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Plan de negocio para una plataforma digital de auto decoraciónLinares Romero, Carola Elisa, Tomey Kanashiro, María Rosa, Vásquez Patiño Paul, Cynthia Silvia 28 June 2019 (has links)
El presente Trabajo de Investigación tiene como finalidad plantear el desarrollo de una Plataforma de Auto Decoración que permite al usuario poder decorar su hogar sin la necesidad de contratar los servicios de un decorador. Esta propuesta estará dirigida al NSE B y C de Lima Metropolitana. Los sondeos de mercado realizados permitieron validar la viabilidad del modelo de negocio propuesto, así como la propuesta de valor del mismo, tanto para el consumidor final (Business to Consumer) como para los comercios locales de venta de artículos decorativos que sean parte de esta plataforma (Business to Business).
Para desarrollar este modelo de Startup, se requerirá de una inversión inicial de S/.116,550 nuevos soles, donde la mayor inversión estará destinada al programa principal de la plataforma: Realidad Aumentada. En cuanto a los ingresos, se considera que se obtendrán tanto por parte del Business to Consumer (B2C) como del Business to Business (B2B) y los gastos, la mayor parte estará destinada a los gastos de Marketing Online y Offline, acciones comerciales y el mantenimiento de la plataforma digital.
La estrategia del plan de negocio estará enfocada en desarrollar un sólido plan de marketing online y offline basado en la Experiencia, Exchange, Evangelism y Everyplace del Marketing Mix con la finalidad de: generar audiencia de consumidores potenciales, generar acuerdos comerciales con empresas locales de venta de artículos decorativos, a través de una plataforma que sea simple e intuitiva gracias a la tecnología de la Realidad Aumentada. / The following Research Work is about the creation of a Self-Decoration Platform that will allow users to decorate their own spaces without the need to hire an interior decorator. This business plan is aimed to people for the Socio-economic Level B and C of Lima Metropolitana. A market research was made to ratify the viability of this Business Plan and the value proposition for both the business-to-consumer and business-to-business.
To develop this Startup Model, it will require an initial investment of S/.116,550 nuevos soles. The highest investment will be related to the main component of the platform: Augmented Reality. About the revenues, will be derived from the Business to Consumer (B2C) and from the Business to Business (B2B). On the other hand, the expenditure will mostly be from the Marketing Online and Offline, the commercial activities and maintenance of the digital platform.
The strategy of this Business Plan is focusing on building a Marketing Online and Offline based on the Experience, Exchange, Evangelism and Everyplace of the Marketing Mix. The aim is to generate audience of potential customers, generate commercial agreements with local enterprises that sales decorative products that will become our principal stakeholders. All this will be done through a simple and intuitive digital platform thanks to the Augmented Reality. / Trabajo de Investigación
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建構一以RFID定位之擴增實境系統 / Developing an augmented reality system based on rfid positioning劉彥辰, Liu, Yen Chen Unknown Date (has links)
擴增實境的目的在於對真實環境做資訊的進一步擴充,發展技術中,主要面臨的挑戰為顯示方式、追蹤定位等,許多的技術限制使得發展逾三十年之擴增實境仍難以落實於日常生活中。近年來隨著智慧型手機的普及和軟硬體技術的發展,以擴增實境系統需要的顯示、通訊介面而言,智慧型手機具備發展行動式擴增實境的特點,致使許多擴增實境服務孕育而生,成為智慧型手機中重要的應用。然而目前應用於行動裝置的追蹤方式中,適用於戶外定位的全球衛星定位無法在室內精準定位,影像辨識的追蹤方式需倚賴實體辨識標籤的配置,使得少有在室內環境使用,及具完善行動性的擴增實境系統。本研究將針對擴增實境中追蹤定位方式加以擴充,增加擴增實境系統之適用範圍。
本研究運用RFID適用於室內環境定位之特點,使用LANDMARC方式進行定位計算,並實作定位環境的佈置,將RFID標籤作為環境中之定位點,計算出標的物以及使用者在環境中的位置,作為擴增實境的追蹤方式及顯示依據。系統平台以開放式平台Android進行開發,利用手機硬體中攝影鏡頭、三軸重力感測儀、通訊介面等支援,呈現擴增實境的畫面,其中將以虛擬物件標示出該標的物的實際位置,且可隨使用者及標的物間相對距離及角度進行調整,當使用者在環境中移動時,可即時的定位出所在位置,改變虛擬物件的標示。
本研究開發之系統目的在對真實環境中的實際位置或物件做資訊的擴充及指引,並提供即時性的互動,實驗結果中,此定位方式可達成較全球衛星定位(GPS)、無線網路定位(802.11)等更準確的定位結果,滿足在室內環境使用的行動型擴增實境系統追蹤定位之需求,未來可利用此顯示及追蹤方式,發展擴增實境更廣泛的應用。 / The purpose of Augmented Reality(AR) is to make further information adding to the real world. In its development, the main challenges are display, and tracking etc. Over three-decade developed, due to many technical constraints, AR still limited to apply widely in daily life. In recent years, as a result of the popularity of smart phones and its advancements of software and hardware, many AR services became important applications of smart phones. But in tracking techniques of mobile AR system, GPS cannot provide accurate positioning in indoor environment, image recognized method cannot provide mobile use. Therefore there are so few AR systems used in the indoor environment and possessed mobility. This study will be aimed at tracking methods of augmented reality and increasing the scope of AR application.
This study use the feature of RFID positioning in indoor environment, and use LANDMARC method in position calculated. Make RFID tags as fiducial points in positioning environment, and calculate the object's as well as user's positions as the basis of display of AR system. In operating systems of smart phones, we use Android as our developing platform. By its supports of cameras, three-axis gravity sensor device, communication interfaces and others in mobile phone hardware, the system can show the overlayed virtual images of augmented reality. The actual location of the real object will be marked as a virtual object, which can be adjusted according to the distance and the angle between user and the position of real object. Also user will be located in real-time and the position of the virtual object will be adjusted when moves in the environment.
The system can make further information augmented and interact instantly with locations or items in real environment. Experiment results verified that this tracking method can provide more accurate results compared to the global satellite positioning (GPS), wireless network locating (802.11) and other wireless uses. It can fulfill the demand of tracking in augmented reality system in indoor using. By the display and the tracking method, augmented reality applications can be more widely used in the future.
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強健式視覺追蹤應用於擴增實境之研究 / Robust visual tracking for augmented reality王瑞鴻, Wang, Ruei Hong Unknown Date (has links)
視覺追蹤(visual tracking)一直是傳統電腦視覺研究中相當重要的議題,許多電腦視覺的應用都需要結合視覺追蹤的幫助才能實現。近年來擴增實境(augmented reality)能快速成功的發展,均有賴於視覺追蹤技術上之精進。擴增實境採用視覺追蹤的技術,可將虛擬的物件呈現在被追蹤的物體(真實場景)上,進而達成所需之應用。
由於在視覺追蹤上,被追蹤之物體易受外在環境因素影響,例如位移、旋轉、縮放、光照改變等,影響追蹤結果之精確度。本研究中,我們設計了一套全新的圖形標記方法作為視覺追蹤之參考點,能降低位移、旋轉與光照改變所造成追蹤結果的誤差,也能在複雜的背景中定位出標記圖形的正確位置,提高視覺追蹤的精確度。同時我們使用立體視覺追蹤物體,將過去只使用單一攝影機於二維影像資訊的追蹤問題,提升至使用三維空間的幾何資訊來做追蹤。然後透過剛體(rigid)特性找出旋轉量、位移量相同的物件,並且結合一致性隨機取樣(random sample consensus)之技巧以估測最佳的剛體物件運動模型,達到強健性追蹤的目的。
另外,我們可由使用者提供之影片資訊中擷取特定資料,透過建模技術將所產生之虛擬物件呈現於使用者介面(或被追蹤之物體)上,並藉由這些虛擬物件,提供真實世界外之資訊,達成導覽指引(或擴增實境)的效果。
實驗結果顯示,我們的方法具有辨識時間快、抗光照變化強、定位準確度高的特性,適合於擴增實境應用,同時我們設計的標記圖形尺寸小,方便適用於導覽指引等應用。 / Visual tracking is one of the most important research topics in traditional computer vision. Many computer vision applications can not be realized without the integration of visual tracking techniques. The fast growing of augmented reality in recent years relied on the improvement of visual tracking technologies.
External environment such as object displacement, rotation, and scaling as well as illumination conditions will always influence the accuracy of visual tracking. In this thesis, we designed a set of markers that can reduce the errors induced by the illumination condition changes as well as that by the object displacement, rotation, and scaling. It can also correctly position the markers in complicated background to increase the tracking accuracy. Instead of using single camera tracking in 2D spaces, we used stereo vision techniques to track the objects in 3D spaces. We also used the properties of rigid objects and search for the objects with the same amount of rotation and displacement. Together with the techniques of random sample consensus, we can estimate the best rigid object motion model and achieve tracking robustness.
Moreover, from the user supplied video, we can capture particular information and then generate the virtual objects that can be displaced on the user’s device (or on the tracked objects). Using these techniques we can either achieve navigation or guidance in real world or achieve augmented reality as we expected.
The experimental results show that our mechanism has the characteristics of fast recognition, accurate positioning, and resisting to illumination changes that are suitable for augmented reality. Also, the size of the markers we designed is very small and good for augmented reality application.
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Exploring social play in a shared hybrid space enabled by handheld augmented realityXu, Yan 14 November 2012 (has links)
Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it?
In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociological theories to the domain of social games. I generate a list of theory-based design guidelines for co-located social games, especially HAR games. I prove its usefulness through the user study on an HAR game that embodies a subset of these design guidelines. Fourth, this thesis work is a case study that bridges Human Computer Interaction knowledge and methods with game design practices. It shows the outcome and benefits of multidisciplinary research, calling for more effort in integrating reality-based interfaces, as playful and experimental design materials, into different phases of game design process.
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Σχεδίαση και ανάπτυξη φορητών εφαρμογών παιγνιώδους μάθησης με τεχνολογίες επαυξημένης πραγματικότηταςΧαλκιάς, Αλέξανδρος 16 May 2014 (has links)
Η διπλωματική εργασία αυτή εκπονήθηκε στο Εργαστήριο της Ερευνητικής Ομάδας Αλληλεπίδρασης Ανθρώπου – Υπολογιστή του Τμήματος Ηλεκτρολόγων Μηχανικών και Τεχνολογίας Υπολογιστών υπό την επίβλεψη του καθ. Ν.Αβούρη. Στόχος της εργασίας είναι η σχεδίαση και ανάπτυξη μίας φορητής εφαρμογής – χωροευαίσθητου παιχνιδιού, με τη χρήση τεχνολογιών επαυξημένης πραγματικότητας. Ο χρήστης της εφαρμογής θα μπορεί να περιηγείται στον χώρο που ορίζει το παιχνίδι και να αλληλεπιδρά με πραγματικά αντικείμενα του χώρου αυτού, με σκοπό τη μάθηση και την ψυχαγωγία. Ο χώρος στον οποίο αναφέρεται η διπλωματική εργασία, είναι η πλατεία Γεωργίου Α’ στην Πάτρα. / This thesis was conducted at the Laboratory of Human Interaction Research Group - Computer Department of Electrical and Computer Engineering under the supervision of Prof. N.Avouris . The goal of this project is the design and development of a pervasive, location-based game, using augmented reality technologies . The user can navigate through the gamespace and interact with real-world objects, in order to learn and enjoy . The selected area, to which the thesis refers, is George the 1st Square, in Patras .
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Χρήση Επαυξημένης Πραγματικότητας για την Υλοποίηση Μαθησιακών Εμπειριών σε Μουσειακούς ΧώρουςΓράβος, Δημήτριος 15 June 2015 (has links)
Τα τελευταία χρόνια η αναμφισβήτητα εντυπωσιακή τεχνολογική πρόοδος έχει δώσει τεράστια ώθηση σε ένα ευρύ φάσμα επιστημονικών πεδίων τα οποία βασίζονται σε αυτή, με χαρακτηριστικό παράδειγμα τον τομέα των Τηλεπικοινωνιών. Απόλυτα λογικό αποτέλεσμα είναι η παγκόσμια αγορά να έχει κατακλυστεί από δισεκατομμύρια κινητές συσκευές, η χρήση των οποίων διευκολύνει απίστευτα και την ανάπτυξη της έρευνας στους αντίστοιχους κλάδους. Μία από τις χαρακτηριστικές τεχνολογίες που εκμεταλλευόμενη πλήρως αυτή τη αλματώδη πρόοδο έχει επιφέρει εντυπωσιακά αποτελέσματα είναι η Επαυξημένη Πραγματικότητα.
Βασίζεται στην γεφύρωση του χάσματος μεταξύ της εικονικότητας και της πραγματικότητας με ένα μοναδικό τρόπο ενίσχυσης της αντίληψής μας ως προς την τελευταία και με εφαρμογές από το Στρατό και τη Διαφήμιση ως τα ερευνητικά πεδία της Αναγνώρισης Εικόνας και της Εκπαίδευσης. Αυτή της όμως η σημαντικότατη ανάπτυξη γεννά αναπόφευκτα πέρα από την παραγωγή γνώσης και βασικά ερωτήματα που απασχολούν την ερευνητική κοινότητα, ορισμένα εκ των οποίων είναι αν μπορεί η χρήση τεχνικών Επαυξημένης Πραγματικότητας μέσω της αναγνώρισης εικόνας, πέρα από την εξέλιξη του ευρύτερου κλάδου της Υπολογιστικής Όρασης, να συμβάλλει στη βελτίωση μαθησιακών εμπειριών και αν ναι κατά πόσο είναι εφικτή η αντιμετώπιση θεμελιωδών εκπαιδευτικών προβλημάτων, όπως η διάσπαση προσοχής και η έλλειψη διαδραστικότητας.
Στα πλαίσια της παρούσας εργασίας προσπαθώντας να δώσουμε ουσιαστικές απαντήσεις στα παραπάνω ερωτήματα δημιουργήσαμε τη διαδραστική εφαρμογή «AugMentor», ειδικά σχεδιασμένη για τις ανάγκες της ξενάγησης των επισκεπτών του Μουσείου Επιστημών του Πανεπιστημίου Πατρών. Έχοντας ενσωματώσει ένα ολοκληρωμένο περιβάλλον Επαυξημένης Πραγματικότητας εντός της εφαρμογής αναπτύξαμε ένα παιχνίδι κρυμμένου θησαυρού κατά το οποίο οι επισκέπτες του μουσείου δέχονται ένα συγκεκριμένο αριθμό ερωτήσεων οι οποίες βασίζονται στα μουσειακά εκθέματα και αμέσως μετά καλούνται να περιηγηθούν οι ίδιοι στους εσωτερικούς χώρους του. Με βάση την επιτυχή αναγνώριση του κάθε εκθέματος και την προσωποποιημένη απεικόνιση των εκάστοτε απεικονιζόμενων πληροφοριών προσπαθούν να δώσουν απαντήσεις στα ερωτήματα αυτά. Η εφαρμογή AugMentor υλοποιήθηκε για κινητές συσκευές που υποστηρίζουν το λειτουργικό σύστημα Android και πλέον αποτελεί μέρος της μόνιμης ξενάγησης του Μουσείου Επιστημών και Τεχνολογίας.
Παρουσιάζουμε μια περιγραφική και αναλυτική μελέτη περίπτωσης χρήσης της εφαρμογής, υλοποιώντας πειραματικά στο Μουσείο Επιστημών μια κανονική
ξενάγηση. Χρησιμοποιώντας την εφαρμογή AugMentor οδηγούμαστε σε ασφαλή συμπεράσματα ως προς την επίτευξη του κύριου στόχου υλοποίησής της, ο οποίος είναι το κατά πόσο οι επισκέπτες του μουσείου στην προσπάθειά τους να απαντήσουν τις ερωτήσεις που τους ανατέθηκαν θα μπορούσαν να μάθουν και επιπρόσθετες πληροφορίες για τα εκθέματα, βελτιώνοντας τη μάθηση μέσω της χρήσης κινητών συσκευών. Το πείραμα που πραγματοποιήσαμε χωρίστηκε σε δύο μέρη, το πρώτο βασίζεται στα πρότυπα μιας κανονικής ξενάγησης των επισκεπτών, χωρίς τη χρήση κάποιας εφαρμογής και το δεύτερο στην ξενάγηση μέσω της εφαρμογής AugMentor. Στους επισκέπτες δόθηκαν αντίστοιχα ερωτηματολόγια και στις δύο περιπτώσεις και στη συνέχεια αξιολογήθηκε συγκριτικά η συμβολή της εφαρμογής AugMentor στη συνολική εμπλούτιση της μουσειακής εμπειρίας ενός επισκέπτη. / Over the last few years the indisputably outstanding technological advances have given a huge boost to a wide range of scientific areas of study that are based on it. A typical example can definitely be considered the one associated with Telecommunications. An utterly rational outcome constitutes the fact that global market is overwhelmed by billions of mobile devices, the use of which facilitates to a large extent the whole research development towards those fields. An iconic technology that fully exploiting this rapid progress has brought about impressive results is Augmented Reality.
Augmented Reality is based on bridging the gap between virtuality and reality in a unique way to enhance our perception as to the latter and its applications vary from Army and Advertisement to the research fields of Image Recognition and Education. It is exactly the impressive growth of Augmented Reality which inevitably generates essential questions that research community has to deal with. Some of these questions are whether the use of Augmented Reality techniques, through Image Recognition, apart from the wider development of Computer Vision, can help improving learning experiences and if so to which extent it is possible to address fundamental educational problems, such as distractibility and lack of interactivity.
In this master thesis, trying to give substantial answers to these questions we have created the interactive application «AugMentor», specially designed for the tour needs of Museum of Science and Technology, located in University of Patras. Having incorporated an integrated Augmented Reality environment inside this application, we developed a treasure hunt game in which visitors receive a certain number of questions closely related to museum’s exhibits and afterwards they have to wander within its interiors. Based on the successful recognition of each exhibit and personalized display of each respective information, visitors attempt to answer these questions. AugMentor is implemented for mobile devices that support the Android operating system and is now part of permanent museum guidance.
Our main objective is improving Mobile Learning, which is learning through the use of mobile devices. We present a sufficient case study, selecting Museum of Science and Technology as an experimental space so as to determine the degree to which AugMentor application can practically contribute to this purpose. One of our key points towards this perspective was estimating the amount of totally imparted knowledge, since involving students with a significant pool of knowledge provides them with a motivation to have an active role during their guidance. The experiment we conducted was divided into two parts, the first one was based on the standards of a normal tour of visitors without using any application and the second one was based on a tour using AugMentor application. Guests are respectively given questionnaires in both cases and then we assessed AugMentor’s relative contribution to the overall implementation regarding enriching the museum experience of a visitor.
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Designing and Evaluating Technologies for Virtual Reality Therapies that Promote NeuroplasticityKyryllo, Danica 18 March 2014 (has links)
Increasingly, virtual reality therapy (VRT) technologies are being used to augment pediatric rehabilitation. The mechanisms underlying success/failure of VRTs are not well understood. This thesis proposed an innovative 3-phase framework for evaluating VRT technologies with respect to neuroplasticity based on results of a scoping review of 21 studies. A case study was undertaken to demonstrate use of the framework to design and evaluate ‘Musical Steps’, a VRT technology aimed at promoting heel contact in toe-walking children. 5 therapists and 4 children were engaged in this study. The system accurately detected 88%(SD=7%) of heel contacts and was rated positively in usability testing (phase 1). Feasibility studies indicated that, while enjoyable, children did not understand the feedback provided and hence, heel contact was not increased (phase 2). These findings will direct future reiterations prior to evaluating clinical impact (phase 3). The proposed framework may enhance design and translation of therapeutically relevant VRTs.
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Designing and Evaluating Technologies for Virtual Reality Therapies that Promote NeuroplasticityKyryllo, Danica 18 March 2014 (has links)
Increasingly, virtual reality therapy (VRT) technologies are being used to augment pediatric rehabilitation. The mechanisms underlying success/failure of VRTs are not well understood. This thesis proposed an innovative 3-phase framework for evaluating VRT technologies with respect to neuroplasticity based on results of a scoping review of 21 studies. A case study was undertaken to demonstrate use of the framework to design and evaluate ‘Musical Steps’, a VRT technology aimed at promoting heel contact in toe-walking children. 5 therapists and 4 children were engaged in this study. The system accurately detected 88%(SD=7%) of heel contacts and was rated positively in usability testing (phase 1). Feasibility studies indicated that, while enjoyable, children did not understand the feedback provided and hence, heel contact was not increased (phase 2). These findings will direct future reiterations prior to evaluating clinical impact (phase 3). The proposed framework may enhance design and translation of therapeutically relevant VRTs.
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Object detection algorithms analysis and implementation for augmented reality system / Objecktų aptikimo algoritmai, jų analizė ir pritaikymas papildytosios realybės sistemojeZavistanavičiūtė, Rasa 05 November 2013 (has links)
Object detection is the initial step in any image analysis procedure and is essential for the performance of object recognition and augmented reality systems. Research concerning the detection of edges and blobs is particularly rich and many algorithms or methods have been proposed in the literature. This master‟s thesis presents 4 most common blob and edge detectors, proposes method for detected numbers separation and describes the experimental setup and results of object detection and detected numbers separation performance. Finally, we determine which detector demonstrates the best results for mobile augmented reality system. / Objektų aptikimas yra pagrindinis žingsnis vaizdų analizės procese ir yra pagrindinis veiksnys apibrėžiantis našumą objektų atpažinimo ir papildytosios realybės sistemose. Literatūroje gausu metodų ir algoritmų aprašančių sričių ir ribų aptikimą. Šiame magistro laipsnio darbe aprašomi 4 dažniausiai naudojami sričių ir ribų aptikimo algoritmai, pasiūlomas metodas aptiktų skaičių atskyrimo problemai išspręsti. Pateikiami atliktų eksperimentų rezultatai, palyginmas šių algoritmų našumas. Galiausiai yra nustatoma, kuris iš jų yra geriausias.
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Augmented Reality : The current and potential use of augmented reality in B2BGankhuyag, Azjargal, Xiang, Bingqing, Bonnevie, Victoria January 2015 (has links)
In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into meaningful insights and lastly communicate it efficiently so that the value of it is not lost along the way. Therefore this study focuses on how augmented reality (AR) as an emerging digital technology is able to dissect and communicate information and bring value to those who are implementing it. What is more interesting in this study is to see the usefulness and ease of using AR from commercial and non-commercial aspects in B2B field. This study was conducted through a qualitative research approach with semi-structured interviews with five companies providing and using AR applications. In conclusion, AR brings value by transferring data faster and communicating it effectively through visualization of integrating computer-generated information with the real world as one. From commercial aspect, companies could use this technology in their marketing communication to increase customer involvement and perception of the brand. In contrast, from non-commercial perspective, companies could use AR as an internal resource to increase efficiency in operation process.
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