1. The document describes a Cursor-control component developed for Macromedia Flash MX to enhance computer interaction for motion-impaired users. It was inspired by studies showing that taking control of the cursor can reduce time for target selection tasks.
2. The component replaces the system cursor with a virtual cursor that it can control. When the virtual cursor detects proximity to a target, it centers on the target and changes shape for easier clicking.
3. Future work includes adding a mechanism to trigger clicks after time delays to assist users who have difficulty clicking targets. The component is intended to make point-and-click tasks easier for people with limited motor control.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
Haptics for virtual reality and teleoperationSpringer
This document provides an introduction to haptics. It defines haptics as the ability to touch and manipulate objects, involving both tactile senses that provide awareness of stimuli on the body surface and kinesthetic senses that provide information about body movement. A haptic display is a mechanical device that transfers kinesthetic or tactile stimuli to the user. Haptics often refers to sensing and manipulating virtual objects in a computer-generated virtual reality environment using a haptic device. A haptic interface enables interaction with virtual or remote environments by measuring user input and displaying appropriate haptic feedback.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper throws light on problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality.
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
The document describes the BLUE EYES technology, which aims to create computational machines that have human-like perceptual and sensory abilities. BLUE EYES uses sensing technologies like video cameras and microphones to identify user actions and extract information to determine a user's physical, emotional, or informational state. This would allow computers to interact with users more naturally by understanding their moods, expressions, and needs. The document discusses several technologies used in BLUE EYES, including eye tracking, facial recognition, and affective computing techniques to help computers detect and respond appropriately to human emotions.
This document summarizes a research paper on developing a speech and gesture recognition system for human-computer interaction using a self-organizing Markov map approach. The system consists of modules for gesture recognition, speech recognition and controlling a wheelchair robot. Gesture recognition involves extracting features from images of hand and head gestures. Speech recognition involves spectral coding of voice signals. A self-organizing Markov map is used to provide flexibility and robustness against noise. The system recognizes symbolic gestures and voice commands to control the movement of a wheelchair robot.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
Haptics for virtual reality and teleoperationSpringer
This document provides an introduction to haptics. It defines haptics as the ability to touch and manipulate objects, involving both tactile senses that provide awareness of stimuli on the body surface and kinesthetic senses that provide information about body movement. A haptic display is a mechanical device that transfers kinesthetic or tactile stimuli to the user. Haptics often refers to sensing and manipulating virtual objects in a computer-generated virtual reality environment using a haptic device. A haptic interface enables interaction with virtual or remote environments by measuring user input and displaying appropriate haptic feedback.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper throws light on problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality.
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
The document describes the BLUE EYES technology, which aims to create computational machines that have human-like perceptual and sensory abilities. BLUE EYES uses sensing technologies like video cameras and microphones to identify user actions and extract information to determine a user's physical, emotional, or informational state. This would allow computers to interact with users more naturally by understanding their moods, expressions, and needs. The document discusses several technologies used in BLUE EYES, including eye tracking, facial recognition, and affective computing techniques to help computers detect and respond appropriately to human emotions.
This document summarizes a research paper on developing a speech and gesture recognition system for human-computer interaction using a self-organizing Markov map approach. The system consists of modules for gesture recognition, speech recognition and controlling a wheelchair robot. Gesture recognition involves extracting features from images of hand and head gestures. Speech recognition involves spectral coding of voice signals. A self-organizing Markov map is used to provide flexibility and robustness against noise. The system recognizes symbolic gestures and voice commands to control the movement of a wheelchair robot.
The document provides an overview of Hindustan Unilever Limited (HUL), India's largest consumer goods company. It discusses that HUL is owned by Unilever and has a presence across India with over 16,500 employees and products in over 20 categories. The document also presents HUL's vision, mission, history, financial performance, SWOT analysis, value chain, competition and market share.
This interim report summarizes research on using crowdsourcing as a potential hiring pipeline for federal agencies. A simulated crowdsourcing application was developed and tested with volunteer applicants. Key findings include that crowdsourcing could identify candidates for specialized occupations, but commercial applications require customization. The test was successful, indicating crowdsourcing has potential as a recruitment tool to supplement existing methods. Recommendations include presenting findings to agency leaders and human resource organizations.
Each second month, KRDS India unveils to you a monthly Social Media Report highlighting the top 5 posts from select industries. This month, we have focused on Food Retail.
Mba finance project_sharpes_single_index_model_project_report_final_Salim Palayi
This chapter provides an overview of the stock market industry and stock exchanges in India. It discusses that a stock market, also known as the equity market or share market, is a market for shares issued by public companies. Stock exchanges provide a platform for buyers and sellers to trade in stocks and securities. Some key points discussed include:
- A brief history of stock markets dating back to 12th century France and the role of stock exchanges.
- The primary and secondary markets that make up the capital market. The secondary market is also known as the stock market.
- The purpose of a stock exchange is to facilitate trading of securities between buyers and sellers and provide price discovery. It also allows companies to raise capital and
This document outlines the key components that should be included in a project proposal. It discusses including a face sheet with basic organization and project details, an executive summary stating the problem, objectives, activities and budget. It also recommends providing background on the organization and need for the project, describing the target area, problems and people. The proposal should include the goal, objectives, target group, timeline, activities and personnel. It should also cover the budget, sustainability, monitoring and evaluation plan, and reporting requirements.
The document discusses capital budgeting methods, focusing on the net present value (NPV) method. It provides details on calculating NPV, including the formulas and acceptance rules. The key points are:
1) Capital budgeting is the process of evaluating long-term investments and NPV is a discounted cash flow method used.
2) With NPV, future cash flows of a project are discounted to give their present value, and the project's NPV is calculated as the present value of cash inflows minus the initial investment.
3) A project should be accepted if it has a positive NPV, as that means it is expected to increase shareholder value.
Npv and IRR, a link to Project ManagementUjjwal Joshi
This document discusses two key measures for evaluating projects: net present value (NPV) and internal rate of return (IRR). It defines NPV as the difference between the present value of future cash flows from an investment and the initial investment amount. IRR is defined as the discount rate that results in an NPV of zero. The document provides examples of calculating NPV and IRR for projects and outlines the decision rules for accepting or rejecting projects based on whether their NPV is positive or negative and whether their IRR exceeds the cost of capital. It notes that while NPV and IRR typically provide the same decision, there are some exceptions like projects with non-conventional cash flows or mutually exclusive projects.
The document provides an explanation of net present value (NPV) calculations for project managers. It defines NPV as discounting all cash flows from a project back to their present value. Project managers use NPV to evaluate the value of projects, make investment decisions by comparing NPV across alternatives, and include NPV calculations in key project documents like business cases and plans. The document uses examples and explanations to demonstrate how to perform NPV calculations in Excel and interpret the results.
The difference between the present value of cash inflows and the present value of cash outflows. NPV is used in capital budgeting to analyze the profitability of an investment or project.
The document is a project report submitted by Soumya Prakash Pani to the Biju Pattnaik University of Technology for their MBA degree. The report studies customer satisfaction towards HUL's water purifier brand "Pure it" in Cuttack city, India. It includes declarations, acknowledgements of those who assisted with the project, and an outline of the report contents which covers topics like the company and product profile, data collection methodology used, findings of the study, and recommendations.
Net present Value, Internal Rate Of Return, Profitability Index, Payback, dis...Akhil Sabu
This document discusses various capital budgeting techniques used to evaluate investment projects, including:
1. Discounted cash flow methods like net present value (NPV), internal rate of return (IRR), and profitability index (PI).
2. Non-discounted cash flow methods like payback period, discounted payback period, and accounting rate of return (ARR).
It provides formulas, examples, and decision rules for calculating each method and comparing investment opportunities.
This document appears to be a template for the appendices section of a project report submitted by a student. It includes sample cover page, title page, certificate, acknowledgements, executive summary, table of contents, list of tables, and sections for the objective and scope, limitations, company profile, research methodology, data tabulation, analysis, observations and findings, conclusions, recommendations, bibliography, and appendices. Each appendix provides headings and formatting for the different components typically included in a student project report.
Project Report And Market Survey of McDonald’s- Cbse class 12 Entrepreneurshi...Dan John
I assure you that this project of mine will fetch you a very good score. Attach the pictures provided towards the end of this project on the backside of the page which is adjacent to the relevant page. I have given certain instructions in the project, starting with the word 'Attn'; follow those and remove them before the submission.
Good Luck!!
Breakaway Design House proposes developing an instructional spelling game called "The Octopus Spelling Game" over six weeks for $216. The game is designed to help elementary students improve their spelling and typing skills through an interactive interface featuring an octopus character. It will be developed using Adobe Flash and be accessible online and for PC and Mac. Formative evaluations will take place during development with the final product delivered by April 27, 2007.
A series of modules on project cycle, planning and the logical framework, aimed at team leaders of international NGOs in developing countries.
New improved version of Writing Project Proposals in February 2014.
This document describes the components of a generic virtual reality system. It discusses the four main systems: the virtual environment, computer environment, VR technology, and modes of interaction. It provides details on the virtual environment components like virtual objects, lights, animation, physical simulation, level of detail and collision detection. It also describes the computer environment components like the processor, I/O channels, VE database and real-time operating system. Finally, it discusses the hardware used for VR technology like head tracking, image display, sound and haptics as well as interaction modes like gestures and interfaces.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
Haptic technology adds the sense of touch to virtual objects by providing haptic feedback to users. This allows users to feel and interact with virtual objects in a realistic manner. Haptic devices have sensors that detect touch and movement, processors that determine feedback, and actuators that provide vibrations or forces to simulate touching virtual objects. Haptic technology has applications in gaming, virtual reality, telepresence, training, and assisting blind users. It provides advantages like reduced work time and safer medical training, but development of high-precision haptic interfaces remains an area for improvement.
Between Simulator and Prototype: Crossover Architecture for Testing and Demon...Jaroslaw Domaszewicz
Consider the development of a new middleware targeted at
cooperating smart objects. Each smart object should have an embedded node connected to the object’s sensors and actuators. Building a prototype of such a middleware is inherently labor-intensive, especially when it comes to crossing the cyber-physical boundary, i.e., node-to-object interfacing. Also, soon one needs to be able to validate the middleware’s emerging API. Consequently, two separate “products” are usually developed: a programmer-oriented simulator and an actual, node-based prototype. Both are less than perfect for testing and demonstration purposes, and there is hardly any reuse of work invested in producing them. We propose an architecture that enables intermediate, crossover setups combining elements of the simulator and of the prototype. The key idea is system-wide decoupling of the cyber domain from the physical domain, by means of a dedicated entity. The architecture emphasizes
incremental formation of testing and demonstration setups, reusability of elements needed to create them, and flexibility in combining those elements. We validate our architecture with a proof-of-concept infrastructure and a number of experimental setups.
The document provides an overview of Hindustan Unilever Limited (HUL), India's largest consumer goods company. It discusses that HUL is owned by Unilever and has a presence across India with over 16,500 employees and products in over 20 categories. The document also presents HUL's vision, mission, history, financial performance, SWOT analysis, value chain, competition and market share.
This interim report summarizes research on using crowdsourcing as a potential hiring pipeline for federal agencies. A simulated crowdsourcing application was developed and tested with volunteer applicants. Key findings include that crowdsourcing could identify candidates for specialized occupations, but commercial applications require customization. The test was successful, indicating crowdsourcing has potential as a recruitment tool to supplement existing methods. Recommendations include presenting findings to agency leaders and human resource organizations.
Each second month, KRDS India unveils to you a monthly Social Media Report highlighting the top 5 posts from select industries. This month, we have focused on Food Retail.
Mba finance project_sharpes_single_index_model_project_report_final_Salim Palayi
This chapter provides an overview of the stock market industry and stock exchanges in India. It discusses that a stock market, also known as the equity market or share market, is a market for shares issued by public companies. Stock exchanges provide a platform for buyers and sellers to trade in stocks and securities. Some key points discussed include:
- A brief history of stock markets dating back to 12th century France and the role of stock exchanges.
- The primary and secondary markets that make up the capital market. The secondary market is also known as the stock market.
- The purpose of a stock exchange is to facilitate trading of securities between buyers and sellers and provide price discovery. It also allows companies to raise capital and
This document outlines the key components that should be included in a project proposal. It discusses including a face sheet with basic organization and project details, an executive summary stating the problem, objectives, activities and budget. It also recommends providing background on the organization and need for the project, describing the target area, problems and people. The proposal should include the goal, objectives, target group, timeline, activities and personnel. It should also cover the budget, sustainability, monitoring and evaluation plan, and reporting requirements.
The document discusses capital budgeting methods, focusing on the net present value (NPV) method. It provides details on calculating NPV, including the formulas and acceptance rules. The key points are:
1) Capital budgeting is the process of evaluating long-term investments and NPV is a discounted cash flow method used.
2) With NPV, future cash flows of a project are discounted to give their present value, and the project's NPV is calculated as the present value of cash inflows minus the initial investment.
3) A project should be accepted if it has a positive NPV, as that means it is expected to increase shareholder value.
Npv and IRR, a link to Project ManagementUjjwal Joshi
This document discusses two key measures for evaluating projects: net present value (NPV) and internal rate of return (IRR). It defines NPV as the difference between the present value of future cash flows from an investment and the initial investment amount. IRR is defined as the discount rate that results in an NPV of zero. The document provides examples of calculating NPV and IRR for projects and outlines the decision rules for accepting or rejecting projects based on whether their NPV is positive or negative and whether their IRR exceeds the cost of capital. It notes that while NPV and IRR typically provide the same decision, there are some exceptions like projects with non-conventional cash flows or mutually exclusive projects.
The document provides an explanation of net present value (NPV) calculations for project managers. It defines NPV as discounting all cash flows from a project back to their present value. Project managers use NPV to evaluate the value of projects, make investment decisions by comparing NPV across alternatives, and include NPV calculations in key project documents like business cases and plans. The document uses examples and explanations to demonstrate how to perform NPV calculations in Excel and interpret the results.
The difference between the present value of cash inflows and the present value of cash outflows. NPV is used in capital budgeting to analyze the profitability of an investment or project.
The document is a project report submitted by Soumya Prakash Pani to the Biju Pattnaik University of Technology for their MBA degree. The report studies customer satisfaction towards HUL's water purifier brand "Pure it" in Cuttack city, India. It includes declarations, acknowledgements of those who assisted with the project, and an outline of the report contents which covers topics like the company and product profile, data collection methodology used, findings of the study, and recommendations.
Net present Value, Internal Rate Of Return, Profitability Index, Payback, dis...Akhil Sabu
This document discusses various capital budgeting techniques used to evaluate investment projects, including:
1. Discounted cash flow methods like net present value (NPV), internal rate of return (IRR), and profitability index (PI).
2. Non-discounted cash flow methods like payback period, discounted payback period, and accounting rate of return (ARR).
It provides formulas, examples, and decision rules for calculating each method and comparing investment opportunities.
This document appears to be a template for the appendices section of a project report submitted by a student. It includes sample cover page, title page, certificate, acknowledgements, executive summary, table of contents, list of tables, and sections for the objective and scope, limitations, company profile, research methodology, data tabulation, analysis, observations and findings, conclusions, recommendations, bibliography, and appendices. Each appendix provides headings and formatting for the different components typically included in a student project report.
Project Report And Market Survey of McDonald’s- Cbse class 12 Entrepreneurshi...Dan John
I assure you that this project of mine will fetch you a very good score. Attach the pictures provided towards the end of this project on the backside of the page which is adjacent to the relevant page. I have given certain instructions in the project, starting with the word 'Attn'; follow those and remove them before the submission.
Good Luck!!
Breakaway Design House proposes developing an instructional spelling game called "The Octopus Spelling Game" over six weeks for $216. The game is designed to help elementary students improve their spelling and typing skills through an interactive interface featuring an octopus character. It will be developed using Adobe Flash and be accessible online and for PC and Mac. Formative evaluations will take place during development with the final product delivered by April 27, 2007.
A series of modules on project cycle, planning and the logical framework, aimed at team leaders of international NGOs in developing countries.
New improved version of Writing Project Proposals in February 2014.
This document describes the components of a generic virtual reality system. It discusses the four main systems: the virtual environment, computer environment, VR technology, and modes of interaction. It provides details on the virtual environment components like virtual objects, lights, animation, physical simulation, level of detail and collision detection. It also describes the computer environment components like the processor, I/O channels, VE database and real-time operating system. Finally, it discusses the hardware used for VR technology like head tracking, image display, sound and haptics as well as interaction modes like gestures and interfaces.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
Haptic technology adds the sense of touch to virtual objects by providing haptic feedback to users. This allows users to feel and interact with virtual objects in a realistic manner. Haptic devices have sensors that detect touch and movement, processors that determine feedback, and actuators that provide vibrations or forces to simulate touching virtual objects. Haptic technology has applications in gaming, virtual reality, telepresence, training, and assisting blind users. It provides advantages like reduced work time and safer medical training, but development of high-precision haptic interfaces remains an area for improvement.
Between Simulator and Prototype: Crossover Architecture for Testing and Demon...Jaroslaw Domaszewicz
Consider the development of a new middleware targeted at
cooperating smart objects. Each smart object should have an embedded node connected to the object’s sensors and actuators. Building a prototype of such a middleware is inherently labor-intensive, especially when it comes to crossing the cyber-physical boundary, i.e., node-to-object interfacing. Also, soon one needs to be able to validate the middleware’s emerging API. Consequently, two separate “products” are usually developed: a programmer-oriented simulator and an actual, node-based prototype. Both are less than perfect for testing and demonstration purposes, and there is hardly any reuse of work invested in producing them. We propose an architecture that enables intermediate, crossover setups combining elements of the simulator and of the prototype. The key idea is system-wide decoupling of the cyber domain from the physical domain, by means of a dedicated entity. The architecture emphasizes
incremental formation of testing and demonstration setups, reusability of elements needed to create them, and flexibility in combining those elements. We validate our architecture with a proof-of-concept infrastructure and a number of experimental setups.
Augmented reality (AR) is a technology which provides real time integration of digital content with the
information available in real world. Augmented reality enables direct access to implicit information
attached with context in real time. Augmented reality enhances our perception of real world by enriching
what we see, feel, and hear in the real environment. This paper gives comparative study of various
augmented reality software development kits (SDK’s) available to create augmented reality apps. The
paper describes how augmented reality is different from virtual reality; working of augmented reality
system and different types of tracking used in AR.
This document discusses using augmented reality (AR) in medical education. It begins by defining AR and how it can integrate virtual objects into real environments in real-time. The document then discusses how AR provides remote learning and interactive simulations, making it well-suited for medical education. It provides examples of AR being adopted by medical schools worldwide. The rest of the document details the proposed development of a "Smart Education App" using AR to enhance medical training in an affordable way. It describes the implementation process and tools used, including marker-based recognition, 3D tracking, and integration with Unity.
IRJET- 3D Drawing with Augmented RealityIRJET Journal
This document summarizes research on developing an augmented reality application called 3D Drawing with Augmented Reality. The application allows multiple users to draw in 3D space and see each other's drawings in real-time. It treats the real world as a canvas where users can draw lines and doodles in thin air. The application was created using Unity 3D and ARCore to enable 3D drawing on mobile devices. Related work on SLAM, human-computer interaction, game lobbies, and bare-handed 3D drawing techniques were also reviewed to inform the application's design. The methodology section describes how the collaborative AR application was developed to allow real-time 3D drawing between users.
Page 1 of 14 ENS4152 Project Development Proposal a.docxkarlhennesey
Page 1 of 14
ENS4152 Project Development
Proposal and Risk Assessment Report
Baxter Research Robot: Solving a Rubik’s Cube
Chris Dawes
Student # 10282558
30 Mar 2015
Supervisor: Dr Alexander Rassau
Page 2 of 14
Abstract
Robotics is currently used to perform many tasks but many of these are simple repetition of a
predefined method. By combining AI with robotics we can greatly increase the applications of
robotics. An algorithm that combines the vision and servo systems of a Baxter Research Robot
with a solving solution for a Rubik’s cube will demonstrate that the use of even simple AI with
robotics allows complex tasks to be completed. Further integration of object recognition will
allow the task to be completed in a dynamic environment, and further increase the areas
robots are capable of working within.
1. Introduction
1.1. Motivation
The Baxter Research Robot by Rethink Robotics is a dual arm robot, with seven degrees of
freedom per arm, released in 2012. Developed to be affordable, flexible in its purpose, and
above all else safe, Baxter includes three cameras, one on each wrist and the other on its head,
and a screen for displaying information relating to Baxter’s current task. The robot is designed
to be a versatile research platform while containing the same hardware as its industry
counterpart, allowing research to translate into industrial applications (Rethink Robotics,
2015).
In general robotics artificial intelligence (AI) has been developed separately to robotics, but is
now starting to become integrated. Unfortunately current AI is fragmented as each application
focuses on one area, as opposed to making a true AI that thinks like a human (Bogue, 2014).
Current usable AI is more akin to ‘smart’ robotics where decisions are made and problems
solved by the robot in very specific applications. In industry, robots are expanding into areas
that require more flexibility allowing robots to fill many more positions in increasingly complex
areas (Hajduk, Jenčík, Jezný, & Vargovčík, 2013). Mobile robots are even becoming more
common place, allowing for dynamic and spread out workspaces. These are all due to adding
sensing and analysis to robots allowing them to react to dynamic environments.
To further robotics in industry, multi robot work cells have been designed that combine
several robots working on the same part while cooperatively performing either one task, such
as welding and the required handling, or multiple tasks at the same time (Hajduk, Jenčík, Jezný,
& Vargovčík, 2013). The number of activities these work cells can perform increases
Page 3 of 14
dramatically, as the complexity of the task or tasks can be higher while the robots don’t need
to be capable of performing the whole task individually.
For performing more human tasks, dual arm robots have begun to emerge (Hajduk, Jenčík,
Jezný, & Vargovčík, 2013 ...
Page 1 of 14 ENS4152 Project Development Proposal a.docxsmile790243
Page 1 of 14
ENS4152 Project Development
Proposal and Risk Assessment Report
Baxter Research Robot: Solving a Rubik’s Cube
Chris Dawes
Student # 10282558
30 Mar 2015
Supervisor: Dr Alexander Rassau
Page 2 of 14
Abstract
Robotics is currently used to perform many tasks but many of these are simple repetition of a
predefined method. By combining AI with robotics we can greatly increase the applications of
robotics. An algorithm that combines the vision and servo systems of a Baxter Research Robot
with a solving solution for a Rubik’s cube will demonstrate that the use of even simple AI with
robotics allows complex tasks to be completed. Further integration of object recognition will
allow the task to be completed in a dynamic environment, and further increase the areas
robots are capable of working within.
1. Introduction
1.1. Motivation
The Baxter Research Robot by Rethink Robotics is a dual arm robot, with seven degrees of
freedom per arm, released in 2012. Developed to be affordable, flexible in its purpose, and
above all else safe, Baxter includes three cameras, one on each wrist and the other on its head,
and a screen for displaying information relating to Baxter’s current task. The robot is designed
to be a versatile research platform while containing the same hardware as its industry
counterpart, allowing research to translate into industrial applications (Rethink Robotics,
2015).
In general robotics artificial intelligence (AI) has been developed separately to robotics, but is
now starting to become integrated. Unfortunately current AI is fragmented as each application
focuses on one area, as opposed to making a true AI that thinks like a human (Bogue, 2014).
Current usable AI is more akin to ‘smart’ robotics where decisions are made and problems
solved by the robot in very specific applications. In industry, robots are expanding into areas
that require more flexibility allowing robots to fill many more positions in increasingly complex
areas (Hajduk, Jenčík, Jezný, & Vargovčík, 2013). Mobile robots are even becoming more
common place, allowing for dynamic and spread out workspaces. These are all due to adding
sensing and analysis to robots allowing them to react to dynamic environments.
To further robotics in industry, multi robot work cells have been designed that combine
several robots working on the same part while cooperatively performing either one task, such
as welding and the required handling, or multiple tasks at the same time (Hajduk, Jenčík, Jezný,
& Vargovčík, 2013). The number of activities these work cells can perform increases
Page 3 of 14
dramatically, as the complexity of the task or tasks can be higher while the robots don’t need
to be capable of performing the whole task individually.
For performing more human tasks, dual arm robots have begun to emerge (Hajduk, Jenčík,
Jezný, & Vargovčík, 2013.
Page 1 of 14 ENS4152 Project Development Proposal a.docxjakeomoore75037
Page 1 of 14
ENS4152 Project Development
Proposal and Risk Assessment Report
Baxter Research Robot: Solving a Rubik’s Cube
Chris Dawes
Student # 10282558
30 Mar 2015
Supervisor: Dr Alexander Rassau
Page 2 of 14
Abstract
Robotics is currently used to perform many tasks but many of these are simple repetition of a
predefined method. By combining AI with robotics we can greatly increase the applications of
robotics. An algorithm that combines the vision and servo systems of a Baxter Research Robot
with a solving solution for a Rubik’s cube will demonstrate that the use of even simple AI with
robotics allows complex tasks to be completed. Further integration of object recognition will
allow the task to be completed in a dynamic environment, and further increase the areas
robots are capable of working within.
1. Introduction
1.1. Motivation
The Baxter Research Robot by Rethink Robotics is a dual arm robot, with seven degrees of
freedom per arm, released in 2012. Developed to be affordable, flexible in its purpose, and
above all else safe, Baxter includes three cameras, one on each wrist and the other on its head,
and a screen for displaying information relating to Baxter’s current task. The robot is designed
to be a versatile research platform while containing the same hardware as its industry
counterpart, allowing research to translate into industrial applications (Rethink Robotics,
2015).
In general robotics artificial intelligence (AI) has been developed separately to robotics, but is
now starting to become integrated. Unfortunately current AI is fragmented as each application
focuses on one area, as opposed to making a true AI that thinks like a human (Bogue, 2014).
Current usable AI is more akin to ‘smart’ robotics where decisions are made and problems
solved by the robot in very specific applications. In industry, robots are expanding into areas
that require more flexibility allowing robots to fill many more positions in increasingly complex
areas (Hajduk, Jenčík, Jezný, & Vargovčík, 2013). Mobile robots are even becoming more
common place, allowing for dynamic and spread out workspaces. These are all due to adding
sensing and analysis to robots allowing them to react to dynamic environments.
To further robotics in industry, multi robot work cells have been designed that combine
several robots working on the same part while cooperatively performing either one task, such
as welding and the required handling, or multiple tasks at the same time (Hajduk, Jenčík, Jezný,
& Vargovčík, 2013). The number of activities these work cells can perform increases
Page 3 of 14
dramatically, as the complexity of the task or tasks can be higher while the robots don’t need
to be capable of performing the whole task individually.
For performing more human tasks, dual arm robots have begun to emerge (Hajduk, Jenčík,
Jezný, & Vargovčík, 2013.
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Monitoring and Managing Anomaly Detection on OpenShift
Overview
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Key Topics Covered
1. Introduction to Anomaly Detection
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2. Understanding Edge (IoT)
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12. Jupyter Notebooks with Code Examples
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Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
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Power Grid Model
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Presentation of the OECD Artificial Intelligence Review of Germany
Project report (2003) - Using Flash MX Cursor-control component to enhance computer interaction for motion-impaired users
1. Middlesex University
(SAE Institute)
Using Flash MX Cursor-control component to enhance
computer interaction for motion-impaired users
Amir Dotan
Multimedia Arts degree program - SAE Institute London
amir@amirdotan.com
2. Abstract
For users with motion impairments, interacting with a computer can be a difficult task, one that
involves using special input and output devices.
These people are often faced with interfaces that were designed for non-disabled people and inter-
acting with them, despite any assistive technology that is being used, may sometime prove to be
a time consuming task.
This report describes the Cursor-control component, an accessibility component that was devel-
oped for Macromedia Flash MX authoring software. It aims to enhance computer interaction for
motion-impaired users by making point-and-click tasks easier.
It outlines the preliminary research which preceded it followed by a description of the component
itself and how it is used.
1. Introduction
Accessing a computer and interacting with a wide range of the content it has to offer is not a
privilege - it’s a right every person has, regardless of his or hers physical and/or mental condition.
Unfortunately, almost all systems and interfaces are designed for non-disabled people, making the
task of interacting with the computer for those with disabilities difficult and frustrating.
Users with different motion impairments such as Cerebral Palsy, Muscular Dystrophy, spinal inju-
ries to name but a few, tend to experience a number of symptoms that has a direct effect on their
ability to interact with a computer. These symptoms may include spasms, tremors, poor coordina-
tion, reduced muscle strength and restricted movement.
Different kinds of assistive technologies are developed to help motion impaired users interact with
a computer and cope with the various tasks with a relative ease and comfort.
These technologies include input devices such as a special keyboard and mouse and other types
of hardware.
Although they offer a valuable and important bridge between the user and the computer, the next
challenge the user is faced with is an interface which has to be manipulated and explored with a
cursor in order to perform tasks and achieve goals.
A specially designed mouse may help move a cursor on the screen, but an additional assistance
may and should be offered on the interface’s side to help reduce time when confronted with point-
and-click tasks.
3. Studies carried out at the department of engineering and the computer laboratory at Cambridge
University investigated different issues concerning motion-impaired users and how they interact
with the computer.
One of the studies conducted looked into the use of force-feedback technology which uses a spe-
cial mouse to assist users with target selection tasks.
The mouse physically reacts to potential targets by moving the cursor toward them and the results
showed that the time needed to complete target selection tasks was reduced by over 50%.
Figure 1. Cursor paths of one of the partici-
pants in the study suffering from tremors and
Friedrich’s Ataxia.
In that task the participants were presented
with 16 “target” circles and were required to
select a random target generated by the soft-
ware.
This recording of the cursor path demostrates
the cursor’s movements in 3 different situa-
tions where force-feedback technology was
used under various conditions.
That study stood at the heart of the project detailed in this report and the goal was to implement that
logic on the interface’s side using Macromedia Flash as the development tool.
The result is a reusable component that can be used in any Flash project that is aimed specifically
toward users with motion impairments (Therapeutic applications, games, educational programmes
etc.) or is partially targeted of users which might suffer from a form of motion impairments, including
elderly able-bodied population with conditions such as arthritis, strokes and Parkinson’s disease.
This report also includes a detailed description of the component’s operational logic and current
constraints of the current version as further development work alongside user testing are needed to
make this component reach its full potential.
4. 2. The Cursor-control component overview
The Flash environment, which is often criticized for its lack of accessibility support, can offer new
and unexplored opportunities for software accessibility development.
Its encapsulated nature and range of programming capabilities make it possible to bend UI conven-
tions and paradigms. Too often these attributes seem to encourage usability nightmares but as this
report will demonstrate, they can be used to do the exact opposite and support accessibility in ways
never tried before.
The component was designed with the clear intent of offering developers an amount of flexibility
when using it and allows them to modify properties both for functional and aesthetic-visual reasons
making it completely independent and customizable.
When the cursor is close to a target (proximity detection to be discussed later) a visual rectangle
illustrated by a line appears surrounding the target and the cursor attaches to the centre of the
target having changed to a pointing finger.
At its current development stage the component offers developers to make the visual indication
invisible, control the line’s height, transparency and colour. It also allows setting the amount of
sensitivity with which the cursor will be monitored for proximity and modify its colour.
3. The component’s logic
The main logic behind this component revolves around Flash’s ability to hide the system’s cursor
and subsequently replace it with one of its own native visual objects that can be set to follow the
hidden system cursor.
Since the actual cursor can not be manipulated by the program it is replaced with a “virtual” one
that is much more controllable.
The virtual cursor is a movie clip object and is a component asset, meaning its part of it and is
placed inside the host movie’s library once the component is dragged onto the host movie’s stage.
When the component is initialized during runtime the actual cursor is hidden and the virtual cursor
is placed on the stage and set to follow the invisible actual cursor.
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Virtual cursor
(visible Flash object)
Actual cursor
(invisible)
Figure 2. Basic component logic
5. The second important aspect that makes this component possible is the movie clip object’s
method getBounds() which returns the coordinates of an instance’s bounding box.
The virtual cursor’s position on the screen is constantly monitored to check if it overlaps a click-
able object’s bounding box but because the goal is to detect proximity and not full contact, the
coordinates are artificially “inflated” by the component to create “virtual” bounds thus allowing it
to detect proximity. The difference between the actual and virtual bounding box is set by the devel-
oper during authoring.
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Object’s actual bounding box
Object’s virtual bounding box
Figure 3.”Inflating” the object’s bounding box
*Note: Since the Button object doesn’t include the getBounds() method the Button class inherits
the MovieClip class in order to allow the logic to work with button objects as well as movie clips
object since both can be used to detect user interactions.
When the component detects that the virtual cursor overlaps the virtual bounding box of a click-
able object it disables the drag effect so it can reposition the virtual cursor in the centre of the
object and turn it from an arrow to a pointing finger, indicating it is clickable.
Once the virtual cursor is on the target the dragging effect is re-established and the user controls
it again.
contact us
Figure 4.detects virtual cursor overlapping object’ virtual
bounding box
6. contact us
Figure 6. The virtual cursor is positioned at the centre of the
object and turns into a pointing finger.
*Note: When the virtual cursor is placed in the centre of the target the actual cursor is still located
in its original position since it can not be moved without the user’s mouse movement. This cre-
ates an offset between the two that is maintained as long as the virtual cursor is inside a target’s
bounding box area. Once the virtual cursor is outside a target it snaps back to the actual cursor’s
position which might at times look a bit crude.
Figure 7. An example of the component in action
7. 4. The component’s present state and constraints
The Cursor-control component is an accessibility component, which assists motion-impaired users
with target selection tasks.
At its current development stage it has some limitations and constraints but can still be fully utilized
if these constraints are taken into account by developers.
Some are a result of the Flash development environment and its limitations, while others may be
regarded as limitations imposed by the component’s own working logic.
4.1 Detecting clickable objects in a movie
Prior to the release of Flash MX, only button objects where commonly used to detect user interac-
tions such as clicking at a specific location on the screen.
The latest incarnation of Flash offers developers more ways of detecting user interactions and but-
tons event handlers can be implemented with movie clip objects as well.
This along with the ability to define event handlers as functions outside the object itself posed a
challenge when developing the component to detect all the possible scenarios.
When the component is initialized it performs a search for button objects and movie clip objects
which have button event handler functions. The search includes all the objects in the movie on any
given timeline and scope and is carried once the host movie has finished loading.
The component will not detect and include the following:
1. Movie clip objects that have a button event handler defined locally (e.g. on(press){//do
something} as oppose to myClip.onPress=function(){//do something} ).
2. Linked text in a text box which is assigned with a URL.
3. Objects that do not exist in any timeline or scope and reside in the library to be used
later in the movie (e.g. attachMovie() method).
4. Objects that were created via code after the movie has loaded (e.g. createEmptyMov
ieClip() method etc.).
5. Objects that reside in external movies loaded into the host movie (e.g. loadMovie()
method).
At the moment, no way has been found to detect if a movie clip object has a locally defined button
event handler or if a text in a text box is linkable. Also, without events such as onAttachMovie it is
going to be very difficult to detect new clickable objects that are introduced during runtime.
Performing a constant update for new objects may put an extra computing strain on the processor
that will effect the overall performance of the host movie.
8. 4.2 Operating speed
The constant monitoring of whether the virtual cursor’s overlaps any given target on the screen is
a important and basic operation of the component, However, to avoid intensive resources usage
on the part of the component that will have a negative effect on the host movie, the rate at which
the operation is being carried out is lower than what it potentially could be.
The component’s detection speed is frame rate dependent and uses the enterFrame event handler
to generate a constant loop.
This means that when running a movie at a low frame rate a decrease in speed detection may
be experienced, resulting in slight delay from the time the cursor enters a target’s area to being
attached to its centre.
The detection speed is also dependent on the number of clickable objects the component has to
monitor against the cursor’s position.
5. Design considerations when using the component
The Cursor-control component was designed to offer developers using it a fair amount of flexibility
and customisation capabilities.
Colour control, line height and bounding box visibility are all aimed at making the component’s
integration into projects as manageable as possible, helping to make it part of the surroundings and
not be considered an intrusive element.
Despite all that, the functionality of the component may require some design considerations such
as additional spacing between clickable elements to avoid overlapping during runtime, which may
result in an unpleasant visual effect.
Designers intending to use the component for special projects targeted specifically for users with
motion impairments are encouraged to integrate it into the design process and examine how it
performs in a given visual environment.
Figure 8. The component’s properties panel allowing developrs to modify the component in various ways
9. 6. Installing and using the component
The Cursor-control component can be downloaded from http://www.amirdotan.com/temp/comp.zip
Once the ZIP file has been extrected, the FLA file named cursorcontrol.fla should be placed into
the First Run folder which is located inside Flash MX application folder.
Once in place, the component will appear in the components panel after being selected using the
back arrow at the top right corner of the panel.
All that is left do to is drag it onto the stage and publish the movie.
7. Conclusions
As was described earlier the component is far from being perfect but it marks an important step in
accessibility components development and should pave the way for more innovations in this field.
Although it may be regarded by some as less exciting and challenging than mainstream component
development, the opposite is true if only to create code that helps users and not just other develop-
ers.
The Cursor-control component was designed to offer assistance to motion impaired users interact-
ing with Flash content, whether it is online or offline.
It was developed based on academic studies that showed how taking control over the user’s cursor
can be very helpful in reducing time it takes to perform target selection tasks and implemented that
approach in a Flash environment, which is becoming a standard in multimedia authoring.
The current version of the component may be regarded as a prototype since it hasn’t yet been
tested with its target audience and such testing will probably have a direct impact on its functionality
and operation.
This report briefly described the theoretical background behind the development process and out-
lined the components functionality, constraints and logic.
Future work will strive to add a mechanism that triggers an event in a clickable object after an
amount of time has elapsed seeing has how some motion impaired users find it difficult to click a
target once reaching it.
That alongside other limitations mentioned will hopefully be addressed in the future as well, as
Flash offers more opportunities and further wok is carried out in the area of motion impairment
accessibility.
10. 8. Bibliography
Hwang. F., Langdon. P., Keates. S., Clarkson. J., Haptic Assistance to Improve Computer
Access for Motion-Imaired Users, Engineering Desgin Centre, University of Cambridge
http://rehab-www.eng.cam.ac.uk/papers/eurohaptics2001/
Robinson. P., Langdon. P., Keates. S., Clarkson. J., Investigating the cursor movement
parameters for haptic assistance of motion-impaired users, Department of Engineering,
University of Cambridge., Computer Laboratory, University of Cambridge
http://rehab-www.eng.cam.ac.uk/papers/icorr2001/
Keates. S., Clarkson. P.J., Robinson. P., Cognitive considerations in the design of mul-
timodel input systems, Engineering Desgin Centre, University of Cambridge., Computer
Laboratory, University of Cambridge
http://rehab-www.eng.cam.ac.uk/papers/1sk12/uahci01/mmi/
Robinson. P., Langdon. P., Keates. S., Clarkson. J., Using haptic feedback to enhance
computer interaction for motion-impaired users, Engineering Desgin Centre, University of
Cambridge., Computer Laboratory, University of Cambridge
http://rehab-www.eng.cam.ac.uk/papers/icdvrat/
Keates. S., Clarkson. P.J., Investigating the applicability of user models for motion-impaired
users, Engineering Desgin Centre, University of Cambridge., Computer Laboratory, University
of Cambridge
http://rehab-www.eng.cam.ac.uk/papers/1sk12/assets2000/
Kaye. J., Castillo. D., Creating a Flash MX Component, Flashcomponents.net
http://www.flashcomponents.net/tutorials/triangle/triangle.html