G. Boiadjiev, T. Boiadjiev, Kamen Delchev, I. Chavdarov
The bone drilling process is characterized with a set of input and output parameters. The first ones define the conditions of the process execution and the second ones determine the outcome. The input parameters feed rate and drill speed have the most importance for the outcome, namely thermal and mechanical damages of the bone tissue. In manual drilling the surgeon controls the input parameters regarding his experience. The control of these parameters and the achievement of their optimal values can be successfully realized only under robotized execution. This work presents basic characteristics of orthopedic drilling robot ODRO as well as a new drill speed control algorithm.
{"title":"Temperature Control in Robotic Bone Drilling Process","authors":"G. Boiadjiev, T. Boiadjiev, Kamen Delchev, I. Chavdarov","doi":"10.54941/ahfe1001149","DOIUrl":"https://doi.org/10.54941/ahfe1001149","url":null,"abstract":"The bone drilling process is characterized with a set of input and output parameters. The first ones define the conditions of the process execution and the second ones determine the outcome. The input parameters feed rate and drill speed have the most importance for the outcome, namely thermal and mechanical damages of the bone tissue. In manual drilling the surgeon controls the input parameters regarding his experience. The control of these parameters and the achievement of their optimal values can be successfully realized only under robotized execution. This work presents basic characteristics of orthopedic drilling robot ODRO as well as a new drill speed control algorithm.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"166 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121143347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this study, we succeeded in creating facial expressions with the minimum number of elements required to recognize a face. The elements are two eyes and a mouth made of an exact circle, which are geometrically transformed by rotation and vertical scaling transformations to create facial expressions. The facial expression patterns created by the geometric elements and transformations are constructed using three-dimensional visual information: the tilt (slantedness) of the mouth, the openness of the face, and the tilt (slantedness) of the eyes, which have been suggested by many previous studies. The relationship between the emotional meaning of the visual information was also consistent with the results of previous studies. The authors found that facial expressions can be classified into ten emotions: joy, anger, sadness, disgust, fear, surprise, anger*, fear*, neutral (pleasant) indicating positive emotions, and neutral (unpleasant) indicating negative emotions. We also investigated cultural differences in impressions of the above simplified facial expressions, and report that there are no significant differences in Japan and Denmark.
{"title":"Cultural Difference of Simplified Facial Expressions","authors":"Meina Tawaki, I. Kanaya, Keiko Yamamoto","doi":"10.54941/ahfe1001142","DOIUrl":"https://doi.org/10.54941/ahfe1001142","url":null,"abstract":"In this study, we succeeded in creating facial expressions with the minimum number of elements required to recognize a face. The elements are two eyes and a mouth made of an exact circle, which are geometrically transformed by rotation and vertical scaling transformations to create facial expressions. The facial expression patterns created by the geometric elements and transformations are constructed using three-dimensional visual information: the tilt (slantedness) of the mouth, the openness of the face, and the tilt (slantedness) of the eyes, which have been suggested by many previous studies. The relationship between the emotional meaning of the visual information was also consistent with the results of previous studies. The authors found that facial expressions can be classified into ten emotions: joy, anger, sadness, disgust, fear, surprise, anger*, fear*, neutral (pleasant) indicating positive emotions, and neutral (unpleasant) indicating negative emotions. We also investigated cultural differences in impressions of the above simplified facial expressions, and report that there are no significant differences in Japan and Denmark.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128430327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Several authors defend that the interaction between people of diverse areas help the interchange of information and with this the production of innovation. Barcelona's city hall modifies its land use for start this innovative environment through bring together the stakeholders. The question which guides this paper is: ¿Do these interactions events contribute to the construction of an inclusive city? The objectives of this research are: i). to identify the stakeholders of the knowledge city, ii). To Reveal the actions aimed at interaction for innovation, and iii). To describe the type of interactions that are promoted. We use a qualitative method, based on interviews, participant observation and others tools. We found that changes in land use arose prior agreement of actors from the public private areas which implied a constant tension including the rest of actors. Finally, we found that the interactions of innovation are mainly promote by a private association.
{"title":"People Interaction as the Driving Force of the Knowledge City","authors":"Sonia Cueva Ortiz, César Guevara","doi":"10.54941/ahfe1001133","DOIUrl":"https://doi.org/10.54941/ahfe1001133","url":null,"abstract":"Several authors defend that the interaction between people of diverse areas help the interchange of information and with this the production of innovation. Barcelona's city hall modifies its land use for start this innovative environment through bring together the stakeholders. The question which guides this paper is: ¿Do these interactions events contribute to the construction of an inclusive city? The objectives of this research are: i). to identify the stakeholders of the knowledge city, ii). To Reveal the actions aimed at interaction for innovation, and iii). To describe the type of interactions that are promoted. We use a qualitative method, based on interviews, participant observation and others tools. We found that changes in land use arose prior agreement of actors from the public private areas which implied a constant tension including the rest of actors. Finally, we found that the interactions of innovation are mainly promote by a private association.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129093889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Omar Cóndor-Herrera, Pamela Acosta-Rodas, C. Ramos-Galarza
Emerging teaching methodologies have reached restructuring educative scenario, leading to the implementation of novel teaching ways, using not conventional elements, such as videogames in the teaching process, it is the case of Minecraft education. This is a learning platform based in games, promoting creativity, collaboration and problem-solving in a digital immersive environment, that allow teachers to work with their students on lessons or projects of different subjects. Applying as basis, gamification and transforming educative scenarios into ludic environments, complementing them with STEM learning, which improves and increases students’ motivation.
{"title":"Applying Minecraft Education to Pedagogical Teaching","authors":"Omar Cóndor-Herrera, Pamela Acosta-Rodas, C. Ramos-Galarza","doi":"10.54941/ahfe1001101","DOIUrl":"https://doi.org/10.54941/ahfe1001101","url":null,"abstract":"Emerging teaching methodologies have reached restructuring educative scenario, leading to the implementation of novel teaching ways, using not conventional elements, such as videogames in the teaching process, it is the case of Minecraft education. This is a learning platform based in games, promoting creativity, collaboration and problem-solving in a digital immersive environment, that allow teachers to work with their students on lessons or projects of different subjects. Applying as basis, gamification and transforming educative scenarios into ludic environments, complementing them with STEM learning, which improves and increases students’ motivation.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129169537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The design and development of educational video games, and the realization of a successful video game project, often requires the research and analysis of data as a key element for success. Increasingly companies are integrating analytics tools into their structures, taking advantage of the analytics capabilities. The focus of this paper is on the analytics instruments developed in the APOGEE software platform for educational video games. The paper presents the workflow of using these instruments in the platform for analysis and evaluation. The integration of the analytics tools into the platform will provide the opportunity to monitor all activities carried out in the platform, to process, analyze, and evaluate all available data, user behavior, and user experience in the platform. This will allow for the formation of an overall assessment of the created educational video games and their contents, and the APOGEЕ platform, including evaluations for learnability, playability, and usability.
{"title":"Gaming and Learning Analytics for Educational Video Games","authors":"Yavor Dankov, B. Bontchev, A. Antonova","doi":"10.54941/ahfe1001168","DOIUrl":"https://doi.org/10.54941/ahfe1001168","url":null,"abstract":"The design and development of educational video games, and the realization of a successful video game project, often requires the research and analysis of data as a key element for success. Increasingly companies are integrating analytics tools into their structures, taking advantage of the analytics capabilities. The focus of this paper is on the analytics instruments developed in the APOGEE software platform for educational video games. The paper presents the workflow of using these instruments in the platform for analysis and evaluation. The integration of the analytics tools into the platform will provide the opportunity to monitor all activities carried out in the platform, to process, analyze, and evaluate all available data, user behavior, and user experience in the platform. This will allow for the formation of an overall assessment of the created educational video games and their contents, and the APOGEЕ platform, including evaluations for learnability, playability, and usability.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129296910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniela Zumárraga, F. Bernal, Cristian Darqueaand Mauricio Unda
In the city of Quito-Ecuador, the public health system does not have specialized infrastructure to treat certain conditions of the elderly, in addition to this, the COVID 19 pandemic has collapsed health systems around the world. In this context, this article presents an architectural design proposal for a specialization hospital for the elderly with the aim of responding from academia to this problem. A mixed research methodology is applied with socio-spatial analysis of the health care reality of the elderly and exploration in a hospital prototype design according to the needs detected in the socio-spatial analysis. As a result, it is found that the Calderon Parish in Quito is the area with the greatest deficit of hospitals for the elderly and digital design is an indispensable tool when viewing innovative architectural projects with a specialized function.
{"title":"Trends in Specialization for Health Infrastructures: Design of a Hospital for the Elderly in the Parish of Calderon, Quito for Preparation of Your Own","authors":"Daniela Zumárraga, F. Bernal, Cristian Darqueaand Mauricio Unda","doi":"10.54941/ahfe1001132","DOIUrl":"https://doi.org/10.54941/ahfe1001132","url":null,"abstract":"In the city of Quito-Ecuador, the public health system does not have specialized infrastructure to treat certain conditions of the elderly, in addition to this, the COVID 19 pandemic has collapsed health systems around the world. In this context, this article presents an architectural design proposal for a specialization hospital for the elderly with the aim of responding from academia to this problem. A mixed research methodology is applied with socio-spatial analysis of the health care reality of the elderly and exploration in a hospital prototype design according to the needs detected in the socio-spatial analysis. As a result, it is found that the Calderon Parish in Quito is the area with the greatest deficit of hospitals for the elderly and digital design is an indispensable tool when viewing innovative architectural projects with a specialized function.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121411747","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Miguel A. Quiroz-Martínez, Christopher-Gustavo Roby-Cevallos, Daniel-Humberto Plua-Moran, Maikel Leyva-Vázquez
Information was analyzed from architectures and models generated by big data and IoT research for the medical area. The problem is the lack of proposals to have hardware and software infrastructures based on scientific research that assist in the analysis and processing phases to make decisions in medical organizations based on large volumes of data. The main objective of this research was to propose the hardware and software infrastructure for analysis, processing, and decision making in medical entities using large volumes of data. The development proposal of the following research work uses the analytical, inductive, deductive, observation, and quasi-experimental method that allows us to propose a general IoT and Big Data model and architecture for medical entities. This proposal resulted in a General IoT model in the health sector, a General IoT architecture for the health sector, and a Big Data General Architecture for Health Sector. It was concluded that big data and IoT are complemented by data lifecycle management in the capture, storage, processing, and analysis; this management is a conceptual proposition so that other researchers can deepen the design; the physical components of the architecture influence low performance, in part software components assist in high performance.
{"title":"Hardware and Software Infrastructure for Analysis, Processing and Decision Making in Medical Entities Through the Use of Big Data","authors":"Miguel A. Quiroz-Martínez, Christopher-Gustavo Roby-Cevallos, Daniel-Humberto Plua-Moran, Maikel Leyva-Vázquez","doi":"10.54941/ahfe1001166","DOIUrl":"https://doi.org/10.54941/ahfe1001166","url":null,"abstract":"Information was analyzed from architectures and models generated by big data and IoT research for the medical area. The problem is the lack of proposals to have hardware and software infrastructures based on scientific research that assist in the analysis and processing phases to make decisions in medical organizations based on large volumes of data. The main objective of this research was to propose the hardware and software infrastructure for analysis, processing, and decision making in medical entities using large volumes of data. The development proposal of the following research work uses the analytical, inductive, deductive, observation, and quasi-experimental method that allows us to propose a general IoT and Big Data model and architecture for medical entities. This proposal resulted in a General IoT model in the health sector, a General IoT architecture for the health sector, and a Big Data General Architecture for Health Sector. It was concluded that big data and IoT are complemented by data lifecycle management in the capture, storage, processing, and analysis; this management is a conceptual proposition so that other researchers can deepen the design; the physical components of the architecture influence low performance, in part software components assist in high performance.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121574775","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article mainly explores the influence of brightness and saturation of the background color of the computer icons on the matching color aesthetics. The color of an icon has a crucial effect on its aesthetics. In this study, a total of 72 icons were experimentally evaluated. The experimental results are compared with the conclusions of the matching color aesthetic calculation model. Finally, from this pilot study, we can receive a conclusion that the saturation of the background color has a certain effect on the matching color aesthetic of the icon. However, due to the discrepancy between the results of the brightness experiment and the conclusions of the model, the effect of the brightness on the matching color aesthetic of the icon still needs further research and exploration. Besides, the experimental results show that changes in the shape of the logo in the icon will also have an impact on the evaluation of the aesthetic.
{"title":"Influence of Brightness and Saturation of the Background Color of the Computer Icons on the Matching Color Aesthetics","authors":"Kexin Lu, Shengchao Li, Chen Xue, Lei Zhou","doi":"10.54941/ahfe1001137","DOIUrl":"https://doi.org/10.54941/ahfe1001137","url":null,"abstract":"This article mainly explores the influence of brightness and saturation of the background color of the computer icons on the matching color aesthetics. The color of an icon has a crucial effect on its aesthetics. In this study, a total of 72 icons were experimentally evaluated. The experimental results are compared with the conclusions of the matching color aesthetic calculation model. Finally, from this pilot study, we can receive a conclusion that the saturation of the background color has a certain effect on the matching color aesthetic of the icon. However, due to the discrepancy between the results of the brightness experiment and the conclusions of the model, the effect of the brightness on the matching color aesthetic of the icon still needs further research and exploration. Besides, the experimental results show that changes in the shape of the logo in the icon will also have an impact on the evaluation of the aesthetic.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128012778","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Renjie Dai1, Xiaojun Liu1,*1Southeast University, Moling Street, Jiangning District,Nanjing, ChinaAbstractTo scientifically quantify the overall symmetry of the image and assist the designer in design, the objectivity and accuracy of the algorithm for quantifying symmetry proposed by Michael Bauerly are verified through experiments, and the algorithm proposed by Michael Bauerly is improved and verified with reference to the beauty calculation formula proposed by Ngo and others. It is verified that the improved algorithm can make the value obtained from the quantized image symmetry more consistent with the judgment of human eyes, which is helpful to assist designers in the design.
{"title":"Improvement and Research of Symmetry Quantization Algorithm for Abstract Black and White Images","authors":"Renjie Dai, Xiaojun Liu","doi":"10.54941/ahfe1001186","DOIUrl":"https://doi.org/10.54941/ahfe1001186","url":null,"abstract":"Renjie Dai1, Xiaojun Liu1,*1Southeast University, Moling Street, Jiangning District,Nanjing, ChinaAbstractTo scientifically quantify the overall symmetry of the image and assist the designer in design, the objectivity and accuracy of the algorithm for quantifying symmetry proposed by Michael Bauerly are verified through experiments, and the algorithm proposed by Michael Bauerly is improved and verified with reference to the beauty calculation formula proposed by Ngo and others. It is verified that the improved algorithm can make the value obtained from the quantized image symmetry more consistent with the judgment of human eyes, which is helpful to assist designers in the design.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115900109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research seeks in digital narratives a methodology that contributes to improve the field of reading comprehension. Storytelling adds technological tools to the educational process. These strategies allow the student to participate, interact and build their meaningful learning. Thus, four interactive stories were designed and applied, with narrations adapted to the students' social environment. Storytelling and gamification were used through tools like: Vyond, Movavi, Powtoon, VideoScribe and Filmora. The participants are students of “Juan Jiménez” PCEI school, an intensive upper basic cycle, located in the eastern region of the Republic of Ecuador. And the students have obtained excellent qualification marks with this prototype.
{"title":"Development of an Interactive Story Applying Digital Narrative for Reading Comprehension","authors":"Carmen Encarnación-Vargas, César Guevara","doi":"10.54941/ahfe1001135","DOIUrl":"https://doi.org/10.54941/ahfe1001135","url":null,"abstract":"This research seeks in digital narratives a methodology that contributes to improve the field of reading comprehension. Storytelling adds technological tools to the educational process. These strategies allow the student to participate, interact and build their meaningful learning. Thus, four interactive stories were designed and applied, with narrations adapted to the students' social environment. Storytelling and gamification were used through tools like: Vyond, Movavi, Powtoon, VideoScribe and Filmora. The participants are students of “Juan Jiménez” PCEI school, an intensive upper basic cycle, located in the eastern region of the Republic of Ecuador. And the students have obtained excellent qualification marks with this prototype.","PeriodicalId":116806,"journal":{"name":"Human Systems Engineering and Design (IHSED2021) Future Trends and Applications","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131959147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}