8 research outputs found

    Modelling gesture recognition systems

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    Gesture recognition technologies have recently become available to a general consumer market. The most notable of these technologies rely on camera to support gesture recognition using multiple sensors that allow for standard color pictures, infrared pictures and depth sensing. These capabilities allow for variety of applications, including a body's skeleton or hand recognition. The recognition features allow for a multiple type input control. They allow an actor, who is in front of the camera, to apply different hand gestures, or body movements as the controls for an application or game that is running on the system the camera is plugged into. This paper discusses modelling and simulation of gesture recognition technologies

    Middleware-based software architecture for interactions in the smart learning environment

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    Traditional classrooms involve the use of face-to-face and a whiteboard or projector, but the inabilities to micro manage the environment between the teaching staff and the student calls for a need for a smart interactive learning environment. The aim of this work is to develop evidence and experiments for an architecture for a smart learning environment. This paper discusses the design and implementation of integrating haptic technologies into the architecture of a smart learning environment by designing components of service oriented software middleware that defines a common gesture framework. The study utilised a software test-bed to confirm the feasibility of the architectural design based on the proposed framework. The results indicated that the new structural design allows multiple haptic and gesture peripherals to share a common protocol, as well as, facilitate individual devices to work and exist as stand-alone entities within the ambient setting to enhance collaborative learning

    Augmented Reality based monitoring of the remote-lab

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    © 2014 IEEE. Augmented Reality technology approach has been being adopted within the education sector. The advanced technology tools in many classes have the potential changed of users' attitudes toward the pedagogical and psychological objectives and goals. Moreover, augmented reality has not elicited so much attention within the corridors of education sector as it is now. In order to improve the interactive effectiveness in the smart classroom environment, there is a demand to tailor the innovation technology and align it with every changing requirements and capabilities of various users. Consequently, the educators are increasingly finding augmented reality suitable for deployment in education. In this paper, a project shows how Augmented Reality utilised with overlay Smart-Grid can support the learning process in attractive methods for monitoring events of captured scenes in remote-lab such as video stream, Web-link from smart devices' camera

    Development of an expert system to assist in Resource Management

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    © 2014 IEEE. This paper aims to demonstrate an idea of utilizing Kohonen Maps as a tool to portray and study resource allocations when constructing an expert system to assist in Resource Management. The context of work encompasses resource allocation and management tasks related to design of courses, as well as, various teaching and learning projects. The key aspect is to show the design of an expert system for resource allocation with the use of Kohonen Maps as an alternative way to visualise the demand and availability of project resources

    The extended technology acceptance model and the design of the 21<sup>st</sup> century classroom

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    © 2014 IEEE. Recent technological models advancements have led to the need to adjust education methods in many educational institutions. Since the start of the use of technology in education, the approach gained a lot of attention from the education sectors, and has been applied across many areas in the academic field. The idea is to support the acceptance of the technology implementation by modifying TAM model with the pre-acknowledgement of technology users using an additional element. This additional element should serve to increase the motivation level of instructors and students alike. Moreover, it should grow the need for using modern technology in the education environment. The result of these changes should be to spur on those resistant to the adoption of technology to adopt and incorporate it into their systems
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