47 research outputs found

    Enhanced device-based 3D object manipulation technique for handheld mobile augmented reality

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    3D object manipulation is one of the most important tasks for handheld mobile Augmented Reality (AR) towards its practical potential, especially for realworld assembly support. In this context, techniques used to manipulate 3D object is an important research area. Therefore, this study developed an improved device based interaction technique within handheld mobile AR interfaces to solve the large range 3D object rotation problem as well as issues related to 3D object position and orientation deviations in manipulating 3D object. The research firstly enhanced the existing device-based 3D object rotation technique with an innovative control structure that utilizes the handheld mobile device tilting and skewing amplitudes to determine the rotation axes and directions of the 3D object. Whenever the device is tilted or skewed exceeding the threshold values of the amplitudes, the 3D object rotation will start continuously with a pre-defined angular speed per second to prevent over-rotation of the handheld mobile device. This over-rotation is a common occurrence when using the existing technique to perform large-range 3D object rotations. The problem of over-rotation of the handheld mobile device needs to be solved since it causes a 3D object registration error and a 3D object display issue where the 3D object does not appear consistent within the user’s range of view. Secondly, restructuring the existing device-based 3D object manipulation technique was done by separating the degrees of freedom (DOF) of the 3D object translation and rotation to prevent the 3D object position and orientation deviations caused by the DOF integration that utilizes the same control structure for both tasks. Next, an improved device-based interaction technique, with better performance on task completion time for 3D object rotation unilaterally and 3D object manipulation comprehensively within handheld mobile AR interfaces was developed. A pilot test was carried out before other main tests to determine several pre-defined values designed in the control structure of the proposed 3D object rotation technique. A series of 3D object rotation and manipulation tasks was designed and developed as separate experimental tasks to benchmark both the proposed 3D object rotation and manipulation techniques with existing ones on task completion time (s). Two different groups of participants aged 19-24 years old were selected for both experiments, with each group consisting sixteen participants. Each participant had to complete twelve trials, which came to a total 192 trials per experiment for all the participants. Repeated measure analysis was used to analyze the data. The results obtained have statistically proven that the developed 3D object rotation technique markedly outpaced existing technique with significant shorter task completion times of 2.04s shorter on easy tasks and 3.09s shorter on hard tasks after comparing the mean times upon all successful trials. On the other hand, for the failed trials, the 3D object rotation technique was 4.99% more accurate on easy tasks and 1.78% more accurate on hard tasks in comparison to the existing technique. Similar results were also extended to 3D object manipulation tasks with an overall 9.529s significant shorter task completion time of the proposed manipulation technique as compared to the existing technique. Based on the findings, an improved device-based interaction technique has been successfully developed to address the insufficient functionalities of the current technique

    Pre-define rotation amplitudes object rotation in handheld augmented reality

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    Interaction is one of the important topics to be discussed since it includes the interface where the end-user communicates with the augmented reality (AR) system. In handheld AR interface, the traditional interaction techniques are not suitable for some AR applications due to the different attributes of handheld devices that always refer to smartphones and tablets. Currently interaction techniques in handheld AR are known as touch-based technique, mid-air gesture-based technique and device-based technique that can led to a wide discussion in related research areas. However, this paper will focus to discover the device-based interaction technique because it has proven in the previous studies to be more suitable and robust in several aspects. A novel device-based 3D object rotation technique is proposed to solve the current problem in performing 3DOF rotation of 3D object. The goal is to produce a precise and faster 3D object rotation. Therefore, the determination of the rotation amplitudes per second is required before the fully implementation. This paper discusses the implementation in depth and provides a guideline for those who works in related to device-based interaction

    An Inertial Device-based User Interaction with Occlusion-free Object Handling in a Handheld Augmented Reality

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    Augmented Reality (AR) is a technology used to merge virtual objects with real environments in real-time. In AR, the interaction which occurs between the end-user and the AR system has always been the frequently discussed topic. In addition, handheld AR is a new approach in which it delivers enriched 3D virtual objects when a user looks through the device’s video camera. One of the most accepted handheld devices nowadays is the smartphones which are equipped with powerful processors and cameras for capturing still images and video with a range of sensors capable of tracking location, orientation and motion of the user. These modern smartphones offer a sophisticated platform for implementing handheld AR applications. However, handheld display provides interface with the interaction metaphors which are developed with head-mounted display attached along and it might restrict with hardware which is inappropriate for handheld. Therefore, this paper will discuss a proposed real-time inertial device-based interaction technique for 3D object manipulation. It also explains the methods used such for selection, holding, translation and rotation. It aims to improve the limitation in 3D object manipulation when a user can hold the device with both hands without requiring the need to stretch out one hand to manipulate the 3D object. This paper will also recap of previous works in the field of AR and handheld AR. Finally, the paper provides the experimental results to offer new metaphors to manipulate the 3D objects using handheld devices

    Global variation in anastomosis and end colostomy formation following left-sided colorectal resection

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    Background End colostomy rates following colorectal resection vary across institutions in high-income settings, being influenced by patient, disease, surgeon and system factors. This study aimed to assess global variation in end colostomy rates after left-sided colorectal resection. Methods This study comprised an analysis of GlobalSurg-1 and -2 international, prospective, observational cohort studies (2014, 2016), including consecutive adult patients undergoing elective or emergency left-sided colorectal resection within discrete 2-week windows. Countries were grouped into high-, middle- and low-income tertiles according to the United Nations Human Development Index (HDI). Factors associated with colostomy formation versus primary anastomosis were explored using a multilevel, multivariable logistic regression model. Results In total, 1635 patients from 242 hospitals in 57 countries undergoing left-sided colorectal resection were included: 113 (6·9 per cent) from low-HDI, 254 (15·5 per cent) from middle-HDI and 1268 (77·6 per cent) from high-HDI countries. There was a higher proportion of patients with perforated disease (57·5, 40·9 and 35·4 per cent; P < 0·001) and subsequent use of end colostomy (52·2, 24·8 and 18·9 per cent; P < 0·001) in low- compared with middle- and high-HDI settings. The association with colostomy use in low-HDI settings persisted (odds ratio (OR) 3·20, 95 per cent c.i. 1·35 to 7·57; P = 0·008) after risk adjustment for malignant disease (OR 2·34, 1·65 to 3·32; P < 0·001), emergency surgery (OR 4·08, 2·73 to 6·10; P < 0·001), time to operation at least 48 h (OR 1·99, 1·28 to 3·09; P = 0·002) and disease perforation (OR 4·00, 2·81 to 5·69; P < 0·001). Conclusion Global differences existed in the proportion of patients receiving end stomas after left-sided colorectal resection based on income, which went beyond case mix alone

    3D object manipulation techniques in handheld mobile augmented reality interface: a review

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    Handheld mobile devices referring to mobile phones and tablets become the major output medium for augmented reality (AR), which have seen significant growth in popularity and usage among the public due to the growing release of consumer-oriented communication products nowadays, especially touchscreen smartphones. Unlike traditional desktop or tabletop AR (large display-based) and head-mounted display-based AR systems, small display-based AR (handheld mobile display) requires different interaction techniques that mostly utilize single-hand interaction as well as the limitation of small screen display and limited activity time due to the battery operation hour of handheld mobile devices. However, in handheld mobile AR, research is still lacking, especially research that focuses on 3D interaction in handheld mobile AR for virtual object manipulation. Thus, this paper provides an overview of 3D interaction techniques in handheld mobile AR with critical analysis. First, we describe three main interaction technique categories that applicable in handheld mobile AR, which is touch-based interaction, mid-air gestures-based interaction, and device-based interaction techniques, of their basic concepts on 3D object manipulation. Then, we classify and systematize the highlighted techniques and discuss the advantages and drawbacks of each. Previous studies for widely used techniques have been studied comprehensively. We then draw up a comparison among the different techniques based on the important elements considered in handheld mobile AR. The aim of this paper is to provide researchers with background information on AR and those who are interested in the field of 3D interaction, realizing each technique category

    Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context

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    Massive Open Online Courses (MOOC) have become a strong support for building a ubiquitous learning environment typically during Covid19 pandemic. Although more and more Internet users are willing to try MOOC, the problems corresponding to users’ free and autonomous learning are a poor learning experience, low long-term attractiveness to users, and low completion rate of courses. The fundamental reason is that online learning behaviour cannot be well motivated and maintained. A key design concept related to the MOOC is gamification design - the application of game design elements to non-gamification scenarios. Some MOOC has integrated different gamification method to attract users. However, the academic community’s attitude towards gamification still inconsistent, and even some studies believe that the level of user motivation in the gamified design condition will decrease. From the perspective of user information behaviour, this paper follows the logical route of “motivation-behaviour” and analyse the perceptual challenge and perceptual attention, learning results and cognitive user participation. From the MOOC context, this paper discusses the technical application factors that affect user behaviour and enriches the research direction in the field of information behaviour. Lastly, this study puts forward some development suggestions to MOOC operators to comprehensively improve the perception challenge and attention of MOOC users and enhance their learning effect

    Software Defect Prediction Framework Using Hybrid Software Metric

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    Software fault prediction is widely used in the software development industry. Moreover, software development has accelerated significantly during this epidemic. However, the main problem is that most fault prediction models disregard object-oriented metrics, and even academician researcher concentrate on predicting software problems early in the development process. This research highlights a procedure that includes an object-oriented metric to predict the software fault at the class level and feature selection techniques to assess the effectiveness of the machine learning algorithm to predict the software fault. This research aims to assess the effectiveness of software fault prediction using feature selection techniques. In the present work, software metric has been used in defect prediction. Feature selection techniques were included for selecting the best feature from the dataset. The results show that process metric had slightly better accuracy than the code metric

    Miscible Polymer Blends

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    The ever-expanding myokinome: discovery challenges and therapeutic implications

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