A real time, distributed system with haptic interfaces for fine motor skill rehabilitation and its quality of experience

Author(s):  
Shanthi Vellingiri ◽  
Yuan Tian ◽  
Balakrishnan Prabhakaran
2021 ◽  
Vol 48 (4) ◽  
pp. 41-44
Author(s):  
Dena Markudova ◽  
Martino Trevisan ◽  
Paolo Garza ◽  
Michela Meo ◽  
Maurizio M. Munafo ◽  
...  

With the spread of broadband Internet, Real-Time Communication (RTC) platforms have become increasingly popular and have transformed the way people communicate. Thus, it is fundamental that the network adopts traffic management policies that ensure appropriate Quality of Experience to users of RTC applications. A key step for this is the identification of the applications behind RTC traffic, which in turn allows to allocate adequate resources and make decisions based on the specific application's requirements. In this paper, we introduce a machine learning-based system for identifying the traffic of RTC applications. It builds on the domains contacted before starting a call and leverages techniques from Natural Language Processing (NLP) to build meaningful features. Our system works in real-time and is robust to the peculiarities of the RTP implementations of different applications, since it uses only control traffic. Experimental results show that our approach classifies 5 well-known meeting applications with an F1 score of 0.89.


2012 ◽  
Vol 35 (6) ◽  
pp. 447-453 ◽  
Author(s):  
Marta Bassi ◽  
Nicoletta Ferrario ◽  
Gabriella Ba ◽  
Antonella Delle Fave ◽  
Caterina Viganò

2009 ◽  
Vol 26 (1) ◽  
pp. 21-37 ◽  
Author(s):  
Eva D’Hondt ◽  
Benedicte Deforche ◽  
Ilse De Bourdeaudhuij ◽  
Matthieu Lenoir

The purpose of this study was to investigate gross and fine motor skill in overweight and obese children compared with normal-weight peers. According to international cut-off points for Body Mass Index (BMI) from Cole et al. (2000), all 117 participants (5–10 year) were classified as being normal-weight, overweight, or obese. Level of motor skill was assessed using the Movement Assessment Battery for Children (MABC). Scores for balance (p < .01) and ball skills (p < .05) were significantly better in normal-weight and overweight children as compared with their obese counterparts. A similar trend was found for manual dexterity (p < .10). This study demonstrates that general motor skill level is lower in obese children than in normal-weight and overweight peers.


Author(s):  
Mohannad Alahmadi ◽  
Peter Pocta ◽  
Hugh Melvin

Web Real-Time Communication (WebRTC) combines a set of standards and technologies to enable high-quality audio, video, and auxiliary data exchange in web browsers and mobile applications. It enables peer-to-peer multimedia sessions over IP networks without the need for additional plugins. The Opus codec, which is deployed as the default audio codec for speech and music streaming in WebRTC, supports a wide range of bitrates. This range of bitrates covers narrowband, wideband, and super-wideband up to fullband bandwidths. Users of IP-based telephony always demand high-quality audio. In addition to users’ expectation, their emotional state, content type, and many other psychological factors; network quality of service; and distortions introduced at the end terminals could determine their quality of experience. To measure the quality experienced by the end user for voice transmission service, the E-model standardized in the ITU-T Rec. G.107 (a narrowband version), ITU-T Rec. G.107.1 (a wideband version), and the most recent ITU-T Rec. G.107.2 extension for the super-wideband E-model can be used. In this work, we present a quality of experience model built on the E-model to measure the impact of coding and packet loss to assess the quality perceived by the end user in WebRTC speech applications. Based on the computed Mean Opinion Score, a real-time adaptive codec parameter switching mechanism is used to switch to the most optimum codec bitrate under the present network conditions. We present the evaluation results to show the effectiveness of the proposed approach when compared with the default codec configuration in WebRTC.


JURNAL RUPA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 122
Author(s):  
Noor Hasyim ◽  
Ati Bahiyati Utami Putri

Traditional games which involved fine motor skill are becoming obsolete nowadays, one of them is engklek. In addition to technological developments, the increasingly diminishing playgrounds and the growing individuality of the urban community has made traditional games much more forgotten. The preservation of engklek needs to be done through a contemporary approach involving recent technologies, one of them is using video games. Video games has potential to grow children's curiosity towards some knowledge that become increasingly rare. The aim of digitization of englek is to introduce traditional games in order to preserve the culture of traditional game for Indonesian children, especially for those whom live in urban areas today. The final result of this design process is an Android game application called PERON Engklek that would introduce traditional games through digital technology for children nowadays. By doing so, it would motivate them to play with their friends.


2019 ◽  
Vol 43 (4) ◽  
Author(s):  
Joaquín Sánchez-Molina ◽  
José J. Robles-Pérez ◽  
Vicente Javier Clemente-Suárez

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