18 research outputs found

    Mechatronic system usability evaluation

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    This study aimed to refine and validate a Mechatronic System Usability Evaluation (MSUE) questionnaire. A total of 626 users were selected using random sampling, from the area of West Thessaloniki, Greece. The validity of the questionnaire were tested with the content and construction validity method. The reliability of the MSUE questionnaire instrument were tested using test-retest and internal consistency method. Factor analysis resulted a 25 questions questionnaire divided into five axes of, namely efficiency, effectiveness, Satisfaction, ease of use, and ease of learn. The Cronbach Alpha coefficient for the entire scale was 0.819. The questionnaire was tested and the results was shown a suitable instrument to measure usability on mechatronic systemsPeer Reviewe

    Train the robotic trainers methodology

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    This work reflects the importance of a methodology for robotic train the trainer’s education program, through the aspects of teaching pedagogy, technology and the basic principles of robotics. To achieve this, a methodology is included that contains a sequence of educational processes and applications focused on modern training techniques. Learners are invited to attend a theoretical background of the program for two days (first weekend) with traditional training methods, and then for four weeks using e-learning techniques they study the material, interact with the teacher and submit their work for evaluation. Afterwards in the second weekend, the training is completed and the trainees are closing the program with a micro teaching example. Upon completion of the program, each trainee completes a short questionnaire from which his / her motivation to participate and his / her satisfaction from his / her participation arise. In the course of the survey, 85 trainees participated, and from the questionnaire\u27s work, the overwhelming majority is very satisfied, which highlights this methodology and determines it to be fully operational, reliable and efficient. (DIPF/Orig.

    Educational robotics. The pleasure of participation

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    The paper attempts to identify the pleasure and satisfaction of participating in educational robotic through an educational robotic program that takes place for children ages 9 to 15. The aim is also to identify, with the use of statistical comparisons, any signs of the relationship between pleasure and satisfaction with participation with characteristics such as the gender of learners, the age of learners and the level of parenting. The survey showed that the participants were satisfied with their participation in the program and did not feel tired or bored. Also from the research is obvious that through educational robotics children can learn to cooperate more effectively with each other, and the teaching of basic principles of computer science, mathematics, geometry, physics, engineering, and in general mechatronics can be more effective when it does not have the conventional form of education but it has the form of play. (DIPF/Orig.

    Educational robotics. The pleasure of participation

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    The paper attempts to identify the pleasure and satisfaction of participating in educational robotic through an educational robotic program that takes place for children ages 9 to 15. The aim is also to identify, with the use of statistical comparisons, any signs of the relationship between pleasure and satisfaction with participation with characteristics such as the gender of learners, the age of learners and the level of parenting. The survey showed that the participants were satisfied with their participation in the program and did not feel tired or bored. Also from the research is obvious that through educational robotics children can learn to cooperate more effectively with each other, and the teaching of basic principles of computer science, mathematics, geometry, physics, engineering, and in general mechatronics can be more effective when it does not have the conventional form of education but it has the form of play. (DIPF/Orig.

    Bird Watching and Ecotourism: An Innovative Monitoring System to Project the Species of Lesvos Island to Potential Ecotourists

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    Abstract. Ecotourists have high potentials to spread ecological awareness, while they maintain quality tourism and learn how to respect and preserve the natural environment. Knowledge is an important prerequisite to predict future attitudes and connect tourists with nature. Ecotourism focuses on areas with rare flora and fauna. Lesvos Island hosts rare species which attract numbers of bird watchers yearly. The current paper presents an innovative system that may record the movements of the birds and transmit the data to a mobile application available to potential tourists

    VISION PAR ORDINATEUR ET APPRENTISSAGE STATISTIQUE : VERS UN INSTRUMENT DE MUSIQUE IMMATERIEL

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    International audienceLe présent article propose une méthodologie de vision par ordinateur pour la reconnaissance simultanée des gestes musicaux et complexes des doigts qui sont effectués dans l'espace sans instrument de musique matériel. Les techniques d'analyse d'images sont appliquées pour segmenter la main ainsi que pour détecter et identifier les doigts dans une vidéo. La reconnaissance et la prédiction des gestes des doigts se basent sur la modélisation stochastique des caractéristiques de haut niveau à l'aide des Modèles de Markov Cachés (MMC) et des Modèles de Mélanges Gaussiens (MMG). Des techniques d'invariance d'échelle et de rotation ont été appliquées. Cet article propose également une méthodologie de mise en correspondance des gestes des doigts avec des paramètres sonores pour le contrôle gestuel du son. Les applications concernent directement la composition de la musique contemporaine et en général les arts du spectacle

    A Novel Computational-Based Visual Brand Identity (CbVBI) Product Design Methodology

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    Product design is a promising field for the application of new technologies and methodologies emerging from the digital evolution of Industry 4.0. A great number of tools have been developed in order to accentuate the use of modern Computer-Aided Design (CAD) systems and computational design techniques for design customization in product applications. The present paper deals with the development of two different applications for designing furniture based on the Computational-based Visual Brand Identity (CbVBI) design methodology. For the first case study, the Application Programming Interface (API) SolidworksTM (VBA event-driven programming language) is used. The second case study focuses on the visual programming language of GrasshopperTM, which is incorporated within Rhinoceros3DTM. The proposed case studies offer a great deal of flexibility in both design and manufacturing, while many design alternatives could become available in a very short period

    Finger musical gesture recognition in 3D space without any tangible instrument for performing arts

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    International audienceThis paper proposes a marker–less computer vision methodology for the simultaneous recognition of complex finger musical gestures performed in space without any tangible musical instrument. Image analysis techniques are applied in order to detect and identify the fingertips on a video. Scale and rotation invariance techniques are also applied. The finger gesture recognition and prediction is based on the stochastic modelling of the extracted high–level features with the help of hidden Markov models and Gaussian mixture models. The applications concern directly the finger gesture control of sound in performing arts. The proposed system can be considered in the long term as an intangible musical instrument that implies 'everyday gestures' and reduces the gap between non–musicians or blind people and music
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