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Human Systems Engineering and Design (IHSED2021) Future Trends and Applications最新文献

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Temperature Control in Robotic Bone Drilling Process 机器人骨钻孔过程中的温度控制
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.
骨钻孔过程具有一组输入和输出参数的特征。第一个定义流程执行的条件,第二个决定结果。输入参数进给速度和钻速对结果最重要,即骨组织的热损伤和机械损伤。在手动钻孔中,外科医生根据自己的经验控制输入参数。只有在机器人化的执行下,才能成功地实现对这些参数的控制和它们的最优值的实现。介绍了骨科钻孔机器人ODRO的基本特点,提出了一种新的钻孔速度控制算法。
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引用次数: 0
Cultural Difference of Simplified Facial Expressions 简化面部表情的文化差异
Meina Tawaki, I. Kanaya, Keiko Yamamoto
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.
在这项研究中,我们成功地用最少数量的元素创造了面部表情。这些元素是两只眼睛和一张嘴,由一个精确的圆圈组成,通过旋转和垂直缩放变换进行几何变换,创造出面部表情。由几何元素和变换产生的面部表情模式是使用三维视觉信息构建的:嘴的倾斜(斜),脸的张开和眼睛的倾斜(斜),这已经被许多先前的研究提出。视觉信息的情感意义之间的关系也与以往的研究结果一致。作者发现,面部表情可以分为十种情绪:喜悦、愤怒、悲伤、厌恶、恐惧、惊讶、愤怒、恐惧,中性(愉快)表示积极情绪,中性(不愉快)表示消极情绪。我们还调查了上述简化面部表情印象的文化差异,并报告说,在日本和丹麦没有显著差异。
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引用次数: 0
People Interaction as the Driving Force of the Knowledge City 人的互动是知识城市的动力
Sonia Cueva Ortiz, César Guevara
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.
一些作者辩称,不同领域的人之间的互动有助于信息的交换,从而产生创新。巴塞罗那市政厅通过将利益相关者聚集在一起,修改其土地使用,以启动这一创新环境。指导本文的问题是:这些互动事件对包容性城市的建设有何贡献?本研究的目标是:1)识别知识城市的利益相关者;2)揭示旨在创新互动的行动;3)描述促进互动的类型。我们采用基于访谈、参与观察等工具的定性方法。我们发现,土地利用的变化引起了公共和私人领域参与者的事先同意,这意味着包括其他参与者在内的持续紧张关系。最后,我们发现创新的互动主要是由一个私人协会推动的。
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引用次数: 0
Applying Minecraft Education to Pedagogical Teaching 将《我的世界》教育应用于教学教学
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.
新兴的教学方法已经达到了重构教育场景,导致了新的教学方式的实施,在教学过程中使用非传统的元素,如电子游戏,这就是我的世界教育的例子。这是一个基于游戏的学习平台,在数字沉浸式环境中促进创造力,协作和解决问题,允许教师与学生一起学习不同科目的课程或项目。以游戏化为基础,将教育场景转化为有趣的环境,并与STEM学习相辅相成,从而提高和提高学生的积极性。
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引用次数: 0
Gaming and Learning Analytics for Educational Video Games 教育电子游戏的游戏和学习分析
Yavor Dankov, B. Bontchev, A. Antonova
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.
教育类电子游戏的设计和开发,以及成功电子游戏项目的实现,通常都需要对数据进行研究和分析,这是成功的关键因素。越来越多的公司将分析工具集成到他们的结构中,利用分析功能。本文的重点是在APOGEE软件平台上开发的用于教育电子游戏的分析工具。本文介绍了在分析评估平台中使用这些仪器的工作流程。将分析工具集成到平台中,将有机会监控平台中执行的所有活动,处理、分析和评估平台中的所有可用数据、用户行为和用户体验。这将允许对创建的教育视频游戏及其内容和APOGEЕ平台进行全面评估,包括对易学性,可玩性和可用性的评估。
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引用次数: 0
Trends in Specialization for Health Infrastructures: Design of a Hospital for the Elderly in the Parish of Calderon, Quito for Preparation of Your Own 卫生基础设施专业化的趋势:基多卡尔德隆教区老年人医院的设计,为您自己的医院做准备
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.
在基多-厄瓜多尔市,公共卫生系统没有专门的基础设施来治疗老年人的某些疾病,除此之外,COVID - 19大流行使世界各地的卫生系统崩溃。在此背景下,本文提出了一个老年专科医院的建筑设计方案,旨在回应学术界对这一问题的回应。采用混合研究方法,对老年人的卫生保健现实进行社会空间分析,并根据社会空间分析中发现的需求探索医院原型设计。因此,我们发现基多的Calderon教区是老年人医院短缺最严重的地区,在观察具有专业功能的创新建筑项目时,数字设计是不可或缺的工具。
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引用次数: 0
Hardware and Software Infrastructure for Analysis, Processing and Decision Making in Medical Entities Through the Use of Big Data 基于大数据的医疗实体分析、处理和决策的硬件和软件基础设施
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.
从医疗领域大数据和物联网研究产生的架构和模型中分析信息。问题是缺乏基于科学研究的硬件和软件基础设施的建议,这些基础设施可以帮助医疗组织在分析和处理阶段根据大量数据做出决策。本研究的主要目的是提出在医疗实体中使用大量数据进行分析、处理和决策的硬件和软件基础设施。以下研究工作的发展建议采用分析、归纳、演绎、观察、准实验的方法,为医疗实体提出一个通用的物联网和大数据模型和架构。该提案产生了卫生部门的通用物联网模型、卫生部门的通用物联网架构和卫生部门的大数据通用架构。结论是,大数据和物联网在捕获、存储、处理和分析等方面都需要数据生命周期管理的补充;这种管理是一个概念性命题,以便其他研究人员可以深化设计;体系结构的物理组件影响低性能,在某种程度上,软件组件有助于高性能。
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引用次数: 0
Influence of Brightness and Saturation of the Background Color of the Computer Icons on the Matching Color Aesthetics 计算机图标背景色的明暗饱和度对配色美学的影响
Kexin Lu, Shengchao Li, Chen Xue, Lei Zhou
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.
本文主要探讨电脑图标背景色的明度和饱和度对配色美学的影响。图标的颜色对其美学有着至关重要的影响。本研究共对72个图标进行了实验评价。实验结果与匹配色美学计算模型的结论进行了比较。最后,从这个前期研究中,我们可以得到一个结论,背景色的饱和度对图标的配色美学有一定的影响。但由于亮度实验结果与模型结论存在差异,亮度对图标配色美学的影响还需要进一步的研究和探索。此外,实验结果表明,图标中标识形状的变化也会对审美评价产生影响。
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引用次数: 0
Improvement and Research of Symmetry Quantization Algorithm for Abstract Black and White Images 抽象黑白图像对称量化算法的改进与研究
Renjie Dai, Xiaojun Liu
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.
摘要为了科学地量化图像的整体对称性,辅助设计者进行设计,通过实验验证了Michael Bauerly提出的对称性量化算法的客观性和准确性,并参考Ngo等人提出的美度计算公式对Michael Bauerly提出的算法进行了改进和验证。实验证明,改进后的算法能使量化图像对称性得到的值与人眼的判断更加吻合,有助于辅助设计人员进行设计。
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引用次数: 0
Development of an Interactive Story Applying Digital Narrative for Reading Comprehension 应用数字叙事进行阅读理解的互动故事开发
Carmen Encarnación-Vargas, César Guevara
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.
本研究在数字叙事中寻求一种有助于提高阅读理解领域的方法。讲故事为教育过程增加了技术工具。这些策略允许学生参与、互动并建立他们有意义的学习。因此,我们设计并应用了四个互动故事,故事的叙述与学生的社会环境相适应。讲故事和游戏化是通过Vyond、Movavi、Powtoon、VideoScribe和Filmora等工具实现的。参与者是Juan jimsamnez PCEI学校的学生,该学校是位于厄瓜多尔共和国东部地区的一个密集的高级基础课程。学生们用该样机取得了优异的成绩。
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引用次数: 0
期刊
Human Systems Engineering and Design (IHSED2021) Future Trends and Applications
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