy and point out that we have a tradeoff between desirable model-theoretic properties and the validity of ZFC and its theorems

    Algebra-valued models for LP-set theory

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    In this paper, we explore the possibility of constructing algebra-valued models of set theory based on Priest's Logic of Paradox.  We show that we can build a non-classical model of ZFC which has as internal logic Priest's Logic of Paradox and validates Leibniz's law of indiscernibility of identicals. This is achieved by modifying the interpretation map for \in and == in our algebra-valued model. We end by comparing our model constructions to Priest's model-theoretic strategy and point out that we have a tradeoff between desirable model-theoretic properties and the validity of ZFC and its theorems

    A reflective characterisation of occasional user

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    This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classification of users. The findings of this work include a new characterisation of the occasional user, distinguished by user's uncertainty of repetitive use of an interface and little knowledge about its functioning. In addition, the specification of the OU, together with principles and recommendations will help UI community to informatively design for users without requiring a prospective use and previous knowledge of the UI. The OU is an essential type of user to apply user-centred design approach to understand the interaction with technology as universal, accessible and transparent for the user, independently of accumulated experience and technological era that users live in

    English classes as a tool to generate critical thinking

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    Este artículo trata sobre la relación entre las clases de inglés y el pensamiento crítico, específicamente, cómo éste impacta en el aula de inglés y cómo puede promover habilidades mentales superiores que permitan el desarrollo de mejores soluciones críticas. Este documento de reflexión está estructurado de la siguiente manera: en la primera parte, abordamos la idea problematizada, en la segunda parte, los conceptos que guiaron nuestra investigación, en la tercera parte, la revisión de la literatura, en la cuarta en la parte como describimos la metodología, en la quinta parte presentamos nuestra reflexión y en la última parte presentamos nuestras conclusiones. Este artículo es parte de un trabajo de grado en el área de enseñanza de idiomas extranjeros en la Universidad Católica de Oriente, Colombia.This article is about the relationship between English classes and Critical thinking (CT), specifically how CT impacts the English Classroom, and how it can promote higher mental skills that allow the development of better critical solutions. This reflection paper is structured in the following way: In the first part, we deal with the idea that is problematized, in the second part, the concepts that guided our research, in the third part, the review of the literature, in the fourth part we describe the methodology, in the fifth part we present our reflection, and in the last part we present our conclusions. This article is part of a research project in the area of foreign languages teaching at a private university in Colombia

    Animated virtual agents to cue user attention: comparison of static and dynamic deictic cues on gaze and touch responses

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    This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses

    Is it appropriate protective figure "Plant Micro-Reserves" to protect tree species? The example of Betula pendula subsp. fontqueri in "La Garganta de los Caballeros" (Ávila)

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    The figure of protection "micro-reserves" was created in the Region of Valencia (ANONYMOUS, 1994) with the aim of protecting endangered plant species. This is one of the areas of greatest floristic richness and uniqueness of the western Mediterranean. In this area rare, endemic or threatened vascular flora has a peculiar distribution: they appear to form small fragments spread over the entire region (LAGUNA, 1994; LAGUNA, 2001) The protection of every these small populations of great scientific value has significant challenges. It doesn´t try to protect every species that set out in Annex IV of the by then existing Law 4 / 1989 (repealed in 2007), or to protect to the most ecological level with the creation of Natural Protected Area but an intermediate level: the plant community of small size. According to the decree: “as Micro-Reserve will be declared the natural parcels of land under 20 hectares that contain a high concentration of rare plants, endemic, threatened or of high scientific interest” (ANONYMOUS, 1994) . Of course, the statement of an area as micro-reserve carries certain prohibitions that are harmful to the vegetal communit
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