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2017 6th International Conference on Information and Communication Technology and Accessibility (ICTA)最新文献

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Recognize assyrian cuneiform characters by virtual dataset 虚拟数据集识别亚述楔形文字
A. M. Rahma, Alipour Saeid, Muhsen J. Abdul Hussien
Cuneiform symbols represent a complex problem in pattern recognition, in particular for OCR (optical character recognition) due to challenges related to cuneiform-like character distortion and font heterogeneity. This paper proposes new approaches to recognise Assyrian cuneiform characters using OCR to classify the symbols. as a new way to recognize the Assyrian letters by dealing with symbols of complex character. The dataset utilised consists of 16 patterns to reflect all probabilities associated with each cuneiform symbol related to their shape and directions, assuming each character consists of a set of symbols. Polygon approximation techniques are used to generate feature vectors for the classification tasks. The proposed method obtains classification ratios up to 91% depending on the algorithm used for the feature vector.
楔形符号是模式识别中的一个复杂问题,特别是光学字符识别(OCR),这是由于与类楔形字符失真和字体异构相关的挑战。本文提出了用OCR对亚述楔形文字进行分类识别的新方法。作为一种通过处理复杂字符的符号来识别亚述字母的新方法。所使用的数据集由16个模式组成,以反映每个楔形文字符号与其形状和方向相关的所有概率,假设每个字符由一组符号组成。使用多边形逼近技术生成分类任务的特征向量。根据特征向量使用的算法不同,该方法可获得高达91%的分类率。
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引用次数: 4
Hybrid module for low-cost surveillance system 用于低成本监控系统的混合模块
Maryam A. Salih, M. A. Salih, H. Jamal, Ali Hussain
Motion detection is a technique primarily used for detecting moving objects within a scene. In the recent years, it has been highly applied in surveillance systems. This paper proposes the use of motion detection techniques for implementing an easy-to-use and secure surveillance system. The proposed system is based on real-time motion detection through the use of an IP camera to monitor movement in a small room. When any motion is present, the system will send an alert to the observer. To perform the motion detection, the system combines frame deference techniques with motion detector sensors directed by an Arduino microcontroller.
运动检测是一种主要用于检测场景中移动物体的技术。近年来,它在监控系统中得到了广泛应用。本文提出使用运动检测技术来实现一个易于使用和安全的监控系统。提出的系统是基于实时运动检测,通过使用IP摄像机来监控小房间的运动。当出现任何运动时,系统将向观察者发送警报。为了进行运动检测,该系统将帧间隔技术与由Arduino微控制器指导的运动检测器传感器相结合。
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引用次数: 2
Enterprise architecture of mobile healthcare for large crowd events 针对大型人群事件的移动医疗保健企业架构
Amar Ibrahim E. Sharaf Eldein, H. Ammar, Dale G. Dzielski
The role of Information and Communication Technology (ICT) for large crowd events in smart cities will continue grow with the growing service demands. An important service is Healthcare's use of smart mobile technologies for patients' profiles. Medical staff in health care organizations can benefit from ICT & Internet of Things (IOT) solutions to access and gather data from patient's records. This paper presents enterprise architecture models for "Mobile Healthcare Events System" (MHES). The system supports and delivers quality healthcare information for patients. Enterprise healthcare uses mobile and cloud computing to address the challenges that face the enterprise health care system architecture. These models combine the technologies of mobile cloud health information and analysis and describe their development for enterprise solutions. They provide services for online access to health records for specific patients and support medical procedures that diagnose the patients crowded in large events such religious or sporting events that last for several weeks. Using mobile devices and cloud technologies the proposed system will evolve and transform traditional health care processes utilizing a mobile device to provide a public event health service. In addition, the system supports medical health care staff and professionals for better patient diagnosis, checking patient history records, and collaborating with other enterprises such as the patient's physician offices, Emergency Medical Services (EMS) and the World Health Organizations.
随着服务需求的增长,信息通信技术(ICT)在智慧城市大型人群活动中的作用将继续增强。一项重要的服务是医疗保健部门使用智能移动技术来获取患者资料。医疗机构的医务人员可以从ICT和物联网(IOT)解决方案中受益,从患者记录中访问和收集数据。本文提出了“移动医疗事件系统”(MHES)的企业架构模型。该系统支持并为患者提供高质量的医疗保健信息。企业医疗保健使用移动和云计算来解决企业医疗保健系统架构所面临的挑战。这些模型结合了移动云健康信息和分析技术,并描述了它们在企业解决方案中的发展。它们为特定患者提供在线访问健康记录的服务,并支持诊断在持续数周的宗教或体育赛事等大型活动中拥挤的患者的医疗程序。利用移动设备和云技术,拟议的系统将发展和改变传统的医疗保健流程,利用移动设备提供公共事件卫生服务。此外,该系统还支持医疗保健人员和专业人员更好地诊断病人,检查病人的病史记录,并与病人的医生办公室、紧急医疗服务(EMS)和世界卫生组织等其他企业合作。
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引用次数: 10
E-accessibility supports researchers with disabilities 电子无障碍为残疾研究人员提供支持
Alireza Darvishy
This paper introduces different barriers encountered by researchers and lecturers with disabilities or chronic health conditions (RWDs) in academia, as well as requirements for an inclusive ICT environment in order to overcome these barriers (work in progress). These barriers were identified by carrying out interviews with RWDs and focus groups. While some of the barriers are similar to barriers faced by students with disabilities, others are very specific to RWDs. Continuous monitoring and assessment of digital accessibility at higher educational institutions is crucial to maintain an accessible environment for this group of people with disabilities. The terms "digital accessibility", "e-accessibility", and "ICT-Accessibility" are used interchangeably in this paper.
本文介绍了残疾或慢性健康状况(RWDs)的研究人员和讲师在学术界遇到的不同障碍,以及为克服这些障碍(正在进行的工作)对包容性ICT环境的要求。这些障碍是通过与rwd和焦点小组进行访谈确定的。虽然有些障碍与残疾学生所面临的障碍相似,但其他障碍则是残疾学生所特有的。对高等教育机构的数字无障碍情况进行持续监测和评估,对于为这一残疾人群体维持无障碍环境至关重要。术语“数字无障碍”、“电子无障碍”和“信息通信技术无障碍”在本文中可以互换使用。
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引用次数: 2
Collaborative learning: A new horizon for E-learning in Sultan Qaboos University using concepts of MOOC and cloud computing 协作学习:利用MOOC和云计算概念的苏丹卡布斯大学电子学习的新视野
Iman Al-Kindi, Z. Al-Khanjari
The number of students using E-learning in the universities and colleges around the world has been increasing at massive level in the past years as a result of an easy access to higher educational resources via the internet. On the contrary, the number of instructors in most universities is increasing slowly. Because of the lack of employment opportunities in relation to the economic crisis experienced by some countries. As a consequence, instructional problems have appeared because of the lack of unsatisfactory support to students during E-learning procedure. Collaborative Learning (CL) has been recommended as a solution to this problem. This paper provides a new horizon of E-learning for collaborative learning using Massive Open Online Course (MOOC) concepts and cloud computing to solve this problem. Modes of learning have been proposed with case studies in Sultan Qaboos University (SQU) to demonstrate the effectiveness of the proposed modes.
在过去的几年里,世界各地的大学和学院使用电子学习的学生数量一直在大量增加,因为通过互联网可以轻松访问高等教育资源。相反,大多数大学的教师数量增长缓慢。因为缺乏就业机会与一些国家所经历的经济危机有关。因此,在电子学习过程中,由于对学生的支持不够,出现了教学问题。协作学习(CL)被推荐为解决这一问题的一种方法。本文利用大规模开放在线课程(MOOC)的概念和云计算解决了这一问题,为协同学习提供了一个新的电子学习视野。通过在苏丹卡布斯大学(SQU)的案例研究,提出了学习模式,以证明所提出模式的有效性。
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引用次数: 3
An assistive mobile application i-AIM app with accessible UI implementation for visually-impaired and aging users 一款辅助移动应用i-AIM应用程序,为视障和老年用户提供可访问的UI实现
Kan C. W. Russ
A study conducted by the Department of Statistics revealed that 29,000 elderly people have registered for Visually Impaired Card in 2014, which was 51.2% of all visually impaired people. With annual growth rate of 1.56%, this number increased yearly by 1,100 people. According to the World Health Organization, 285 million people worldwide were estimated to be visually impaired, which is 4.24% of overall population in 2012. From an age distribution point of view, most visually impaired people, accounted for 2.76% of overall population, were above the age of 50. On average, there are 7 visually impaired people for every 100 people above 50 years old. In Taiwan, 549,000 people over age 50 are estimated to be visually impaired. The following statistics, calculated from the Ministry of Health and Welfare, shows the ratio of visually-disabled people to the total population of disabled users in Taiwan. Trend 1 uses a denominator equal to the total population of people with disabilities from the year prior whereas Trend 2 uses a denominator equal to the total population of disabled people in 2011 (Paasche and Laspeyres indices). We begin our data with year 2012 because the Ministry redefined classifications for certain disabilities, adding a new category called "unclassifiable" that may include people with visual disabilities. Traditionally, the Ministry follows the ICF (International Classification of Functioning, Disability, and Health) guidelines, but it will occasionally modify its categorization to fit the needs of its people. These two trends provide an estimate of the true ratio of visually-impaired persons to the entire disabled community which falls within these ranges. We conclude that there is a growing number of visually-impaired individuals, indicating a real need for society to address the problems that this population endures. leisure activities via a questionnaire survey. Furthermore, descriptive video service is used to as an accessible long-term care application for visually impaired senior users to solve disability circumstances and improve home care quality through visually impaired APP Proof-of-Concept (POC). The result of this research will serve as an important basis for other researches in related study-fields and as a reference for practical application. Moreover, this research serves to encourage profit-seeking enterprises to design user oriented products and to be benchmark for mobile accessibility services for people with disabilities and senior users. Keywords — mobile computing, mobile accessibility, UI design, CareTech, visually impaired users The main purpose of this research is to collect adaptability information on the cognitive model of senior visually impaired people on their work status, social participation status, and leisure activities via a questionnaire survey. Furthermore, descriptive video service is used to as an accessible long-term care application for visually impaired senior users to solve disability circum
英国统计局的一项研究显示,2014年有2.9万名老年人注册了视障卡,占视障人士总数的51.2%。以1.56%的年增长率,每年增加1100人。根据世界卫生组织的数据,2012年全球估计有2.85亿人视力受损,占总人口的4.24%。从年龄分布来看,大多数视障人士年龄在50岁以上,占总人口的2.76%。平均每100名50岁以上的老人中就有7名视障人士。在台湾,50岁以上的人估计有54.9万人视力受损。以下统计数据来自卫生福利部,显示了台湾视力障碍者占残疾使用者总人口的比例。趋势1使用的分母等于上一年的残疾人总人口,而趋势2使用的分母等于2011年的残疾人总人口(Paasche和Laspeyres指数)。我们从2012年开始我们的数据,因为该部重新定义了某些残疾的分类,增加了一个名为“不可分类”的新类别,其中可能包括视力障碍的人。传统上,卫生部遵循国际功能、残疾和健康分类准则,但它偶尔也会修改其分类,以适应其人民的需要。这两种趋势提供了视障者在整个残疾人社区中真实比例的估计值,该比例在这些范围内。我们的结论是,视力受损的人越来越多,这表明社会确实需要解决这个群体所面临的问题。休闲活动通过问卷调查。此外,通过视障APP的概念验证(POC),将描述性视频服务作为视障老年人的无障碍长期护理应用,解决残疾情况,提高居家护理质量。本研究成果将为相关领域的其他研究提供重要依据,并为实际应用提供参考。同时,本研究鼓励营利性企业设计以用户为导向的产品,为残障人士和老年用户提供移动无障碍服务提供标杆。本研究的主要目的是通过问卷调查的方式,收集老年视障人士对其工作状态、社会参与状态和休闲活动的认知模型适应性信息。此外,通过视障APP的概念验证(POC),将描述性视频服务作为视障老年人的无障碍长期护理应用,解决残疾情况,提高居家护理质量。本研究成果将为相关领域的其他研究提供重要依据,并为实际应用提供参考。同时,本研究鼓励营利性企业设计以用户为导向的产品,为残障人士和老年用户提供移动无障碍服务提供标杆。
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引用次数: 2
Inertial sensors and muscle electrical signals in human-computer interaction 惯性传感器与肌肉电信号在人机交互中的应用
Armands Ancāns, Artis Rozentals, K. Nesenbergs, M. Greitans
Assistive technology, such as interactive computer applications, has a major role in providing independence to many individuals, but computer interaction using traditional input devices can be challenging for people with disabilities. In this study, a bimodal computer control device is proposed uniting muscle electrical signals and inertial sensor data to provide efficient manual target selection in addition to existing inertial sensor-based solutions for head position tracking and computer cursor control. An embedded system consisting of 9-axis inertial measurement unit and electromyography sensors was proposed and a wireless headband prototype was developed in order to measure system performance and compare it with similar studies. Results show that manual target selection using facial muscle electrical signals instead of automatic dwell time increases the speed of human-computer interaction.
辅助技术,例如交互式计算机应用程序,在为许多个人提供独立性方面发挥了重要作用,但是使用传统输入设备的计算机交互对残疾人来说可能具有挑战性。本研究提出了一种结合肌肉电信号和惯性传感器数据的双峰计算机控制装置,在现有的基于惯性传感器的头部位置跟踪和计算机光标控制解决方案的基础上,提供高效的手动目标选择。提出了一个由9轴惯性测量单元和肌电传感器组成的嵌入式系统,并开发了一个无线头带原型,以测量系统的性能并与同类研究进行比较。结果表明,使用面部肌肉电信号代替自动停留时间的手动目标选择提高了人机交互的速度。
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引用次数: 15
Enhanced redirected walking algorithm 增强的重定向行走算法
Mohsen Kanani, Yousif Al-Jabir, Salem Al-Ghanim, O. Halabi
The redirected walking algorithm (RDW) is a locomotion technique that gives the user the perception of walking in larger or infinite virtual environment (VE) within small and limited tracking area. The available approaches which are derived from the original algorithm such as Steer-to-Orbit (S2O) and Steer-to-Center (S2C) proved its effectiveness for certain use cases, however, it requires a very large tracking space. In this paper, we present a new algorithm that can combine the benefits of the both S2O and S2C techniques. The algorithm is based on Hypotrochoid equations which enabled us to generate many redirection paths with unique shapes. We present two new redirection paths with promising results.
重定向行走算法(redirected walking algorithm, RDW)是一种在小而有限的跟踪区域内,使用户在更大或无限的虚拟环境(virtual environment, VE)中行走的运动技术。现有的从原始算法衍生出来的方法,如转向到轨道(S2O)和转向到中心(S2C),在某些用例中证明了它的有效性,但它需要非常大的跟踪空间。在本文中,我们提出了一种新的算法,可以结合S2O和S2C技术的优点。该算法基于次曲面方程,使我们能够生成许多具有独特形状的重定向路径。我们提出了两种新的重定向路径,并取得了良好的效果。
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引用次数: 1
Pupil detection algorithm based on feature extraction for eye gaze 基于特征提取的人眼注视瞳孔检测算法
Hanaa Mohsin, S. Abdullah
Exact real-time pupil tracking is an important step in a live eye gaze. Since pupil centre is a base point's reference, exact eye centre localization is essential for many applications, such as face recognition and eye gaze estimation. A new method proposed in this paper is to extract pupil eye features exactly within different intensity levels of eye images, mostly with localization of determined interest objects and where the human is looking. As application area, the eye localization in the frame of a video-sequence has been chosen with continuing in iris and pupil detection. This method is fast and has a high degree of accuracy to determine the eye gaze after the pupil is detected because it depends on the features in the human eye. The intensity increases in the centre of the eye, and these features are extracted using a multistage algorithm. Firstly, the feature-based algorithm detected the location of the face region and will be used to detect the pupil on the face. Secondly, use the pupil to determine where humans are looking. Proposed algorithm experiments results to the faces show that they are not only robust, but also relatively efficient. It has been tested on the Mackup database, which contains 500 images belonging to 108 females from the Asian region with different indoor illuminations. The image from a real-world indoor setting with lenses, and images from the Internet. The experiment results show 99%. This ratio shows very good robustness and accuracy.
精确的实时瞳孔跟踪是实时眼睛注视的重要步骤。由于瞳孔中心是一个基点的参考,因此精确的眼中心定位对于人脸识别和眼睛注视估计等许多应用至关重要。本文提出了一种新的方法,即在不同强度的眼睛图像中精确提取瞳孔眼睛特征,主要是对确定的兴趣对象和人类正在看的地方进行定位。作为应用领域,我们选择了在视频序列的帧内进行眼睛定位,并对虹膜和瞳孔进行连续检测。该方法依赖于人眼的特征,在检测瞳孔后确定人眼的注视方向,速度快,精度高。眼睛中心的强度增加,这些特征是使用多阶段算法提取的。首先,基于特征的算法检测人脸区域的位置,然后用于检测人脸上的瞳孔。其次,用瞳孔来确定人类在看哪里。对人脸的实验结果表明,该算法不仅具有鲁棒性,而且效率较高。它已经在Mackup数据库中进行了测试,该数据库包含来自亚洲地区的108名女性的500张照片,其中有不同的室内照明。这张图片来自真实世界的室内镜头,以及来自互联网的图片。实验结果表明:该比值具有很好的鲁棒性和准确性。
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引用次数: 12
An investigation of the factors affecting the perception of gamification and game elements 调查影响游戏化认知的因素和游戏元素
Mouna Denden, A. Tlili, Fathi Essalmi, M. Jemni
While various studies have investigated the effects of gamification on learning, less concern is paid to investigate the effects of learners' differences on perception of gamification. Therefore, this study investigates the effects of age, gender and gaming frequency differences on the learners' perception of gamification and game elements. In this context, a gamified online Moodle Learning Management System (LMS) was developed where eighty three learners, from a public university in Tunisia, used it to learn "Object Oriented Design Methodology" and "Basic software" courses. The findings showed that gender and gaming frequency do not affect the perception of gamification but they do affect the perception of using game elements. These findings can be exploited by researchers, educators and practitioners to provide personalized and gamified learning experiences.
虽然有很多研究探讨了游戏化对学习的影响,但很少有人关注学习者的差异对游戏化感知的影响。因此,本研究考察了年龄、性别和游戏频率差异对学习者游戏化和游戏元素感知的影响。在此背景下,一个游戏化的在线Moodle学习管理系统(LMS)被开发出来,来自突尼斯一所公立大学的83名学习者使用它来学习“面向对象的设计方法论”和“基础软件”课程。研究结果显示,性别和游戏频率并不影响对游戏化的看法,但它们确实会影响对使用游戏元素的看法。研究人员、教育工作者和从业人员可以利用这些发现来提供个性化和游戏化的学习体验。
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引用次数: 18
期刊
2017 6th International Conference on Information and Communication Technology and Accessibility (ICTA)
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