EDITOR'S SUMMARY Makerspaces are environments where crafters and techies can come together to create, share and learn. Many libraries support the maker movement by providing access to a variety of technologies fro...
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EDITOR'S SUMMARY Makerspaces are environments where crafters and techies can come together to create, share and learn. Many libraries support the maker movement by providing access to a variety of technologies from sewing machines and looms to recording equipment and production tools, an expansion of services that is in line with promoting literacy, community and lifelong learning. About one third of makerspaces charged a fee or required membership in 2013, though some, including libraries and museums, are supported by major funding agencies. Digital fabrication technology or 3D printers are increasingly available through library-based makerspaces and extend opportunities for STEM education, but libraries face challenges from high initial and ongoing costs, user training and even encouraging users in 3D thinking and design. 3D printers can be a powerful stimulus for creativity, learning and sharing, even promoting jobs and community development.
In this paper we present a simultaneous segmentation algorithm for multiple highly-occluded objects, which combines high-level knowledge and low-level information in a unified framework. The high-level knowledge provi...
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In this paper we present a simultaneous segmentation algorithm for multiple highly-occluded objects, which combines high-level knowledge and low-level information in a unified framework. The high-level knowledge provides sophis- ticated shape priors with the consideration of blocking relationship between nearby objects. Different from conventional layered model which attempts to solve the full ordering problem, we decompose the problem into a series of pairwise ones and this makes our algorithm scalable to a large number of objects. Objects are segmented in pixel level with higher-order soft constraints from superpixels, by a dual-level conditional random field. The model is optimized alternately by object layout and pixel-wise segmentation. V^e evaluate our system on different objects, i.e., clothing and pedestrian, and show impressive segmentation results and significant improvement over state-of-the-art segmentation algorithms.
Remote control robots are being found in an increasing number of application domains, including search and rescue, exploration, and reconnaissance. There is a large body of HRI research that investigates interface des...
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In light of changing demographics and an ageing population, research on new technologies to support older people and people with disabilities in independent living is vital. This paper will present the results to date...
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One of the challenges that children with cerebral palsy (CP) face is their inability to enjoy playing. Due to their motor disabilities, it is very difficult for these children to play with toys as other kids do. There...
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One of the challenges that children with cerebral palsy (CP) face is their inability to enjoy playing. Due to their motor disabilities, it is very difficult for these children to play with toys as other kids do. Therefore, disabilities resulting from CP can make childhood games very burdensome. Currently, computer systems are increasingly dedicated to providing users with more sophisticated sensory experiences. Also, games have explored the individual skills of people, in terms of action, interaction and immersion of the game users. Providing these disabled users with an engaging environment could ultimately help them explore the world of movement and motor skills. In this paper, we approach these features by exploring gaming interaction and the potential of sensory stimuli. Our main goal is to discuss the importance of designing games that are considerate of children with cerebral palsy. Many games work with interactivity, but interactivity, alone, is not enough when the goal is to achieve more than entertainment. A better approach may consider sensory stimulation as a gaming interaction. The best way to do this is to introduce synesthesia into the design. Accordingly, we will discuss synesthetic features in virtual environments prior to describing the scenario of how this concept may affect children with cerebral palsy. Accompanying this discussion, a review of related works is described in order to understand the potential use of games in the intervention of children with cerebral palsy.
Numerous guidelines for making websites more accessible for older users have been proposed, but few provide evidence from such users for their recommendations This study investigated effects of line spacing and text j...
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ISBN:
(纸本)9781450324052
Numerous guidelines for making websites more accessible for older users have been proposed, but few provide evidence from such users for their recommendations This study investigated effects of line spacing and text justification on younger (24 - 31 years) and older (65 - 78 years) adults' performance and preferences in web reading tasks. The three levels of line spacing (single, 1.5, and double) and 2 types of text justification (left only and left-right) were studied. Neither variable had a significant effect on performance measures, although both younger and older adults preferred 1.5 or double spacing over single spacing. There were no significant differences in preferences for left versus left-right justification. These results suggest that contrary to common recommendations, 1.5 or double spacing should be recommended for all users, not only older users and that no recommendation is needed on text justification. Copyright 2013 ACM.
Analyzing networks involves understanding the complex relationships between entities, as well as any attributes they may have. The widely used node-link diagrams excel at this task, but many are difficult to extract m...
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ISBN:
(纸本)9781450318990
Analyzing networks involves understanding the complex relationships between entities, as well as any attributes they may have. The widely used node-link diagrams excel at this task, but many are difficult to extract meaning from because of the inherent complexity of the relationships and limited screen space. To help address this problem we introduce a technique called motif simplification, in which common patterns of nodes and links are replaced with compact and meaningful glyphs. Well-designed glyphs have several benefits: they (1) require less screen space and layout effort, (2) are easier to understand in the context of the network, (3) can reveal otherwise hidden relationships, and (4) preserve as much underlying information as possible. We tackle three frequently occurring and high-payoff motifs: fans of nodes with a single neighbor, connectors that link a set of anchor nodes, and cliques of completely connected nodes. We contribute design guidelines for motif glyphs;example glyphs for the fan, connector, and clique motifs;algorithms for detecting these motifs;a free and open source reference implementation;and results from a controlled study of 36 participants that demonstrates the effectiveness of motif simplification. Copyright 2013 ACM.
Currently, research is actively being conducted on applying games to education. However, existing game-based learning systems mainly focus on how to increase learning motivation and enhance engagement, while achieving...
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Slow eye movement (SEM) regarded as a sign of onset of sleep is very significant for detecting driver fatigue, but its characteristics and detection algorithm have been rarely involved in the study of driver fatigue d...
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ISBN:
(纸本)9781479914821
Slow eye movement (SEM) regarded as a sign of onset of sleep is very significant for detecting driver fatigue, but its characteristics and detection algorithm have been rarely involved in the study of driver fatigue detection. In this study, some new features were extracted based on wavelet singularity analysis and statistics to detect SEMs. Six subjects participated in this simulated driving experiment, and for each subject, a more than 2 hours electro-oculogram (EOG) session was recorded. Each session was divided into SEM epochs and non-SEM epochs according to the common judgments made by the two of three experts by the visual recognition criteria of SEMs. Regarding the problem of detecting SEMs as an imbalance classification problem, and through the under-sampling and over-sampling methods a 2s horizontal electro-oculogram (HEO) signal could finally be recognized as the category of SEMs or non-SEMs with the classifiers SVM, GELM, and KNN respectively. Results prove that the proposed features was a little better than the wavelet energy features, and through the combination of the wavelet energy features and the new features based on wavelet singularity analysis and statistics, the classification results were improved obviously.
Analysis of volume datasets often involves peering inside the volume to understand internal structures. Traditional approaches involve removing part of the volume through slicing, but this can result in the loss of co...
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