首页 > 最新文献

2012 International Conference on System Engineering and Technology (ICSET)最新文献

英文 中文
Basic 3D interaction techniques in Augmented Reality 增强现实中的基本3D交互技术
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339281
Y. Ariyana, A. I. Wuryandari
Information technology currently supports the development of human interaction with virtual environment, this development will continue in developing in the form of Human Computer Interaction (HCI). In this study, how the environment 3D virtual computer should be able to recognize human hand as part as virtual object, so it can interact with virtual environment. HCI is a study in which the relationship between humans and computing technology and how computers are designed for easy to use by human, more practical and more intuitive. HCI emphasizes how human interaction with computer technology. This research is using use 3D transformation to digital objects used in computer graphics, transformation of the basis for the movement of digital objects in interaction technique in virtual environment to interact between human hand and virtual object. Tracker is needed in virtual interaction by using Augmented Reality (AR), the problem that arise in AR is how to read marker, so it can display a virtual object that has been computed before, basically is how to read the geometry model of human hand, then the result from the processing of the human hand model geometry is used as a marker, so it can interact with a virtual environment on AR as one of the HCI model implementation. This process is intended for the movement of human hands that have been read as a virtual object can communicate virtually using image processing.
信息技术目前支持着人与虚拟环境交互的发展,这种发展将以人机交互(HCI)的形式继续发展。在本研究中,环境三维虚拟计算机如何能够识别人的手作为虚拟物体的一部分,从而与虚拟环境进行交互。人机交互是研究人类与计算机技术之间的关系,以及如何将计算机设计得更易于人类使用,更实用,更直观的一门学科。人机交互强调人类如何与计算机技术互动。本研究是利用计算机图形学中使用的三维变换技术将数字物体转化为数字物体运动的基础,在虚拟环境中实现人的手与虚拟物体之间的交互。跟踪器需要在虚拟交互通过使用增强现实(AR),出现在基于“增大化现实”技术的问题是如何阅读标记,它可以显示一个虚拟对象,计算之前,主要是如何阅读人手的几何模型,然后从处理结果人手模型的几何作为标记,所以它可以在基于“增大化现实”技术与虚拟环境交互的人机交互模型的实现。这个过程是为了人类的手的运动,被读取为一个虚拟对象,可以使用图像处理进行虚拟通信。
{"title":"Basic 3D interaction techniques in Augmented Reality","authors":"Y. Ariyana, A. I. Wuryandari","doi":"10.1109/ICSENGT.2012.6339281","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339281","url":null,"abstract":"Information technology currently supports the development of human interaction with virtual environment, this development will continue in developing in the form of Human Computer Interaction (HCI). In this study, how the environment 3D virtual computer should be able to recognize human hand as part as virtual object, so it can interact with virtual environment. HCI is a study in which the relationship between humans and computing technology and how computers are designed for easy to use by human, more practical and more intuitive. HCI emphasizes how human interaction with computer technology. This research is using use 3D transformation to digital objects used in computer graphics, transformation of the basis for the movement of digital objects in interaction technique in virtual environment to interact between human hand and virtual object. Tracker is needed in virtual interaction by using Augmented Reality (AR), the problem that arise in AR is how to read marker, so it can display a virtual object that has been computed before, basically is how to read the geometry model of human hand, then the result from the processing of the human hand model geometry is used as a marker, so it can interact with a virtual environment on AR as one of the HCI model implementation. This process is intended for the movement of human hands that have been read as a virtual object can communicate virtually using image processing.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117185453","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}
引用次数: 10
3D GIS system architecture for the aircraft simulation route of Search And Rescue operation 飞机模拟搜救航路的三维GIS系统架构
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339330
B. Krisbiantoro, H. Hindersah, T. Mardiono
This documentation explains the architecture for aircraft simulation route of Search And Rescue (SAR) operations. This system provides functions for user as client (the SAR team in this case) for accessing map data onto GIS server throughout computer networking. Server provides clients with the map to create aircraft simulation route adjusted to earth 3 dimensions. Map data information and aircraft simulation route from its take-off up to latest position monitored on the radar are accessible online via computer networking. This simulation enables SAR team to determine the aircraft searching operation area suppose a flight accident happened. GeoServer is the GIS server that stores map data and provides clients with the requested information by applying Web Map Service (WMS) protocol. This protocol is the standardized map services by Open Geospatial Consortium (OGC). 3D map required the raster files which contained with elevation information in Digital Elevation Model (DEM) form.
本文档解释了搜索和救援(SAR)操作的飞机模拟路线的架构。该系统提供了用户作为客户端(本例中为SAR团队)通过计算机网络访问GIS服务器上的地图数据的功能。服务器端为客户端提供地图来创建调整到地球三维的飞机模拟路线。地图数据信息和飞机模拟路线,从起飞到雷达监测的最新位置,可通过计算机网络在线访问。该模拟使搜救队能够在发生飞行事故的情况下确定飞机搜索的操作区域。GeoServer是存储地图数据并应用WMS (Web map Service)协议向客户端提供所需信息的GIS服务器。该协议是开放地理空间联盟(OGC)的标准化地图服务。三维地图需要栅格文件,栅格文件中包含数字高程模型(DEM)形式的高程信息。
{"title":"3D GIS system architecture for the aircraft simulation route of Search And Rescue operation","authors":"B. Krisbiantoro, H. Hindersah, T. Mardiono","doi":"10.1109/ICSENGT.2012.6339330","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339330","url":null,"abstract":"This documentation explains the architecture for aircraft simulation route of Search And Rescue (SAR) operations. This system provides functions for user as client (the SAR team in this case) for accessing map data onto GIS server throughout computer networking. Server provides clients with the map to create aircraft simulation route adjusted to earth 3 dimensions. Map data information and aircraft simulation route from its take-off up to latest position monitored on the radar are accessible online via computer networking. This simulation enables SAR team to determine the aircraft searching operation area suppose a flight accident happened. GeoServer is the GIS server that stores map data and provides clients with the requested information by applying Web Map Service (WMS) protocol. This protocol is the standardized map services by Open Geospatial Consortium (OGC). 3D map required the raster files which contained with elevation information in Digital Elevation Model (DEM) form.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128549175","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}
引用次数: 3
The design and analysis of the Space Exploration 3D simulation game 《太空探索》三维仿真游戏的设计与分析
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339307
R. Kurniawan, A. S. Rohman, E. M. Husni
Instructional media can help students understand the material described in the teacher as well as reducing the verbal explanation by the teacher. Media use 3D simulation game based learning can make students more interested and not bored in following the learning process. Domain there are two issues that need to be studied are: (1) analyze the effectiveness of learning from media interaction design of simulation-based learning game 3D Space Exploration, (2) establish a prototype design and implementation of learning materials for junior high school students in Indonesia for three classes in the introduction of solar system by using a 3D simulation game based on Celestia platform. The results of the study obtained an average score of 3.20 of scale 4 shows that the respondents agree on its use 3D simulation game Space Exploration. Product development still needs to be done primarily on the addition of the completeness of the material so it can be used also by the general user.
教学媒体可以帮助学生理解教师所描述的材料,并减少教师的口头解释。媒体运用三维模拟游戏为基础的学习,可以使学生在学习过程中更感兴趣,不感到枯燥。领域中需要研究的两个问题是:(1)分析基于模拟学习游戏《3D Space Exploration》的媒体学习交互设计的有效性;(2)利用基于Celestia平台的三维模拟游戏,建立印尼初中生太阳系介绍三班学习材料的原型设计与实现。该研究的结果获得了量表4的平均得分3.20,表明受访者同意其使用3D模拟游戏《太空探索》。产品开发仍然需要主要在添加材料的完整性上进行,以便它也可以被一般用户使用。
{"title":"The design and analysis of the Space Exploration 3D simulation game","authors":"R. Kurniawan, A. S. Rohman, E. M. Husni","doi":"10.1109/ICSENGT.2012.6339307","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339307","url":null,"abstract":"Instructional media can help students understand the material described in the teacher as well as reducing the verbal explanation by the teacher. Media use 3D simulation game based learning can make students more interested and not bored in following the learning process. Domain there are two issues that need to be studied are: (1) analyze the effectiveness of learning from media interaction design of simulation-based learning game 3D Space Exploration, (2) establish a prototype design and implementation of learning materials for junior high school students in Indonesia for three classes in the introduction of solar system by using a 3D simulation game based on Celestia platform. The results of the study obtained an average score of 3.20 of scale 4 shows that the respondents agree on its use 3D simulation game Space Exploration. Product development still needs to be done primarily on the addition of the completeness of the material so it can be used also by the general user.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122383400","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}
引用次数: 2
Design and implementation multiple models of learning in 3D simulation game of nuclear application (SAN) (Case study : Diagnosis of coronary artery disease using 99mTc-Tetrofosmin) 核应用(SAN)三维模拟游戏中多个学习模型的设计与实现(以99mTc-Tetrofosmin诊断冠状动脉疾病为例)
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339304
M. Rosalina, W. A. Ida, T. Mardiono
Nuclear learning in many schools in Indonesia tend to memorizing the material almost certainly not occur nuanced learning “process”, it makes learning less attractive and therefore contributes to student motivation and science literacy. Each student has a brain that is unique and has different characteristics of good abilities, interest and talents. As one effort to overcome the above problem is to apply the learning model that is more interactive and interesting, one of is the use of multimodel learning by combining learning STL (Science Technology Literacy) and PBL (Problem Based Learning) in the game SAN which diagnosis of artery coronary disease using 99mTc-Tetrofosmin. The phase of learning that was developed is the contact phase, curiousity phase, elaboration phase, decision making phase, nexus phase, and assessment phase. Test conducted to determine the increase student science literacy and motivation with three designs, namely the class control (conventional learning), class of experiment one (use of game only), class of experiment two (game and discussion). From the test results obtained by increasing the value of n-gain 38.28% in the control class, 46.66% of experiments class one and 65.85% of experiments class two, the conclusion of the study can be obtained using games more increase significant science literacy than conventional learning, the result will be better when there is additional discussion in the learning. Motivation to learn has increased to a maximum of 72.67% criteria. Need for repairing and further development to obtain better results.
印度尼西亚许多学校的核学习倾向于记忆材料,几乎肯定不会发生细致入微的学习“过程”,这使得学习缺乏吸引力,因此有助于学生的动机和科学素养。每个学生的大脑都是独一无二的,具有不同的能力、兴趣和天赋特征。克服上述问题的一种方法是应用更具互动性和趣味性的学习模型,其中一种方法是在使用99mTc-Tetrofosmin诊断冠心病的游戏SAN中,将STL (Science Technology Literacy)学习与PBL (problem Based learning)学习相结合,使用多模型学习。所开发的学习阶段是接触阶段、好奇阶段、细化阶段、决策阶段、联系阶段和评估阶段。实验采用三种设计,即控制班(常规学习)、实验一班(仅使用游戏)、实验二班(游戏和讨论),以确定学生科学素养和动机的提高。从测试结果来看,通过提高n-增益值在对照组中为38.28%,在实验一班中为46.66%,在实验二中为65.85%,可以得出使用游戏比常规学习更能显著提高科学素养的结论,当学习中有额外的讨论时,效果会更好。学习动机已增至72.67%的最高标准。需要修复和进一步开发,以获得更好的效果。
{"title":"Design and implementation multiple models of learning in 3D simulation game of nuclear application (SAN) (Case study : Diagnosis of coronary artery disease using 99mTc-Tetrofosmin)","authors":"M. Rosalina, W. A. Ida, T. Mardiono","doi":"10.1109/ICSENGT.2012.6339304","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339304","url":null,"abstract":"Nuclear learning in many schools in Indonesia tend to memorizing the material almost certainly not occur nuanced learning “process”, it makes learning less attractive and therefore contributes to student motivation and science literacy. Each student has a brain that is unique and has different characteristics of good abilities, interest and talents. As one effort to overcome the above problem is to apply the learning model that is more interactive and interesting, one of is the use of multimodel learning by combining learning STL (Science Technology Literacy) and PBL (Problem Based Learning) in the game SAN which diagnosis of artery coronary disease using 99mTc-Tetrofosmin. The phase of learning that was developed is the contact phase, curiousity phase, elaboration phase, decision making phase, nexus phase, and assessment phase. Test conducted to determine the increase student science literacy and motivation with three designs, namely the class control (conventional learning), class of experiment one (use of game only), class of experiment two (game and discussion). From the test results obtained by increasing the value of n-gain 38.28% in the control class, 46.66% of experiments class one and 65.85% of experiments class two, the conclusion of the study can be obtained using games more increase significant science literacy than conventional learning, the result will be better when there is additional discussion in the learning. Motivation to learn has increased to a maximum of 72.67% criteria. Need for repairing and further development to obtain better results.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130288106","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}
引用次数: 0
Genetic algorithm for inter-frame region object temporal correlation in binary partition tree 二叉分割树中帧间区域目标时间关联的遗传算法
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339297
A. Setyanto, J. Woods, M. Ghanbari
Video contains rich information in the spatial and temporal domains. A single video shoot consists of a number of frames which are generally composed of similar objects which may have changed in position and size. The ability to recognize regions in the current frame is an important task in video analysis, but their subsequent recognition in the next frame receives little attention. This research utilizes a region based binary partition tree (BPT) as the content representation; object searching is conducted inside the binary tree and not in the original pixel domain. This work was conceived from the postulate: If an object exists inside a binary tree partition for a given video frame, can a corresponding branch be found in the BPT of the next frame? This is a difficult problem with a one to many and a many to one mapping and requires an innovative solution in the form of a Genetic algorithms (GA). GA's are ideally suited to this problem as the start and end conditions are known. This research proposes and achieves temporal correlation in region based BPTs using a genetic algorithm.
视频包含了丰富的时空信息。单个视频拍摄由许多帧组成,这些帧通常由相似的物体组成,这些物体可能在位置和大小上发生了变化。在视频分析中,识别当前帧中的区域的能力是一项重要的任务,但是下一帧中区域的后续识别却很少受到关注。本研究采用基于区域的二叉分割树(BPT)作为内容表示;目标搜索在二叉树内进行,而不是在原始像素域内进行。这个作品是基于这样一个假设:如果一个对象存在于给定视频帧的二叉树分区中,那么在下一帧的BPT中是否可以找到相应的分支?这是一个具有一对多和多对一映射的难题,需要一种以遗传算法(GA)形式的创新解决方案。当开始和结束条件已知时,遗传算法非常适合这个问题。本研究提出并利用遗传算法实现基于区域的BPTs时间相关性。
{"title":"Genetic algorithm for inter-frame region object temporal correlation in binary partition tree","authors":"A. Setyanto, J. Woods, M. Ghanbari","doi":"10.1109/ICSENGT.2012.6339297","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339297","url":null,"abstract":"Video contains rich information in the spatial and temporal domains. A single video shoot consists of a number of frames which are generally composed of similar objects which may have changed in position and size. The ability to recognize regions in the current frame is an important task in video analysis, but their subsequent recognition in the next frame receives little attention. This research utilizes a region based binary partition tree (BPT) as the content representation; object searching is conducted inside the binary tree and not in the original pixel domain. This work was conceived from the postulate: If an object exists inside a binary tree partition for a given video frame, can a corresponding branch be found in the BPT of the next frame? This is a difficult problem with a one to many and a many to one mapping and requires an innovative solution in the form of a Genetic algorithms (GA). GA's are ideally suited to this problem as the start and end conditions are known. This research proposes and achieves temporal correlation in region based BPTs using a genetic algorithm.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130397822","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}
引用次数: 2
Experimental study of extremum seeking control for maximum power point tracking of PEM fuel cell PEM燃料电池最大功率点跟踪的极值寻优控制实验研究
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339313
M. Z. Romdlony, B. Trilaksono, R. Ortega
The Ability to extract the maximum power of proton exchange membrane (PEM) fuel cell is the important issue for optimal design of fuel cell powered system. It is necessary to force the fuel cell to operate in a condition which match up with its maximum power point (MPP). MPP varies nonlinearly with the unpredictable variation in the fuel cell's operation condition. Thus, a maximum power point tracking (MPPT) controller is needed to deliver the maximum possible power to the load when a variation in the operation condition occur. The proposed control system consists of two-loop cascade controller with a DC-DC converter. The outer loop uses extremum seeking control to estimate the real-time MPP, and the inner loop uses that estimated value as a set-point for hysteretic control to force the fuel cell to operate at the estimated MPP by DC-DC boost converter. Extremum seeking control and hysteresis control are implemented on a dSPACE DS1104 controller board. For the experiment setup, small scale energy sources are operated, which is Constructor 50 W 10 A fuel cell. Simulation and experiment shows that this proposed control can achieve satisfactorily the maximum power point of fuel cell.
能否提取质子交换膜燃料电池的最大功率是燃料电池动力系统优化设计的重要问题。有必要迫使燃料电池在与其最大功率点(MPP)相匹配的条件下工作。MPP随燃料电池运行状态的不可预测变化呈非线性变化。因此,需要一个最大功率点跟踪(MPPT)控制器,以便在运行条件发生变化时向负载提供最大可能的功率。该控制系统由双环串级控制器和DC-DC变换器组成。外环使用极值寻求控制来估计实时MPP,内环使用该估计值作为滞后控制的设定点,通过DC-DC升压变换器迫使燃料电池在估计的MPP下工作。在dSPACE DS1104控制板上实现了极值寻优控制和迟滞控制。在实验装置中,使用了小型能源,即Constructor 50w10a燃料电池。仿真和实验结果表明,该控制方法能较好地达到燃料电池的最大功率点。
{"title":"Experimental study of extremum seeking control for maximum power point tracking of PEM fuel cell","authors":"M. Z. Romdlony, B. Trilaksono, R. Ortega","doi":"10.1109/ICSENGT.2012.6339313","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339313","url":null,"abstract":"The Ability to extract the maximum power of proton exchange membrane (PEM) fuel cell is the important issue for optimal design of fuel cell powered system. It is necessary to force the fuel cell to operate in a condition which match up with its maximum power point (MPP). MPP varies nonlinearly with the unpredictable variation in the fuel cell's operation condition. Thus, a maximum power point tracking (MPPT) controller is needed to deliver the maximum possible power to the load when a variation in the operation condition occur. The proposed control system consists of two-loop cascade controller with a DC-DC converter. The outer loop uses extremum seeking control to estimate the real-time MPP, and the inner loop uses that estimated value as a set-point for hysteretic control to force the fuel cell to operate at the estimated MPP by DC-DC boost converter. Extremum seeking control and hysteresis control are implemented on a dSPACE DS1104 controller board. For the experiment setup, small scale energy sources are operated, which is Constructor 50 W 10 A fuel cell. Simulation and experiment shows that this proposed control can achieve satisfactorily the maximum power point of fuel cell.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122662989","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}
引用次数: 11
Interactive Question Answering for Customer Service Representative using Information State concept 基于信息状态概念的客户服务代表交互式问答
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339361
A. Purwarianti, Z. Hakim
Interactive Question Answering (IQA) is a branch of Question Answering (QA) with interactivity enhancement, enabling dialogue with users. This paper explain how to build a prototype of IQA system, with its supporting aspect such as understanding user's topic, knowledge structure, and information recording in dialogue. Tree data structure is used for structuring IQA knowledge base. Information recording througout dialogue is using Information State (IS) concept, adapted from two previous model: Poesio-Traum model and Cooper-Larsson Model. IS model is adjusted based on knowledge structure and a specific needs of Customer Service Representative behaviour. An interactivity testing is conducted to test whether aspects of IQA needs is fulfilled. We have succesfully built the prototype, using IS concept.
交互式问答(IQA)是问答(QA)的一个分支,具有交互性增强,支持与用户对话。本文从理解用户话题、知识结构、对话信息记录等方面阐述了如何构建IQA系统的原型。采用树形数据结构构建IQA知识库。对话过程中的信息记录使用的是信息状态(Information State, is)概念,该概念借鉴了Poesio-Traum模型和Cooper-Larsson模型。IS模型是根据知识结构和客户服务代表行为的特定需求进行调整的。进行交互性测试以测试IQA需求的各个方面是否得到满足。我们已经成功地建立了原型,使用IS的概念。
{"title":"Interactive Question Answering for Customer Service Representative using Information State concept","authors":"A. Purwarianti, Z. Hakim","doi":"10.1109/ICSENGT.2012.6339361","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339361","url":null,"abstract":"Interactive Question Answering (IQA) is a branch of Question Answering (QA) with interactivity enhancement, enabling dialogue with users. This paper explain how to build a prototype of IQA system, with its supporting aspect such as understanding user's topic, knowledge structure, and information recording in dialogue. Tree data structure is used for structuring IQA knowledge base. Information recording througout dialogue is using Information State (IS) concept, adapted from two previous model: Poesio-Traum model and Cooper-Larsson Model. IS model is adjusted based on knowledge structure and a specific needs of Customer Service Representative behaviour. An interactivity testing is conducted to test whether aspects of IQA needs is fulfilled. We have succesfully built the prototype, using IS concept.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"311 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122702453","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}
引用次数: 2
On the stability analysis of a discontinuous quaternion attitude control system 不连续四元数姿态控制系统的稳定性分析
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339363
H. Septanto, B. Trilaksono, A. Syaichu-Rohman, R. E. Poetro
This paper addresses on the stability analysis of the attitude control system using quaternion-based feedback control law that accommodates arcus-cotangent as a discontinuous elements in the control law. Three argumentations of the asymptotically stability guarantee of the attitude control system are proposed that stated in three theorems. The effectiveness of the proposed control law is shown through numerical simulation.
本文采用四元数反馈控制律对姿态控制系统的稳定性进行了分析,并将弧余切作为控制律中的不连续单元。用三个定理给出了姿态控制系统渐近稳定性保证的三个论证。通过数值仿真验证了所提控制律的有效性。
{"title":"On the stability analysis of a discontinuous quaternion attitude control system","authors":"H. Septanto, B. Trilaksono, A. Syaichu-Rohman, R. E. Poetro","doi":"10.1109/ICSENGT.2012.6339363","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339363","url":null,"abstract":"This paper addresses on the stability analysis of the attitude control system using quaternion-based feedback control law that accommodates arcus-cotangent as a discontinuous elements in the control law. Three argumentations of the asymptotically stability guarantee of the attitude control system are proposed that stated in three theorems. The effectiveness of the proposed control law is shown through numerical simulation.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122734845","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}
引用次数: 4
Quantitative assessment of LiDAR dataset for topographic maps revision 用于地形图修订的激光雷达数据集定量评估
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339288
R. Idris, Z. Latif, J. Jaafar, N. Rani, F. Yunus
Topographical map production is a tedious process, where it involves flight planning for the aerial photographic mission, preparation of ground control points, photogrammetric processes and cartographic activities. The task is time consuming, labour intensive and costly. With the vast development of the Klang Valley in Malaysia, customary revision of the topographic maps using the conventional method is expensive. At present, LiDAR (Light Detection and Ranging) technology is able to suffice accurate 3D (three dimensional : x, y, z) points of the earth surface in short delivery time. In this study, the possibility of LiDAR dataset (Digital Surface Model) as an important source of information towards topographic maps revision will be investigated. The study area comprises of an undulating topography situated at Melawati in the Klang Valley region, Malaysia, covering an area of one square kilometer. The accuracy of the derived LiDAR dataset both in vertical (RMSEz) and horizontal (RMSExy) components were quantified. Furthermore, the accuracy for the published topographic maps at the scale of 1:10 000 and 1:50 000 were also investigated in both components. The results obtained are then compared with the specification published by the Malaysian Map Accuracy Standards. It were found that, the vertical (RMSEz) accuracy achieved were ±0.21m, ±1.94m and ±6.88m for LiDAR dataset, topographic maps at the scale of 1:10 000 and 1:50 000 respectively. Where else, for the horizontal component (RMSExy), the accuracy estimates derived were found to be ±0.51m, ±1.33m and ±11.63m for the mentioned dataset respectively.
地形图的制作是一个繁琐的过程,它涉及航空摄影任务的飞行计划、地面控制点的准备、摄影测量过程和制图活动。这项任务耗时、劳力密集、成本高昂。随着马来西亚巴生山谷的巨大发展,使用传统方法对地形图进行习惯修订是昂贵的。目前,激光雷达(LiDAR, Light Detection and Ranging)技术能够在较短的交付时间内满足地球表面精确的3D(三维:x, y, z)点。在本研究中,将探讨激光雷达数据集(数字地表模型)作为地形图修订的重要信息来源的可能性。研究区域包括位于马来西亚巴生谷地区梅拉瓦提的起伏地形,面积为一平方公里。导出的LiDAR数据集在垂直(RMSEz)和水平(RMSExy)分量上的精度被量化。此外,还对已出版的1:10 000和1:50 000比例尺地形图的精度进行了研究。然后将所得结果与马来西亚地图精度标准公布的规范进行比较。结果表明,在1:10 000比例尺和1:50 000比例尺下,LiDAR数据集和地形图的垂直(RMSEz)精度分别为±0.21m、±1.94m和±6.88m。另外,对于水平分量(RMSExy),得出的精度估计分别为±0.51m,±1.33m和±11.63m。
{"title":"Quantitative assessment of LiDAR dataset for topographic maps revision","authors":"R. Idris, Z. Latif, J. Jaafar, N. Rani, F. Yunus","doi":"10.1109/ICSENGT.2012.6339288","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339288","url":null,"abstract":"Topographical map production is a tedious process, where it involves flight planning for the aerial photographic mission, preparation of ground control points, photogrammetric processes and cartographic activities. The task is time consuming, labour intensive and costly. With the vast development of the Klang Valley in Malaysia, customary revision of the topographic maps using the conventional method is expensive. At present, LiDAR (Light Detection and Ranging) technology is able to suffice accurate 3D (three dimensional : x, y, z) points of the earth surface in short delivery time. In this study, the possibility of LiDAR dataset (Digital Surface Model) as an important source of information towards topographic maps revision will be investigated. The study area comprises of an undulating topography situated at Melawati in the Klang Valley region, Malaysia, covering an area of one square kilometer. The accuracy of the derived LiDAR dataset both in vertical (RMSEz) and horizontal (RMSExy) components were quantified. Furthermore, the accuracy for the published topographic maps at the scale of 1:10 000 and 1:50 000 were also investigated in both components. The results obtained are then compared with the specification published by the Malaysian Map Accuracy Standards. It were found that, the vertical (RMSEz) accuracy achieved were ±0.21m, ±1.94m and ±6.88m for LiDAR dataset, topographic maps at the scale of 1:10 000 and 1:50 000 respectively. Where else, for the horizontal component (RMSExy), the accuracy estimates derived were found to be ±0.51m, ±1.33m and ±11.63m for the mentioned dataset respectively.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115046416","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}
引用次数: 7
OpenSURF performance in windows phone 7 windows phone 7中的OpenSURF性能
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339334
R. Wijaya, A. I. Wuryandari, H. C. Nugraha
OpenSURF is an algorithm to detect point correspondences between two images. OpenSURF is an integral part of computer vision and machine vision. The Algorithm aims is to find important region in images which can found under variety of image transformation. This algorithm can be used for augmented reality object recognition, or medical imaging. This research is to reach maximum performance augmented reality markerless application. Especially on Actual Mobile Guide for Tourist application. OpenSURF doesn't have library for windows phone so we have to porting from C++ to C#. The performance of OpenSURF is not much further than android library, it is 6,666 second(windows phone) versus 8.779 second(android) with 604 × 453 pixel picture.
OpenSURF是一种检测两幅图像之间点对应关系的算法。OpenSURF是计算机视觉和机器视觉的重要组成部分。该算法的目的是在各种图像变换下找到图像中可以找到的重要区域。该算法可用于增强现实对象识别或医学成像。本课题的研究是为了实现增强现实无标记应用的最大性能。特别是在实际移动导游旅游应用程序。OpenSURF没有windows phone的库,所以我们必须从c++移植到c#。OpenSURF的性能并不比android库差多少,在604 × 453像素的图片上,它是6666秒(windows phone)比8.779秒(android)。
{"title":"OpenSURF performance in windows phone 7","authors":"R. Wijaya, A. I. Wuryandari, H. C. Nugraha","doi":"10.1109/ICSENGT.2012.6339334","DOIUrl":"https://doi.org/10.1109/ICSENGT.2012.6339334","url":null,"abstract":"OpenSURF is an algorithm to detect point correspondences between two images. OpenSURF is an integral part of computer vision and machine vision. The Algorithm aims is to find important region in images which can found under variety of image transformation. This algorithm can be used for augmented reality object recognition, or medical imaging. This research is to reach maximum performance augmented reality markerless application. Especially on Actual Mobile Guide for Tourist application. OpenSURF doesn't have library for windows phone so we have to porting from C++ to C#. The performance of OpenSURF is not much further than android library, it is 6,666 second(windows phone) versus 8.779 second(android) with 604 × 453 pixel picture.","PeriodicalId":325365,"journal":{"name":"2012 International Conference on System Engineering and Technology (ICSET)","volume":"54 52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116872752","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}
引用次数: 2
期刊
2012 International Conference on System Engineering and Technology (ICSET)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1