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Machine Vision for Device Tracking in a Smart Manufacturing Environment Based on Augmented Reality 基于增强现实技术的智能制造环境中设备跟踪机器视觉技术
Pub Date : 2023-12-09 DOI: 10.1007/s41133-023-00060-6
Tshepo Godfrey Kukuni, Ben Kotze, William Hurst

In a controlled network environment, such as the smart indoor manufacturing environment, the device identification and detection of components is challenging without prior knowledge of the design and implementation process. Thus, the concept of device identification for diagnosis and equipment maintenance by means of markerless augmented reality (AR) merits investigation. AR, when coupled with machine vision, caters for obtaining real-time device information regarding the position and features of the robotic elements within indoor manufacturing plants. Thus, this article proposes an efficient machine vision model to detect and identify devices based within a manufacturing plant, with the aid of AR for extending the device operational details. This offers an alternative solution in the absence of user built-in maps for the calculation of device positions based on uncertainties of the exact locations. To achieve this, a two-part validation is conducted involving (1) device recognition based on position and (2) Data integration to A Supervisory Control and Data Acquisition (SCADA) model developed in National Instruments Labview. The findings demonstrate that the AR application can detect devices within the manufacturing plant without the need for alteration. The results also indicate that the application can be integrated into a SCADA model without the need to alter the application, provided that the array index is the same. Only when the array index differs are alterations necessary for utilising the AR application.

在受控的网络环境中,例如智能室内制造环境,在没有事先了解设计和实施过程的情况下,设备识别和检测组件是具有挑战性的。因此,利用无标记增强现实(AR)进行诊断和设备维护的设备识别的概念值得研究。当与机器视觉相结合时,AR可用于获取室内制造工厂中机器人元件的位置和特征的实时设备信息。因此,本文提出了一种有效的机器视觉模型来检测和识别基于制造工厂内的设备,借助AR扩展设备操作细节。这在没有用户内置地图的情况下提供了另一种解决方案,用于基于不确定的确切位置计算设备位置。为了实现这一点,进行了两部分验证,包括(1)基于位置的设备识别和(2)数据集成到在National Instruments Labview中开发的监控和数据采集(SCADA)模型。研究结果表明,AR应用程序可以检测制造工厂内的设备,而无需更改。结果还表明,只要数组索引相同,该应用程序可以集成到SCADA模型中,而无需更改应用程序。只有当数组索引不同时,使用AR应用程序才需要进行更改。
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引用次数: 0
Computing Run-out Decisions Using Object Detection and Support Vector Machine Algorithm 使用目标检测和支持向量机算法计算运行决策
Pub Date : 2022-11-22 DOI: 10.1007/s41133-022-00058-6
Mihir Maulik Palkhiwala, Dev Punitkumar Mehta

In the game of cricket, there are various kinds of dismissals that can be caused due to multiple reasons. Few of them include the bowler’s brilliance and the batsman’s mistake. Run-out being one kind of dismissal, that completely changes the fortune and momentum of teams. Most of the time, it becomes difficult for the on-field umpire to give a judgement on run-out with naked eyes. So, the decisions are transferred to the third umpire, who gives the final decision based on a time-consuming technique. Therefore, we are proposing an approach, in which dismissal prediction is made using object detection and support vector machine. As the dismissal prediction is made based on images from different angles from various cameras, we were successful in achieving an accuracy rate of 87%. Additionally, since it works on an automated process, it is much more time-efficient than the traditional system. Thus by using this approach, errors are minimized and machine learning capabilities are provided to decision making in the game of cricket.

在板球比赛中,由于多种原因可能会导致各种各样的解雇。其中很少有投球手的精彩和击球手的失误。出局是一种解雇,它完全改变了球队的命运和势头。大多数时候,场上裁判很难用肉眼对跑动做出判断。因此,决定权移交给第三名裁判,由他根据耗时的技术做出最终决定。因此,我们提出了一种方法,其中使用对象检测和支持向量机进行解雇预测。由于解雇预测是基于来自各种相机的不同角度的图像进行的,我们成功地实现了87%的准确率。此外,由于它在自动化过程中工作,因此它比传统系统更节省时间。因此,通过使用这种方法,误差被最小化,并且机器学习能力被提供给板球比赛中的决策。
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引用次数: 0
Harnessing Augmented Reality for Increasing the Awareness of Food Waste Amongst Dutch Consumers 利用增强现实技术提高荷兰消费者对食物浪费的认识
Pub Date : 2022-07-01 DOI: 10.1007/s41133-022-00057-7
Dolf Honee, William Hurst, Antonius Johannus Luttikhold

Food waste is a significant challenge, and our societal behaviours play a role in the amount of food items discarded. Thus, an effective method to inform consumers about high wastage patterns may help reduce the amount thrown away. This research investigates how Augmented Reality can be harnessed to enlighten consumers and work towards addressing high food waste patterns. Yet research on this topic is still very much in its infancy. To pursue this solution, food behaviour data are employed to provide an insight into how much is wasted from 9 catering industry locations in the Netherlands. An Augmented Reality application is developed, where models of food are projected onto real-world environments to provide scale on waste over a 7-day period. A quantitative evaluation of higher-education attendees demonstrated the approach has potential to incentivise reduction in waste.

食物浪费是一项重大挑战,我们的社会行为在被丢弃的食物数量中发挥了作用。因此,一个有效的方法来告知消费者高浪费模式可能有助于减少丢弃的数量。本研究探讨了如何利用增强现实来启发消费者,并致力于解决高食物浪费模式。然而,关于这一主题的研究仍处于起步阶段。为了实现这一解决方案,研究人员利用食物行为数据来了解荷兰9个餐饮行业的浪费情况。开发了增强现实应用程序,将食物模型投影到现实环境中,以提供7天内浪费的规模。对高等教育参与者的定量评估表明,这种方法有可能激励减少浪费。
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引用次数: 1
Covid-19 Travel Planner Mobile Application Design with Lean Product Process Framework 基于精益产品流程框架的Covid-19 Travel Planner移动应用程序设计
Pub Date : 2022-02-21 DOI: 10.1007/s41133-022-00056-8
Nicha Tavichaiyuth, Nutchanant Foojinphan, Pantira Leelahakorn, Supparanun Kanchanakul, Thitirat Siriborvornratanakul

Our travel planner mobile application was designed to fit the traveling post to COVID-19 outbreak following the lean product process principle. We intend to develop a travel application that brings back the joy of traveling. The objective of this study is to design a travel planner application that satisfies the user’s needs. In the first stage of the lean product process, we first determine our target customer by interviewing eight millennials. Once the persona was clarified, we explored the problem space, identified underserved customer needs, and prioritized those needs. The features with high importance but were underserved are COVID-19 guideline information, place recommendation, route optimization, and price comparison, which we believe could offer excellent opportunities to create customer value. The value proposition and feature set were also identified before creating the first MVP prototype. The detailed navigation flow and interactive MVP prototype were created and then tested with users. As a result, in the last iteration of usability testing, the value rating was increased from 6 to 9, and the ease of use rating was increased from 6 to 8 compared to the first rounds.

我们的旅行规划师移动应用程序是根据精益产品流程原则设计的,适用于新冠肺炎疫情期间的旅行岗位。我们打算开发一款旅行应用程序,让您重新感受旅行的乐趣。本研究的目的是设计一个满足用户需求的旅行计划应用程序。在精益产品流程的第一阶段,我们首先通过采访八位千禧一代来确定我们的目标客户。一旦角色明确,我们就会探索问题空间,确定服务不足的客户需求,并优先考虑这些需求。新冠肺炎指南信息、地点推荐、路线优化和价格比较等具有高度重要性但服务不足的功能,我们认为这些功能可以为创造客户价值提供绝佳机会。在创建第一个MVP原型之前,还确定了价值主张和特征集。创建了详细的导航流程和交互式MVP原型,并与用户进行了测试。因此,在可用性测试的最后一次迭代中,与前几轮相比,价值评级从6提高到9,易用性评级从6增加到8。
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引用次数: 0
Design Thinking Approach for the Development of Theme Park Application 主题公园开发应用的设计思维方法
Pub Date : 2021-11-13 DOI: 10.1007/s41133-021-00054-2
Tinnaporn Srisombut, Supamas Thamlersak, Phattharaporn Chaitantipong, Thitirat Siriborvornratanakul

Theme entertainment businesses rely very much on providing their visitors with the most memorable experiences. To do so, top operators have put a considerable amount of effort and investment in their facilities and activities in their parks. However, after a customer interview, several pain points are still found such as long toilet queues, finding available parking lots, being unable to find the parked car, and no real-time thrill ride information/status. Similar with other domains in the tourism market, most of these problems are easy to solve with the help of having a smartphone application that delivers such information right to the customer’s hands. This study outlines the development process of a theme park application based on a design thinking approach. Our MVP prototypes have obtained good feedback from potential users in both qualitative and quantitative usability tests.

主题娱乐企业非常依赖于为游客提供最难忘的体验。为了做到这一点,顶级运营商在公园的设施和活动上投入了大量的精力和投资。然而,在与客户面谈后,仍然发现了几个痛点,如如厕队伍过长、找不到可用的停车场、找不到此停放的汽车,以及没有实时的惊险刺激信息/状态。与旅游市场的其他领域类似,借助智能手机应用程序将这些信息直接传递到客户手中,大多数问题都很容易解决。本研究概述了基于设计思维方法的主题公园应用程序的开发过程。我们的MVP原型在定性和定量可用性测试中都获得了潜在用户的良好反馈。
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引用次数: 0
A Study on Student Perception Towards Online Education During Covid-19 Crisis 新冠肺炎危机时期学生对网络教育的认知研究
Pub Date : 2021-11-09 DOI: 10.1007/s41133-021-00055-1
P. Nishitha, Digvijay Pandey

At the end of December 2019, the pandemic COVID-19 disease emerged in Wuhan city of China. It spread rapidly and affects other parts of China. To control the risk of further spread of disease the authorities in Wuhan locked down the city on 23 January 2020. The COVID-19 cases were detected in several other countries within a few weeks, and it became a global threat. On 6th June 2020, 115,942 active COVID-19 cases exist in India. To break the chain of transmission of infectious disease, the educational institutions are closed. Due to the COVID-19 pandemic, all schools/colleges/universities have postponed or cancelled all campus events such as examinations, workshops, conferences, admissions and other activities. The main objective of this study is to know the impact of COVID-19 on education, to study the perception of students towards online education during COVID-19 crisis and to study the student perception towards COVID-19 disease. The data are collected by structured questionnaire from 100 students in Tirupati city. The study includes both primary and secondary data. The convenient sampling method is used to collect data. Results are summarized using SPSS software and conclusion drawn that most of the respondents are satisfied towards online education and most of the students want to continue the online education in future also. The main problem facing by the students is network connectivity. In Tirupati, 45% of the colleges are using Canvas Instructure for online classes. To build young minds in the present crisis, an effective and well-rounded educational practice is needed. It will help students to improve their skills that will drive their productivity, employability, health and well-being in the decades to come and ensure the overall progress of India.

2019年12月底,中国武汉市出现新冠肺炎疫情。它迅速蔓延并影响到中国其他地区。为控制疾病进一步传播的风险,武汉当局于2020年1月23日封锁了该市。在几周内,其他几个国家也发现了COVID-19病例,并成为全球威胁。截至2020年6月6日,印度共有115,942例COVID-19活跃病例。为了打破传染病的传播链,教育机构被关闭。由于新冠肺炎大流行,所有学校/学院/大学都推迟或取消了所有校园活动,如考试、研讨会、会议、招生等活动。本研究的主要目的是了解COVID-19对教育的影响,研究COVID-19危机期间学生对在线教育的看法,研究学生对COVID-19疾病的看法。数据采用结构化问卷法对蒂鲁帕蒂市100名学生进行调查。本研究包括第一手资料和第二手资料。采用方便抽样的方法进行数据采集。使用SPSS软件对调查结果进行汇总,得出的结论是大部分受访者对在线教育感到满意,大部分学生也希望在未来继续在线教育。学生面临的主要问题是网络连接。在蒂鲁帕蒂,45%的大学正在使用Canvas基础设施进行在线课程。要在当前危机中培养年轻人的思想,需要有效而全面的教育实践。它将帮助学生提高他们的技能,这些技能将在未来几十年推动他们的生产力、就业能力、健康和福祉,并确保印度的整体进步。
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引用次数: 3
Defining Smart Glasses: A Rapid Review of State-of-the-Art Perspectives and Future Challenges From a Social Sciences’ Perspective 定义智能眼镜:从社会科学的角度快速回顾最新进展和未来挑战
Pub Date : 2021-10-31 DOI: 10.1007/s41133-021-00053-3
Niek Zuidhof, Somaya Ben Allouch, Oscar Peters, Peter-Paul Verbeek

Over recent decades smart glasses have gained increased attention in both the research arena and recently also in the consumer market, even though there is not yet a clear definition of what exactly smart glasses entail and underexposed perspectives are not represented. This study used a rapid review to assess the current understanding of smart glasses with the aim of defining them. Searches were performed across six databases, followed-up by a content-based evaluation of title and abstract. A total set of 14 relevant publications was identified to help arrive at a definition and characteristics of smart glasses. As a result, it was observed in both the research literature and in the public domain that many different names are used for smart glasses, and that in some cases there is unclarity about what constitute smart glasses. Therefore, an adapted definition of smart glasses is developed based on the existing original rationale of ubiquitous computing and taking the current state-of-the-art knowledge into account. This article provides an overview of and suggestion for defining smart glasses from a social sciences’ perspective to better inform researchers, developers, designers and companies who are involved in the design, development, research of smart glasses.

近几十年来,智能眼镜在研究领域和最近的消费市场上都受到了越来越多的关注,尽管目前还没有明确定义智能眼镜到底意味着什么,也没有代表曝光不足的观点。这项研究使用了快速回顾来评估当前对智能眼镜的理解,目的是定义它们。在六个数据库中进行了搜索,随后对标题和摘要进行了基于内容的评估。共确定了14份相关出版物,以帮助得出智能眼镜的定义和特征。因此,在研究文献和公共领域中都观察到,智能眼镜使用了许多不同的名称,在某些情况下,智能眼镜的构成并不明确。因此,基于泛在计算的现有原始原理,并考虑到当前最先进的知识,开发了一个适用的智能眼镜定义。本文从社会科学的角度对智能眼镜的定义进行了概述和建议,以更好地为参与智能眼镜设计、开发和研究的研究人员、开发人员、设计师和公司提供信息。
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引用次数: 4
Deep Learning and Particle Swarm Optimisation-Based Techniques for Visually Impaired Humans' Text Recognition and Identification 基于深度学习和粒子群优化的视障人文本识别技术
Pub Date : 2021-10-29 DOI: 10.1007/s41133-021-00051-5
Binay Kumar Pandey, Digvijay Pandey, Subodh Wariya, Gaurav Aggarwal, Rahul Rastogi

Blind people can benefit greatly from a system capable of localising and reading comprehension text embedded in natural scenes and providing useful information that boosts their self-esteem and autonomy in everyday situations. Regardless of the fact that existing optical character recognition programmes seem to be quick and effective, the majority of them are not able to correctly recognise text embedded in usual panorama images. The methodology described in this paper is to localise textual image regions and pre-process them using the naïve Bayesian algorithm. A weighted reading technique is used to generate the correct text data from the complicated image regions. Usually, images hold some disturbance as a result of the fact that filtration is proposed during the early pre-processing step. To restore the image's quality, the input image is processed employing gradient and contrast image methods. Following that, the contrast of the source images would be enhanced using an adaptive image map. The stroke width transform, Gabor’s transform, and weighted naïve Bayesian classifier methodologies have been used in complicated degraded images to segment, feature extraction, and detect textual and non-textual elements. Finally, to identify categorised textual data, the confluence of deep neural networks and particle swarm optimisation is being used. The text in the image is transformed into an acoustic output after identification. The dataset IIIT5K is used for the development portion, and the performance of the suggested come up is evaluated using parameters such as accuracy, recall, precision, and F1-score.

盲人可以从一个系统中受益匪浅,该系统能够定位和阅读嵌入自然场景中的文本,并提供有用的信息,增强他们在日常生活中的自尊和自主性。尽管现有的光学字符识别程序似乎快速有效,但大多数程序都无法正确识别嵌入常见全景图像中的文本。本文描述的方法是定位文本图像区域,并使用朴素的贝叶斯算法对其进行预处理。使用加权读取技术从复杂的图像区域生成正确的文本数据。通常,由于在早期预处理步骤中提出了过滤,图像会受到一些干扰。为了恢复图像的质量,使用梯度和对比度图像方法对输入图像进行处理。之后,将使用自适应图像映射来增强源图像的对比度。笔划宽度变换、Gabor变换和加权天真贝叶斯分类器方法已被用于复杂退化图像中,用于分割、特征提取和检测文本和非文本元素。最后,为了识别分类的文本数据,正在使用深度神经网络和粒子群优化的融合。图像中的文本在识别之后被转换为声学输出。数据集IIIT5K用于开发部分,并使用准确性、召回率、精确度和F1分数等参数来评估建议的结果的性能。
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引用次数: 7
Influence of Tourists Satisfaction on Future Behavioral Intentions with Special Reference to Desert Triangle of Rajasthan 游客满意度对未来行为意向的影响——以拉贾斯坦沙漠三角为例
Pub Date : 2021-10-27 DOI: 10.1007/s41133-021-00052-4
Arpit Saxena, Naveen Kumar Sharma, Digvijay Pandey, Binay Kumar Pandey

Tourism is the main source of economic growth and a creator of employment of various kinds. The Rajasthan state got the fifth rank in the top 10 tourist destinations among domestic tourism ranks. The main inflection of this paper is to investigate the influence of tourist satisfaction of international tourists on future behavioral intentions with special reference to the desert triangle of Rajasthan. The holiday satisfaction model was used to construct the survey method applied in this study. According to the findings, tourist holiday satisfaction is particularly high for attraction qualities in numerous tourist sites in Rajasthan's desert triangle. The HOLSAT model was used to calculate the average mean of experience and expectation in this study, and the results show that the attributes described as attractions, accessibility and activities components are those that foreign visitors value the most. International tourists, on the other hand, give the lowest scores to qualities classed under amenities and accommodation components, indicating that international tourism has a long way to go.Thus, the tourism sector will need to guide human resources to curate and deliver these experiences.

旅游业是经济增长的主要来源,也是各种就业的创造者。拉贾斯坦邦在国内旅游排名前十的旅游目的地中排名第五。本文主要以拉贾斯坦邦沙漠三角区为研究对象,研究国际游客的旅游满意度对未来行为意向的影响。使用假日满意度模型构建本研究中应用的调查方法。根据调查结果,拉贾斯坦邦沙漠三角区众多旅游景点的旅游度假满意度尤其高。本研究使用HOLSAT模型计算了体验和期望的平均值,结果表明,外国游客最看重的是景点、可达性和活动组成部分。另一方面,国际游客在便利设施和住宿组成部分下的素质得分最低,这表明国际旅游业还有很长的路要走。因此,旅游业将需要引导人力资源来策划和提供这些体验。
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引用次数: 1
Perceived Stress among School Students in Distance Learning During the COVID-19 Pandemic in the Gaza Strip, Palestine 巴勒斯坦加沙地带2019冠状病毒病大流行期间远程教育中学生感受到的压力
Pub Date : 2021-10-23 DOI: 10.1007/s41133-021-00050-6
Eqbal Radwan, Afnan Radwan, Walaa Radwan, Digvijay Pandey

The rapid outbreak of COVID-19 is a global health problem that has a significant effect on the educational systems. Therefore, students shifted to distance learning through the digital platform. Since COVID-19 has consequences on mental health, the present study examined the perceived stress level in school students in distance learning during the COVID-19 period. A cross-sectional study of a sample consisting of 385 school students evaluated the Perceived Stress Scale (PSS) and their concerns and emotions during the COVID-19 pandemic. The results showed that the mean value of the total PSS scores was 19.50 ± 9.28. About 48.6% of students had moderate stress, 28.8% had low stress, and 22.6% had high stress. Significant associations were found between the level of stress and demographic variables: age, gender, educational level, and place of residence. Female students were significantly higher than the male students in the mean score of perceived stress level (20.14 versus 18.13; p-value = 0.018). Females were more likely (53.4%) to have moderate stress than males (38.2%) (p = 0.019). The students aged 15–18 years were significantly higher than those aged 11–14 years in the mean score of perceived stress level (22.64 versus 17.24, respectively; p-value < 0.001). The students aged 15–18 years were also more likely (n = 536, 96.4%) to had high levels of stress than the younger students (p < 0.001). The results showed that secondary school students were significantly higher than primary school students in the mean score of perceived stress level (23.75 versus 16.76, respectively; p < 0.001). Secondary students were also more likely (43.0%) to have high stress than primary students (9.4%) (p < 0.001). Students who live in the Rafah governorate had a significantly lowest mean score of perceived stress level when compared to other counterparts (p-value = 0.005). Gender (β = − 0.282, P < 0.001), age (β = − 0.379, P = 0.004), place of residence (β = − 0.096, P = 0.034), and educational level (β = 0.845, P < 0.001) were predictors of perceived stress. The results revealed moderate to high levels of stress in school students in the Gaza Strip during schools closure due to the COVID-19 pandemic. The prevalence of psychological distress attributed to suddenly shifted from traditional learning to distance learning. The incorporation of stress management programs and online counselling will minimize stress and enhance the mental health of school students during distance learning.

新冠肺炎的迅速爆发是一个全球健康问题,对教育系统产生了重大影响。因此,学生们通过数字平台转向远程学习。由于新冠肺炎对心理健康有影响,本研究调查了新冠肺炎期间远程学习学生的感知压力水平。一项由385名学生组成的样本的横断面研究评估了感知压力量表(PSS)及其在新冠肺炎大流行期间的担忧和情绪。结果显示,PSS总分的平均值为19.50 ± 9.28.约48.6%的学生有中等压力,28.8%的学生有低压力,22.6%的学生具有高压力。压力水平与人口统计学变量(年龄、性别、教育水平和居住地)之间存在显著关联。女生在感知压力水平的平均得分上显著高于男生(20.14对18.13;p值 = 0.018)。女性(53.4%)比男性(38.2%)更有可能出现中度压力(p = 0.019)。15-18岁的学生在感知压力水平的平均得分上显著高于11-14岁的学生(分别为22.64和17.24;p值 <; 0.001)。15-18岁的学生也更有可能(n = 53696.4%)比年轻学生有高水平的压力(p <; 结果显示,中学生在感知压力水平的平均得分上显著高于小学生(分别为23.75和16.76;p <; 中学生(43.0%)也比小学生(9.4%)更有可能产生高压力(p <; 0.001)。与其他学生相比,居住在拉法省的学生在感知压力水平方面的平均得分明显最低(p值 = 0.005)。性别(β = − 0.282,P <; 0.001),年龄(β = − 0.379,P = 0.004),居住地(β = − 0.096,P = 0.034),以及教育水平(β = 0.845,P <; 0.001)是感知压力的预测因素。研究结果显示,在新冠肺炎疫情导致学校关闭期间,加沙地带学生的压力从中等到高。心理困扰的普遍性归因于突然从传统学习转向远程学习。压力管理计划和在线咨询的结合将最大限度地减少压力,并增强远程学习期间学生的心理健康。
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引用次数: 6
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Augmented Human Research
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