First, we developed an audio–tactile map viewer that can represent real-world route and facilities near the route. This viewer is based on our previous work regarding a mapping tool for gaming applications. We improved it with customizable audio–tactile cues based on feedbacks from test users at an exhibition and workshops. Finally, we explored presentation methods that serve the individual needs of visually impaired users in the most appropriate way.
My Italy:Design and usability evaluation of an M-Tourism prototypeMassimiliano Dibitonto
Short paper presente @Enter2010 in Lugano www.enter2010.org
In this paper we describe the prototype of a location-based M-tourism application called My Italy, developed by the Usability and Accessibility Laboratory (LUA) University of Rome Sapienza. My Italy is a mobile multimedia tourist guide capable of supplying the mobile user with context-aware information during travel in a fast and easy way.
presentation took at Taller de Sistemes Interactius I (2010) subject from UPF (Universitat Pompeu Fabra) covering the following research papers:
Around the Wiimote:
Torben Schou, Henry J. Gardner, A Wii remote, a game engine, five sensor bars and a virtual reality theatre, OZCHI '07: Proceedings of the 19th Australasian conference on Computer-‐Human Interaction: Entertaining User Interfaces
Akihiko Shirai, Erik Geslin, Simon Richir, WiiMedia: motion analysis methods and applications using a consumer video game controller, Sandbox '07: Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Sreeram Sreedharan, Edmund S. Zurita, Beryl Plimmer, 3D input for 3D worlds, OZCHI '07: Proceedings of the 19th Australasian conference on Computer-‐ Human Interaction: Entertaining User Interfaces
Thomas Schlömer, Benjamin Poppinga, Niels Henze, Susanne Boll, Gesture recognition with a Wii controller, TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction
Takaaki Shiratori, Jessica K. Hodgins, Accelerometer-‐based user interfaces for the control of a physically simulated character, SIGGRAPH Asia '08: SIGGRAPH Asia 2008 papers
Luigi Gallo, Giuseppe De Pietro, Ivana Marra, 3D interaction with volumetric medical data: experiencing the Wiimote, Ambi-‐Sys '08: Proceedings of the 1st international conference on Ambient media and systems
Torben Schou, Henry J. Gardner, A surround interface using the Wii controller with multiple sensor bars, VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Elaine L. Wong, Wilson Y. F. Yuen, Clifford S. T. Choy, Designing Wii controller: a powerful musical instrument in an interactive music performance system, MoMM '08: Proceedings of the 6th International Conference on Advances in Mobile Computing and Multimedia
Cheng Guo, James Everett Young, Ehud Sharlin, Touch and toys: new techniques for interaction with a remote group of robots, CHI '09: Proceedings of the 27th international conference on Human factors in computing systems
My Italy:Design and usability evaluation of an M-Tourism prototypeMassimiliano Dibitonto
Short paper presente @Enter2010 in Lugano www.enter2010.org
In this paper we describe the prototype of a location-based M-tourism application called My Italy, developed by the Usability and Accessibility Laboratory (LUA) University of Rome Sapienza. My Italy is a mobile multimedia tourist guide capable of supplying the mobile user with context-aware information during travel in a fast and easy way.
presentation took at Taller de Sistemes Interactius I (2010) subject from UPF (Universitat Pompeu Fabra) covering the following research papers:
Around the Wiimote:
Torben Schou, Henry J. Gardner, A Wii remote, a game engine, five sensor bars and a virtual reality theatre, OZCHI '07: Proceedings of the 19th Australasian conference on Computer-‐Human Interaction: Entertaining User Interfaces
Akihiko Shirai, Erik Geslin, Simon Richir, WiiMedia: motion analysis methods and applications using a consumer video game controller, Sandbox '07: Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Sreeram Sreedharan, Edmund S. Zurita, Beryl Plimmer, 3D input for 3D worlds, OZCHI '07: Proceedings of the 19th Australasian conference on Computer-‐ Human Interaction: Entertaining User Interfaces
Thomas Schlömer, Benjamin Poppinga, Niels Henze, Susanne Boll, Gesture recognition with a Wii controller, TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction
Takaaki Shiratori, Jessica K. Hodgins, Accelerometer-‐based user interfaces for the control of a physically simulated character, SIGGRAPH Asia '08: SIGGRAPH Asia 2008 papers
Luigi Gallo, Giuseppe De Pietro, Ivana Marra, 3D interaction with volumetric medical data: experiencing the Wiimote, Ambi-‐Sys '08: Proceedings of the 1st international conference on Ambient media and systems
Torben Schou, Henry J. Gardner, A surround interface using the Wii controller with multiple sensor bars, VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Elaine L. Wong, Wilson Y. F. Yuen, Clifford S. T. Choy, Designing Wii controller: a powerful musical instrument in an interactive music performance system, MoMM '08: Proceedings of the 6th International Conference on Advances in Mobile Computing and Multimedia
Cheng Guo, James Everett Young, Ehud Sharlin, Touch and toys: new techniques for interaction with a remote group of robots, CHI '09: Proceedings of the 27th international conference on Human factors in computing systems
2016 Project.
A finger wore device helpful for blind people.
Used to know the color and currency and etc.,
Prepared by Ch.Durga Rao, Naidu.S.Piyadarshini.
Assistive technologies: experiences from AAL for the blind and visually impai...Andrei Bursuc
This talk was given as keynote at the International Conference on Innovation in Medicine and Healthcare 2013 (http://inmed13.innovationkt.org/) within the Ambient TeleCare invited session (http://inmed13.innovationkt.org/cmsISdisplay.php).
This presentation gives an overview on technologies assisting visually impaired persons and describes the progress made so far within the ALICE project (http://www.alice-project.eu/)
The event had a multi-disciplinary participation consisting of researchers, engineers, managers, students and practitioners from the medical arena, gathered for discussions on the ways the innovation, knowledge exchange and enterprise can be applied to issues related to medicine, healthcare and the issues of an ageing population.
Blind Children Navigation through Gaming and Associated Brain PlasticityAngelo Tadres
Presentation of the paper "Blind Children Navigation through Gaming and Associated Brain Plasticity"
Virtual Rehabilitation International Conference 2009, Haifa, Israel
sixth sense technology by pranav misteryAmitGajera
I create this ppt for seminar on sixth sense technology by pranav misstri.This ppt is a good,short with professional ggraphics and professional custom animation.
Mobile Phone Instruments, the Possibilities of Networks, and OSCNathanBowen8
Presented to music composition faculty and students at BYU February 9, 2015. Topics include mobile phone ensembles, mobile music apps, and networked instruments. Long setup times for networked mobile music configurations make for barriers to wider adoption among the public. Proposed solutions via OpenSoundControl are discussed.
Generally human having five sense, Sixth sense is a gesture wearable interface that augment the physical world around us with digital information and lets us use natural hands gestures to interact with that information.it was developed by a Phd Scholar, a flood interface group at the MIT, Pranav Mistry
人的資本経営[1]を実現するには,生産性とQoW(Quality of Work,働き方の質)を同時に改善し続けていくことが有効である.そのための課題は多岐に渡るため,DX(Digital Transformation)的発想が求められる。一方、情報の約60~80%が位置情報に関連していることが報告されている.本稿では,地理空間情報と他の情報とを連携させて課題解決を支援する地理空間インテリジェンス(GSI)でDXを促進し,製造現場やサービス現場で人的資本経営を支援することに資する筆者らの一連の取り組みについて紹介する.
Project progress on XR-AI platform for tele-rehab and health guidanceKurata Takeshi
IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2024) Abstracts and Workshops (VRW), pp.244-251, 2024,
DOI 10.1109/VRW62533.2024.00048
The main objectives of this project, launched in July 2021, is to mitigate and solve issues regarding health care services such as rehabilitation and specific health guidance while alleviating spatio-temporal, economic, and cognitive constraints by establishing remote technology foundation. There are four themes in this project. In theme #1, we have been developing the MR3 devices consisting of Wear and Mannequin for supporting detailed assessments of customers’ physical functions and haptic interaction respectively. The central issue of theme #2 is to support intrinsic motivation for rehabilitation and exercise training through XR technologies as in virtual (self) co-embodiment and hand redirection. In addition, we have also been investigating how to deal with one-to-many and zero-to-many situations. Theme #3 has aimed on establishing AI technology foundation for creating, monitoring progress of, and updating tele-rehab programs mainly for the upper limb. Systems for always-on monitoring during daily life and work developed in theme #4 is expected to be served as a common foundation for various tele-healthcare services. This paper reports on the progress of the above-mentioned themes in this project.
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2016 Project.
A finger wore device helpful for blind people.
Used to know the color and currency and etc.,
Prepared by Ch.Durga Rao, Naidu.S.Piyadarshini.
Assistive technologies: experiences from AAL for the blind and visually impai...Andrei Bursuc
This talk was given as keynote at the International Conference on Innovation in Medicine and Healthcare 2013 (http://inmed13.innovationkt.org/) within the Ambient TeleCare invited session (http://inmed13.innovationkt.org/cmsISdisplay.php).
This presentation gives an overview on technologies assisting visually impaired persons and describes the progress made so far within the ALICE project (http://www.alice-project.eu/)
The event had a multi-disciplinary participation consisting of researchers, engineers, managers, students and practitioners from the medical arena, gathered for discussions on the ways the innovation, knowledge exchange and enterprise can be applied to issues related to medicine, healthcare and the issues of an ageing population.
Blind Children Navigation through Gaming and Associated Brain PlasticityAngelo Tadres
Presentation of the paper "Blind Children Navigation through Gaming and Associated Brain Plasticity"
Virtual Rehabilitation International Conference 2009, Haifa, Israel
sixth sense technology by pranav misteryAmitGajera
I create this ppt for seminar on sixth sense technology by pranav misstri.This ppt is a good,short with professional ggraphics and professional custom animation.
Mobile Phone Instruments, the Possibilities of Networks, and OSCNathanBowen8
Presented to music composition faculty and students at BYU February 9, 2015. Topics include mobile phone ensembles, mobile music apps, and networked instruments. Long setup times for networked mobile music configurations make for barriers to wider adoption among the public. Proposed solutions via OpenSoundControl are discussed.
Generally human having five sense, Sixth sense is a gesture wearable interface that augment the physical world around us with digital information and lets us use natural hands gestures to interact with that information.it was developed by a Phd Scholar, a flood interface group at the MIT, Pranav Mistry
人的資本経営[1]を実現するには,生産性とQoW(Quality of Work,働き方の質)を同時に改善し続けていくことが有効である.そのための課題は多岐に渡るため,DX(Digital Transformation)的発想が求められる。一方、情報の約60~80%が位置情報に関連していることが報告されている.本稿では,地理空間情報と他の情報とを連携させて課題解決を支援する地理空間インテリジェンス(GSI)でDXを促進し,製造現場やサービス現場で人的資本経営を支援することに資する筆者らの一連の取り組みについて紹介する.
Project progress on XR-AI platform for tele-rehab and health guidanceKurata Takeshi
IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2024) Abstracts and Workshops (VRW), pp.244-251, 2024,
DOI 10.1109/VRW62533.2024.00048
The main objectives of this project, launched in July 2021, is to mitigate and solve issues regarding health care services such as rehabilitation and specific health guidance while alleviating spatio-temporal, economic, and cognitive constraints by establishing remote technology foundation. There are four themes in this project. In theme #1, we have been developing the MR3 devices consisting of Wear and Mannequin for supporting detailed assessments of customers’ physical functions and haptic interaction respectively. The central issue of theme #2 is to support intrinsic motivation for rehabilitation and exercise training through XR technologies as in virtual (self) co-embodiment and hand redirection. In addition, we have also been investigating how to deal with one-to-many and zero-to-many situations. Theme #3 has aimed on establishing AI technology foundation for creating, monitoring progress of, and updating tele-rehab programs mainly for the upper limb. Systems for always-on monitoring during daily life and work developed in theme #4 is expected to be served as a common foundation for various tele-healthcare services. This paper reports on the progress of the above-mentioned themes in this project.
The HARC consists of the following eight research teams: (1) Smart sensing, (2) Well-being device, (3) Assistive robotics, (4) Exercise motivation and physical function augmentation, (5) Cognition, environment, and communication, (6) Smart work IoH (Internet of Humans), (7) Service value augmentation, and (8) Co-creative platform. Currently, we are carrying out private and public projects related to Interverse (Virtual economy forms and related technologies that return value in cyberspace to physical space), tele-rehabilitation, etc. We also contribute to the international standardization on VR/MAR in ISO/IEC JTC 1.
Work Pattern Analysis with and without Site-specific Information in a Manufac...Kurata Takeshi
In recent years, there has been an increasing number of technological devel-opments and practical applications for efficient and quantitative work analy-sis by measuring workers' flow lines. However, there may be a delay in start-ing work analysis if it is started after preparing site-specific information, such as each worker's role and typical work areas. This paper reports on a case study of work analysis using geospatial intelligence techniques with and without such site-specific information. First, this paper introduces the work site targeted in this case study, the purpose of the analysis, and the data measured and collected at the work site. Next, it describes a series of meth-ods such as indoor positioning, generation of work area transition model, clustering of work area transition instances, and exception extraction of the instances for the purpose of analyzing work patterns. A comparison of the clustering results with each worker's role and an analysis of non-routine work patterns are also reported.
Standards and projects of SC 24/WG 9 on Metaverse and InterverseKurata Takeshi
The relationship between the metaverse and the universe corresponds to the one between the virtual environment and the real environment in MAR (Mixed and Augmented reality). The concept of fusing multiple metaverses with the universe is sometimes referred to as the interverse, although this is not yet generally recognized. This presentation will provide an overview of the standards related to interverse developed by SC 24/WG9 (MAR Continuum Concepts and Reference Model) and the ongoing projects. In addition, VRM, an open 3D humanoid avatar format for the metaverse, will be presented, although it is not yet a de jure standard.
ISO/IEC Workshop on Standards for the Metaverse
Session 1: ISO/IEC JTC 1 Standards and Projects for the Metaverse, June 26, 2023, at 21:00-22:50 UTC
本講演では、生産性向上や健康経営支援のために屋内測位技術含む地理空間インテリジェンス(GSI)を製造現場やサービス現場に適用した事例を時間の許す限り概説する。また、PDR (Pedestrian Dead Reckoning: 歩行者用相対測位)やVDR(Vehicle Dead Reckoning: 車両用相対測位)含むxDR(PDRやVDRを含む相対測位、DR for X)の性能等の評価に関する活動、 及びxDRを含む各種屋内測位技術とその関連技術の普及促進に関する活動を行うことを目的として2014年に設立されたPDRベンチマーク標準化委員会の活動についても紹介する。
The purpose of this project is to mitigate and solve issues regarding health care services such as rehabilitation and specific health guidance while alleviating spatio-temporal, economic, and cognitive constraints by establishing remote technology foundation. There are four themes in this project titled “Multimodal XR-AI (XR powered by AI) platform development for tele-rehabilitation and reciprocal care coupling with health guidance.” In theme #1, we have been developing MR3 (Multi-Modal Mixed Reality for Remote Rehab) devices consisting of Wear and Mannequin for supporting detailed assessments of users’ physical functions and tactile interaction respectively. The central issue of theme #2 is to support intrinsic motivation for rehabilitation and exercise training through XR technologies as in virtual co-embodiment and hand redirection. In addition, we have also been investigating how to deal with 1-to-N (a small number of providers) and 0-to-N (no providers) situations. Theme #3 has aimed on establishing AI technology foundation for creating, monitoring progress of, and updating tele-rehabilitation programs mainly for the upper limb. Systems for always-on monitoring during daily life and work developed in theme #4 is expected to serve as a common foundation for various tele-healthcare services.
蔵田武志, 尾形邦裕, 金澤周介, 今村由芽子, 佐藤章博, 小木曽里樹, 小林吉之, 一刈良介, 中江悟司, 多田充徳, 青山朋樹, 清水博己, 葛岡英明, 中村拓人, 腰原健, 黒田真朗, 返町秀光, 大島賢典, "「遠隔リハビリのための多感覚XR-AI技術基盤構築と保健指導との互恵ケア連携」で目指すところ", 日本バーチャルリアリティ学会第66回複合現実感研究会, Vol.25, No.2, MR2022-11, 2022.
Analyzing Operations on a Manufacturing Line using Geospatial Intelligence T...Kurata Takeshi
This paper reports on a case study of work analysis using geospatial intelligence technologies conducted on a manufacturing line at a J-Power Systems (JPS) plant in FY2020. First, an overview of the workplace, the purpose of the analysis, and the types of data used in the analysis is presented. Next, we describe the data processing methods developed in the preparatory phase of the analysis, and finally, we report the results and discussion of the work analysis.
Presented in APMS 2022
YouTube:
https://youtu.be/eFi8Z0T25Cc
Geospatial Intelligence for Health and Productivity Management in Japanese Re...Kurata Takeshi
Presentation movie:
https://youtu.be/9qozqmLvi0M
Paper:
Kurata T. (2021) Geospatial Intelligence for Health and Productivity Management in Japanese Restaurants and Other Industries. APMS 2021, IFIP AICT 632, pp. 206–214
https://doi.org/10.1007/978-3-030-85906-0_23
Health and Productivity Management (HPM) requires simultaneous improvement of labor productivity and Quality of Working (QoW), which consists of health, workability, and rewarding. In order to deal with a wide range of issues for HPM, engineering approaches are much more effective rather than just relying on experience and intuition. First, this paper outlines Geospatial Intelligence (GSI) as a tool for such engineering approaches, which supports problem solving by linking geospatial data with other data. Next, we summarize use cases of GSI in service and manufacturing sites, including Japanese restaurants, which have addressed labor productivity and QoW. Finally, we extract the metrics regarding labor productivity and QoW used in those use cases.
講演ビデオ:
https://youtu.be/I-5z2FP-ZtY
本講演では、産総研が参画した各プロジェクトにおいて取り組まれた製造業・サービス業での人とシステムとの協調に関する研究開発事例を概説する。まず、人間拡張研究センターの研究事例から、日本食レストランへの配膳ロボット導入と屋内測位などを適用した導入効果の評価、及びその考察について概説する。次に、インダストリアルサイバーフィジカルシステム(CPS)センターの研究事例から、人・機械協調に基づく変種変量生産のための研究開発事例を紹介する。最後に、ヘルスケアサービスの提供者と利用者、さらに利用者同士がAIと協調しながらQoL (Quality of Life)やQoW (Quality of Working)を向上させるための技術基盤の構想について議論する。
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
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Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
COLLEGE BUS MANAGEMENT SYSTEM PROJECT REPORT.pdfKamal Acharya
The College Bus Management system is completely developed by Visual Basic .NET Version. The application is connect with most secured database language MS SQL Server. The application is develop by using best combination of front-end and back-end languages. The application is totally design like flat user interface. This flat user interface is more attractive user interface in 2017. The application is gives more important to the system functionality. The application is to manage the student’s details, driver’s details, bus details, bus route details, bus fees details and more. The application has only one unit for admin. The admin can manage the entire application. The admin can login into the application by using username and password of the admin. The application is develop for big and small colleges. It is more user friendly for non-computer person. Even they can easily learn how to manage the application within hours. The application is more secure by the admin. The system will give an effective output for the VB.Net and SQL Server given as input to the system. The compiled java program given as input to the system, after scanning the program will generate different reports. The application generates the report for users. The admin can view and download the report of the data. The application deliver the excel format reports. Because, excel formatted reports is very easy to understand the income and expense of the college bus. This application is mainly develop for windows operating system users. In 2017, 73% of people enterprises are using windows operating system. So the application will easily install for all the windows operating system users. The application-developed size is very low. The application consumes very low space in disk. Therefore, the user can allocate very minimum local disk space for this application.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
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Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
Quality defects in TMT Bars, Possible causes and Potential Solutions.PrashantGoswami42
Maintaining high-quality standards in the production of TMT bars is crucial for ensuring structural integrity in construction. Addressing common defects through careful monitoring, standardized processes, and advanced technology can significantly improve the quality of TMT bars. Continuous training and adherence to quality control measures will also play a pivotal role in minimizing these defects.
Courier management system project report.pdfKamal Acharya
It is now-a-days very important for the people to send or receive articles like imported furniture, electronic items, gifts, business goods and the like. People depend vastly on different transport systems which mostly use the manual way of receiving and delivering the articles. There is no way to track the articles till they are received and there is no way to let the customer know what happened in transit, once he booked some articles. In such a situation, we need a system which completely computerizes the cargo activities including time to time tracking of the articles sent. This need is fulfilled by Courier Management System software which is online software for the cargo management people that enables them to receive the goods from a source and send them to a required destination and track their status from time to time.
OTASCE Map: A Mobile Map Tool with Customizable Audio-Tactile Cues for the Visually Impaired
1. OTASCE Map: A Mobile Map Tool
with Customizable Audio-Tactile
Cues for the Visually Impaired
Masaki Matsuo1, Takahiro Miura2, Ryosuke Ichikari2,
Karimu Kato1, Takeshi Kurata1,2
1) University of Tsukuba, Japan.
2) Nat’l Inst. of Advanced Industrial Science and Technology (AIST), Japan.
2. Abstract
ver.0.1
๏OTASCE Map (Oto-Tactile
SCapE Map) that can
represent real-world route
information
Preferred combination of audio-tactile stimuli varies
depending on the degree of a user's disability.
๏Evaluated preferred combinations
of voice/sound/vibration (n=5):
๏Blind: sound + voice + vibration
๏Low vision: single effect
(voice or vibration)
ver.1.0
3. Outline
• Background and Objective
• Design of the audio-tactile map viewer
• Evaluation of map viewer
• Conclusion and Future work
• After presentation
• Questions and discussions
• Demonstration of OTASCE Map
4. Background 1
• Several navigation methods for the visually impaired
• Turn-by-turn navigation
• Orientation in relation to points of interest (POIs) near the
starting point or destination of the route
• Learning routes before going out
4
5. Background 2
• Examples of Various Navigational Aids:
• NavCog: Indoor turn-by-turn navigation system that
enables users to walk easily to destination in building
using audio information.
• BlindSquare: Orientation information systems that delivers
detailed points of interest (POIS) and intersections using
speech and sounds.
5
6. Background 3
• Examples of Route Learning Systems:
• Method of conveying terrain information for the
visually impaired using tactile and sound information
• Tactile maps: presents graphic information using
raised surfaces
• AR tactile map: recognizes the movement of the
fingertip on the map and informs the information of
the touched location through speech.
6
7. Problems
• Few map applications feature flexible and customizable kinds
of audio and tactile stimuli.
• Few smartphone applications represent route information from
the starting point to the destination through tactile information.
7
8. Objective
• To investigate the most useful combinations
of audio-tactile cues for visual impairments.
• Developed an audio-tactile map viewer that can
represent real-world route information and POIs
near the route.
• Improved the viewer with customizable audio-
tactile cues based on feedback from test users at
workshops.
• This app is expected to be used to learn routes
before going out.
8
9. Outline
• Background and Objective
• Design of the audio-tactile map viewer
• Evaluation of map viewer
• Conclusion and Future work
10. Design of the audio-tactile map viewer
• The OTASCE Map presents 2D maps using auditory and
tactile stimuli.
• Difference from previous studies
• Customizable audio-tactile cues
• Available for general-purpose devices
• implemented on iPhone
10
12. How to use
• User experience:
• Operate by trace the touch screen
• Feedback by Sound effects , voice information, vibration pattern
• Screen objects:
• Points Vertices and branches in a route
• Line Lines on the route
12
13. Two guidance functions
• Free-touch function
• The user can touch routes and POI freely.
• Route-guidance function
• The user can grasp roughly the shape of the route from
the starting point to the destination.
13
14. Outline
• Background and Objective
• Design of the audio-tactile map viewer
• Evaluation of map viewer
• Conclusion and Future work
15. Workshop with visually impaired people
• Objective:
• To investigate the most useful combinations of audio-tactile cues for
people with visual impairments including low vision and blindness.
• Participants
• 3 blind, 2 low vision
• Evaluation procedure
• Repeat the audio-tactile effects customizing and map touching
• Explain and discuss their preferred combinations of audio-tactile cues
• Share / discuss customization results
• Survey about usability
15
21. Summary
• We designed the OTASCE Map viewer for presenting maps and routes
to visually impaired people using customizable audio-tactile effects.
• We found that the preferred combination of audio-tactile
stimuli varies depending on the degree of a user's disability:
• blind participants tend to prefer a combination of two or
more kinds of cues
• while participants with low vision preferred to use only a
single cue.
21
• This app is expected to be used to help the users learn
routes before going out and grasp surrounding POIs.
22. Future work
• Our final goal
• To develop an audio-tactile mapping tool that allows
blind people to grasp, modify, and create 2D figures
like maps in the real-world. 22
• Future work
• Evaluating two types of audio-tactile patterns quantitatively with a
larger study
• Creating a tutorial mode
• Publishing the OTASCE Map apps
• Extension to mapping tool: prototyping a map-creation tool that
implements combinations of audio-tactile effects and voice cues.
23. Thank you!
Please check the Twitter
for the OTASCE Map release announcement.
@mmatsuo10
https://twitter.com/mmatsuo10
Editor's Notes
Hello everyone.
Thank you all very much for coming today.
My name is Masaki Matsuo.
I’d like to talk to you about OTASCE Map: a mobile map tool with customizable audio-Tactile cues for the visually impaired.
This slide shows abstract of our study.
We designed this audio-tactile map viewer for presenting routes to the visually impaired using customizable audio-tactile effects.
We named our map viewer OTASCE map for Oto-Tactile scape map.
Otasce means "help" in Japanese.
We conducted a workshop test combination of audio-tactile effects using OTASCE map.
As a result we found that the preferred combination of audio-tactile stimuli varies depending on the degree of a user's disability: blind users tended to prefer a combination of two or more kinds of cues while low vision users preferred to use only a single cue.
This is a brief outline of my presentation.
First, I would like to talk about the Background and objective of this study.
Second, I would like to discuss design of Otasce map.
Third, I would like to talk about the evaluation of Otasce map.
And finally, Conclude and talk briefly about future plans.
First, I’d like to start with some background information.
Navigation methods for the visually impaired can be broadly divided into three categories.
The first is Turn-by-turn navigation.
The second is Orientation in relation to points of interest near the starting point or destination of the route.
The third is learning routes before going out.
Examples of Various Navigational Aids:
NavCog is an indoor navigation system that enables users to walk easily to a destination in a building using audio information.
BlindSquare is Orientation information system. This app delivers detailed points of interest (POIS) and intersections using voice and sound effects.
Examples of Route Learning Systems:
Many methods for conveying terrain information to the visually impaired have used either sound or tactile information.
Tactile maps present graphic information using raised surfaces.
The AR tactile map recognizes the movement of the fingertip on the map and informs the information of the touched location through speech.
Space saving is possible because braille is not used, and more information can be stored than regular tactile maps.
The problems is Few map applications feature flexible and customizable kinds of audio and tactile stimuli.
In addition, Few smartphone applications represent route information from the starting point to the destination through tactile information.
Therefore, We sought to discover the most useful combinations of audio and tactile cues for blind and visually impaired people.
First, we developing an audio and tactile map viewer that can represent real-world route information and POI near the route.
and we improved the viewer with customizable audio-tactile cues based on feedback from test users at workshop.
We expect this app to be used for learning routes before going out.
Next, I'd like to talk about design of the audio-tactile map viewer.
The OTASCE map viewer presents 2D figures like maps using auditory and tactile stimuli.
The difference from the previous study is that audio haptic cues can be customized and available on general-purpose devices.
The viewer is implemented on an iPhone.
Watch a video showing how to use the OTASCE map.
The mouse icon indicates the user's finger.
The user is touching the screen.
This sound indicates the route.
This sound indicates the POI.
The user is tracing a route from the starting point to the destination.
The user is given cues about the route and points of interest (POIs) as they touch the map on the screen.
The user can customize the audio-tactile effects with different combinations of sound effects, voice cues, and vibration patterns.
The effects convey information about points and lines on the displayed map.
As shown in the previous video, the user can use two types of operating functions.
The first is Free-touch function. The user can touch routes and POI freely.
The second is Route-guidance function.
This function presents the user's upcoming direction of travel on the route by guiding their finger to the starting point, stating the direction to turn at each branch points, and finally guiding the finger to the destination.
The user can preview the route from the starting point to the destination.
Let’s continue and move on to the workshop.
We conducted a test combination of audio-tactile effects with visually impaired people using OTASCE Map.
First, we asked participants to touch and trace a route in OTASCE Map.
Then we asked participants to repeatedly adjust and check audio-tactile effects corresponding to various objects on the map.
Subsequently, we asked participants to discuss their preferred combinations of audio-tactile cues.
Finally, they answered surveys about usability.
This slide shows screenshots of the map viewer app.
This screen shot of the left side shows the settings menu screen.
This menu is compatible with Voiceover features included in iOS.
Also, the right side shows the Audio-tactile map.
After customizing the effects, users can test the audio-tactile presentation by touching the map.
As shown slide on the five participants (3 blind and 2 people with low vision) participated in the workshop.
Except for one blind person, all participants had experience in using map and navigation applications while walking outside.
This is an example Video of customized results by blind participants.
3 blind participants preferd a combination of two or more effects, including sound effects, voice cues, and vibrations.
All the blind participants were accustomed to distinguishing sound effects.
This is an example Video of customized results by low vision
participants with low vision tended to select only a single type of cue; one selected voice while the other selected vibration.
Participants with low vision were not accustomed to detecting differences in sounds.
We created two types of audio-tactile patterns designed based on the results of the workshops.
First is voice + vibration for low vision users
Second is voice + vibration + sound effect for blind users
Let me summarize the point of my presentation.
We designed the OTASCE Map viewer for presenting maps and routes to visually impaired people using customizable audio-tactile effects.
From a workshop we found that the preferred combination of audio-tactile stimuli varies depending on the degree of a user's disability: blind users tend to prefer a combination of two or more kinds of cues while low vision users preferred to use only a single cue.
This app is expected to be used to learn routes before going out and to help the users grasp surrounding POI.
In the future, We plan to evaluate two types of audio-tactile patterns quantitatively with a larger study.
Therefore, we will create a tutorial mode to teach users how to operate the map viewer efficiently.
To this end, we plan to publish OTASCE Map apps.
In addition, we are currently developing a prototype mapping tool that creates 2D maps in the real-world.
our goal is to develop an audio-tactile mapping tool that will allow blind people to grasp, modify, and create 2D figures.
Please check the Twitter for the OTASK Map release announcement.
Thank you all very much for listening.
I would like to close my presentation.