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Nástroje pro počítání a monitorování osob / People counting and monitor toolsTill, Přemysl January 2021 (has links)
The paper details the usage of mmWave radars to track people and monitor their movement through predefined zones of interest. The theoretical part describes the physical nature of the technology and then describes algorithms which can be used to monitor using it to monitor the movement of people. In the practical part, I have developed a concrete algorithm which can be used to monitor customer queues and cash registers in shops and inform the cashiers when their presence is needed, as well as gather impersonal GDPR-compliant data about the customer's habits. Afterwards, I have developed a visualization for the Windows platform, which can be used to communicate with the radar, manage its configuration, visualize the events in real time and perform further analysis of the measured data.
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Asset Condition Monitoring System : Using IoT and Embedded TechnologiesMavuduru, RajaGanapathiNandan, Nallamilli, Vikas Reddy January 2019 (has links)
Global logistics market is expected to reach US$15.5 trillion by 2023 but many companies loss billions of dollars because of improper handling, theft and tracking problems. Especially when high value goods are transported there is a need to monitor their condition because they can be affected by the environmental changes that might be harmful or due to any dangerous mechanical conditions during transportation. Real time condition monitoring applications serve the purpose of providing alerts, analytics and reports of these harmful or dangerous conditions to ensure that goods are transported without any damage or with minimal damage. This thesis considers how to combine software and hardware solution to monitor different conditions and report during transportation. This report focusses on designing and testing the device for real time condition monitoring of consumer goods package during transportation. The proposed device, called Asset Condition Monitoring System, uses FTP protocol to transfer the GPS information along with monitored information through different sensors as an event over a GSM network to a server. The design can be adapted to any type of product. The prototype developed is equipped with different sensors that assess the environmental conditions along with some of mechanical aspects of the package throughout the transit. The device is tested in a real time environment and provides information on the possible events that might compromise the integrity of the package. The system enables the customer to assess the quality of the package. The design is based on agile method in a user driven framework. The thesis design, model and tests the condition monitoring system according to the requirements and constraints, which can be different to different assets while considering packaging and mode of transportation. For this project, Seagate Hard Drives are considered as an asset to monitor.
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Increasing Exercise in Sedentary Adults Using a Contingency and Technology-Based Management Package to Begin and Sustain New Levels of ActivityAdams, Kristen Lea 08 1900 (has links)
Using a multiple baseline across participants with a changing criterion, this study explored and evaluated the effects of the individualized contingency management package (goal-setting, education, etc.) with sedentary typical adults while focusing on the mentoring component and the use of the technology of the exercise tracker to increase and sustain physical exercise to a level that increased health-benefiting physical activity. During initial mentoring meeting prior to the start of baseline, each participant was given a Garmin Viovsmart 3® exercise tracker, educated on the basic components of the device, and connected to the dashboard through the Garmin Connect™ app on their smartphones. Once each participant's activity stabilized, participant began intervention with weekly mentoring meetings focused on immediate feedback (social reinforcement), goal-setting and education. Through the Connect™ app, experimenter gave social reinforcement on a VR3 schedule to each participant, and participants were encouraged to participate by commenting to other participants through a private group set up for this study. The results indicate that the individualized contingency management package was effective for three of four participants whom increased their total activity minutes from pre-intervention range 0-104 min of weekly activity to post-intervention range of 269-404 min weekly. The two participants that completed two- and six-week maintenance checks continued to increase their total weekly activity minutes. Each of the participants showed increases in exercise during baseline that might suggest the wearable itself, along with basic instruction may be responsible for the increase in activity levels. To our knowledge, this is the first study to isolate an exercise tracker. The exercise tracker created social validity and meaningful change as it allowed participants to choose preferred exercises and plan their own exercise schedules. This helped facilitate natural generalization to their environment. Future research in behavioral health paired with technology will be far-reaching now that real-time assessments and adjustments can be made remotely. To effectively help an individual increase one's exercise and in so doing, help them increase health, has far-reaching significance, both to the individual as well to the societal reduction of the pervasive healthcare problem.
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Examining the Effect of Self-Regulated Learning on Cognitive Engagement in Mastery-Based Online Courses: A Learning Analytics PerspectiveChen, Sheng-Bo 10 September 2020 (has links)
No description available.
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Assessing Visual Attention Methods in Video Games : A Comparative Study of Effectiveness and Colorblind AccessibilityLindkvist, Joaquin January 2023 (has links)
Background. Visual attention in video games is a relatively underdeveloped field, especially so when it comes to colorblind accessibility. According to recent research, there is an increased social demand for options to alleviate problems colorblind individuals experience in video games. Finding simple and effective ways to achieve visual attention, which work well for both colorblind individuals and non-colorblind individuals simultaneously, would therefore be beneficial to the video game industry. Objectives. The objectives of this thesis were to analyze the effectiveness of three already utilized methods for achieving visual attention in video games and how their effectiveness differs when seen from a trichromatic or dichromatic perspective. The selected methods are animation, color, and outline. These are commonly used in video games, not only for the sake of attention but also for design in general. By testing each method individually and combined with color it is possible to analyze their effectiveness and how it differs when seen from different color perspectives. Methods. In order to gather the data required, an eye-tracking experiment with a sample size of 20 participants was conducted. The experiment showed scenes consisting of either a control background or game-inspired background. The scenes contained two objects which had color, animation, outline, animation combined with color, or outline combined with color applied to them. This experiment was performed on campus, so the primary group tested were students. The eye-tracker analyzed the participant's eye movements and together with areas of interest, it provided two different metrics: time to first fixation and total fixation duration. Results. The results of the experiment show that animation was the best-performing method for achieving visual attention in a video game regardless of which colorblind perspective it was seen from, both in terms of time to first fixation and total fixation duration. Out of red, green, blue, and yellow which were the colors tested, yellow was the best-performing color in terms of average time to first fixations and total fixation duration across all colorblind perspectives. However, green was the most consistent color from all perspectives. Conclusions. The eye-tracking method used for gathering the data provided good results. Out of animation, color, and outline, animation was substantially better at achieving visual attention compared to the other two methods. A noticeable difference in attention can also be found depending on what chromatic perspective the scenes were viewed from. This thesis serves as a way to raise awareness about visual attention in video games, and examples of how the results can be utilized are provided. The experiment could be used as inspiration for future work within the field, where a larger sample size and more methods for achieving visual attention could be tested.
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Laser Metrology for assembly of ATLAS ITk-StripsArvin, Jonathan, Berg Wallin, Johannes, Eskner, Hugo, Lindman Jardfelt, Olof January 2023 (has links)
The ATLAS detector at CERN's Large Hadron Collider has been instrumental in scientific discoveries,including the Higgs particle. As part of the High Luminosity (HL) upgrade, the current Inner Detector (ID) isbeing replaced by the new IInner Tracker (ITk), and Uppsala University is collaborating with industrypartner NOTE to produce around 700 modules for the ITk. The production process involves gluing hybridsto sensors using a glue robot, which currently lacks a complete metrology system needed to verify thegeometry of produced items. This project aims to integrate a Micro Epsilon ILD1900 laser sensor with theglue robot to enable accurate measurements in the z-axis. In order to reach this goal, a few differenttasks had to be completed. These included creating a measurement API to enable the utilisation of thelaser sensor, recommending modifications to the glue robot syringe and camera holder in order to holdthe laser sensor, performing validation tests of the laser sensor's measuring capability, developing a lasersensor mount for a mock-up glue robot used during the validation process and developing a holder for aUSB/RS422 converter necessary for communication with the laser sensor. As a result of the project, themeasurement API was successfully created and utilised, appropriate modifications to the syringe holderwere made, validation tests were conducted though deemed insufficient due to limitations of the setup,and, finally, the laser sensor mount for the mock-up glue robot and the USB/RS422 holder weresuccessfully designed and produced.
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Saccadic eye movement measurements in the normal eye: Investigating the clinical value of a non-invasive eye movement monitoring apparatus.Kavasakali, Maria January 2005 (has links)
Clinicians are becoming increasingly aware of the effect of various
pathologieso n the characteristicso f saccadice ye movements.A s such, an efficient
and non-invasivem eano f measuringe ye-movementisn a clinical environmenti s of
interest to many. The aim of this thesis is to investigate the clinical application of a
non-invasive eye movement recording technique as a part of a clinical examination.
Eye movements were measured using an IRIS 6500 infrared limbal eye
tracker, which we customized for the direct recording of oblique eye movements as
well as horizontal and vertical. Firstly, the eye-tracker itself was assessed. Visually
normal observers made saccadic eye movements to a 10' stimulus in eight directions
of gaze. Primary (ANOVA) and secondary analyses (mean error less than 5%)
resulted in acceptance that averaging four measurements would give a representative
measurement of saccadic latency, peak velocity, amplitude and duration. Test-retest
results indicated that this technique gives statistically (± 1.96*STDEVDifference)
repeatable responses.
Severalf actors that could potentially influence clinically basedm easureso f
eye-movementsw ere examined. These included, the effect of ageing, viewing
distances, dioptric blur and cataract. The results showed that saccadic latency and
durationa re significantly (p< 0.05) longer in older (60-89 years)o bserversc ompared
to younger (20-39 years). Peak velocity and amplitude were not significantly
affectedb y the age of the observer.A ll saccadicp arameters( SP) were significantly
affected by direction (Chapter 5). The compact nature of this eye movement
methodology is obtainable since there is no significant effect on viewing distance
(300 cm vs. 49 cm) (Chapter 6). There is also no significant effect of dioptric blur
(up to +LOODS) on any of the four SP. In contrast, a higher level of defocus
(+3.O ODS)h as a larger probability of interfering with the measurementso f peak
velocity and duration (Chapter 7). Saccadice ye-movementsw ere also recorded
whilst normally sighted subjects wore cataract simulation goggles. The results
suggested that the presence of dense cataract introduces significant increases in
saccadic latencies and durations. No effect was found on the peak velocities and
amplitudes.T he effect of amblyopiao n SP was also investigatedin order to examine
if this methodologyi s able to detectn ormal from abnormalr esponses(i . e. increased
saccadicla tencies).T his set of data (Chapter9 ) showedt hat using IRIS 6500, longer
than normal latencies may be recorded from the amblyopic eye but no consistent
effect was found for the other SP (peak velocity, amplitude, duration).
overall, the results of this thesis demonstrateth at the IRIS 6500 eye-tracker
has many desirable elements (it is non-invasive; comfortable for the observers and
gives repeatable and precise results in an acceptable time) that would potentially
make it a useful clinical tool as a part of a routine examination.
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Color Feature Integration with Directional Ringlet Intensity Feature Transform for Enhanced Object TrackingGeary, Kevin Thomas January 2016 (has links)
No description available.
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Identifying Website Usability Solely from Gaze Data of Visual SearchSöderberg, Martin January 2017 (has links)
If researchers are able to derive usability simply by analysing gaze data it provides a quick, objective and potentially automatic way of measuring the usability of an interface. In order to do that it is essential to know which traits of the gaze data that have an impact on usability. This paper investigates these traits by analysing different eye tracking metrics in the data. The goal is to see which of these metrics have a general correlation with usability. Previous research provides a clue about which metrics are useful when analysing usability. However, much of the research is based on subjective analysis or lacks in general applicability. This research provides an objective analysis that is independent of characteristics of the interface. A user study is done on 20 participants. They complete tasks on nine different ecommerce websites while their eye movements are recorded. Correlation is measured between usability and eye tracking metrics in order to investigate which metrics that are sensitive to changes in usability. The results show that fixational backtracks and number of fixations have the strongest correlation with usability. Previous research did suggest that both of these eye tracking metrics have an impact on usability. / Om det är möjligt för forskare att härleda användbarhet endast genom att analysera ögondata så tillhandahålls ett snabbt, objektivt och potentiellt automatiserat sätt att mäta användbarheten hos ett gränssnitt. För att göra detta är det avgörande att veta vilka karakteristiska drag i ögondatan som påverkar användbarheten. Denna rapport utforskar dessa drag genom att analysera olika mått i ögondatan. Målet är att se vilka av dessa mått som uppvisar en generell korrelation med användbarhet. Tidigare forskning förser oss med ledtrådar om vilka mått som är lämpliga att analysera när användbarhet ska mätas. Dock så är mycket av denna forskning baserad på subjektiv analys eller saknar generell tillämpbarhet. Denna rapport tillhandahåller en objektiv analys som är oberoende av karakteristiken hos gränssnittet. En användarstudie utförs på 20 deltagare. De utför uppgifter på nio olika webbsidor för e-handel medan deras ögonrörelser spelas in. Korrelation mäts mellan användbarhet och mått i ögondatan för att undersöka vilka mått som är känsliga för förändringar i användbarhet. Resultatet visar att tillbakabildande sackader och antal fixeringar har starkast korrelation med användbarhet. Tidigare forskning visade att båda dessa mått påverkades av användbarheten.
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Gaze-supported Interaction with Smart Objects through an Augmented Reality User InterfaceKaaman, Albert, Bornemark, Kalle January 2017 (has links)
Smarta enheter blir allt vanligare och teknologierna de använder blir allt mer avancerade. Som en följd av detta uppstår bekväma och effektiva lösningar till vardagliga problem. En stor mängd sammankopplade smarta enheter leder dock till system som är svåra att förstå och att använda. Detta ställer krav på lösningar som hjälper användare att interagera med enheter på ett intuitivt och effektivt sätt. En teknik som under de senaste åren blivit allt mer kommersiellt brukbar och som kan användas i detta syfte är augmented reality. Vidare så är spårning av ögonpositioner ett lovande tillvägagångssätt för att navigera virtuella menyer.Denna uppsats har som syfte att utvärdera hur ögon- och huvudrörelser kan kombineras för att låta användare på ett intuitivt sätt interagera med ett gränssnitt i augmented reality. För att uppnå detta tas två interaktionsmetoder fram som använder ögon- och huvudrörelser på något olika sätt. För att utvärdera deras prestanda och användbarhet så utförs ett experiment där deltagarna navigerar en uppsättning menyer både med hjälp av de framtagna metoderna och en beprövad referensmetod.Resultaten från experimentet visar att referensmetoden både är den snabbaste och den minst felbenägna ut av de tre utvärderade metoderna. Trots detta så föredrar deltagarna en av de framtagna metoderna, och båda dessa metoder uppnår adekvata resultat. Vidare så visar den kvantitativa datan inte på några mätbara skillnader mellan de framtagna metoderna. Däremot så uppnår en av dem högre resultat i de subjektiva utvärderingarna. / Smart devices are becoming increasingly common and technologically advanced. As aresult, convenient and effective approaches to everyday problems are emerging. However,a large amount of interconnected devices result in systems that are difficult to understandand use. This necessitates solutions that help users interact with their devices in anintuitive and effective way. One such possible solution is augmented reality, which hasbecome a viable commercial technology in recent years. Furthermore, tracking the positionof users’ eyes to navigate virtual menus is a promising approach that allows for interestinginteraction techniques.In this thesis, we explore how eye and head movements can be combined in an effortto provide intuitive input to an augmented reality user interface. Two novel interactiontechniques that combine these modalities slightly differently are developed. To evaluatetheir performance and usability, an experiment is conducted in which the participantsnavigate a set of menus using both our proposed techniques and a baseline technique.The results of the experiment show that out of the three evaluated techniques, thebaseline is both the fastest and the least error-prone. However, participants prefer oneof the proposed techniques over the baseline, and both of these techniques perform adequately.Furthermore, the quantitative data shows no measurable differences betweenthe proposed techniques, although one of them receives a higher score in the subjectiveevaluations.
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