Studies show that mosquitos could be identified using their recording during their flights with machine learning. However, differences in environmental conditions and the use of various recording devices can cause sig...
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The Internet of Medical Things (IoMT) domain, also called clinical IoT systems, is quite helpful for the simulation of devices and applications concerned with clinical informatics. The execution of this platform needs...
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Several studies suggest that sleep quality is associated with physical activities. Moreover, deep sleep time can be used to determine the sleep quality of an individual. In this work, we aim to find the association be...
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3D laser measurement has a problem that the measurement precision is not sufficient for damage analysis of buildings. In addition, when there is an unevenness in the measurement target, it is difficult to distinguish ...
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The Segment Anything Model (SAM) has emerged as a focal point of interest within the domain of image segmentation. Capitalizing on extensive pretraining with vast datasets and an interactive prompting mechanism, SAM s...
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Nyctophobia is a phobia of the dark and is common among children but also found in adults. While the phobia itself is commonly known, the diversity of its treatment is still minimal. As technology has reached its high...
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Nyctophobia is a phobia of the dark and is common among children but also found in adults. While the phobia itself is commonly known, the diversity of its treatment is still minimal. As technology has reached its highest point, numerous inventions and innovations have emerged in the medical sector. This study aimed to examine the usability of Virtual Reality and Keyboard and Mouse as an interface using the Extended Reality Game Usability Questionnaire (XR-GUQ) in Nyctophobia therapy and to analyze the heart rate response, impact, and implications using t-test Paired/Wilcoxon Signed Rank. Thirty-four Bina Nusantara University students from various backgrounds completed the test using interfaces and a smartwatch. They were divided into two groups, high- and low fear, using the modified Acrophobia Questionnaire (AQ), which resulted in a significant difference. The XR-GUQ result was insignificant in all variables, which indicates similar usability scores on both interfaces. The t-test Paired/Wilcoxon Signed Rank test revealed a significant difference between the high- and low-fear groups when using the Virtual Reality interface compared to the Keyboard and Mouse interface. This significant difference was found within each group regardless of the interface used. This research shows similar scores in terms of usability but a significant difference in heart rate response with the help of a serious game to give a new sensation of phobia therapy.
The multipath extension of the Quick UDP Internet Connection (QUIC) protocol, also called MPQUIC, is currently attracting increasing attention from both industry and academia. The multipath scheduler of MPQUIC determi...
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In this paper, we propose algorithms for handling non-integer strides in sampling-frequency-independent (SFI) convolutional and transposed convolutional layers. The SFI layers have been developed for handling various ...
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This study proposes a maintaining a quadrotor’s attitude system using a ‘moment disturbance observer’ aimed at enhancing stability. In recent years, quadrotors have become increasingly prevalent in sectors such as ...
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The authors investigate the potential of pulsed power technology in recycling of E-waste. Applying the pulsed discharge can separate composite materials into plastic and metal. In this study, pulsed discharge was appl...
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