scholarly journals Gesture-Based User Interface for Vehicle On-Board System: A Questionnaire and Research Approach

2020 ◽  
Vol 10 (18) ◽  
pp. 6620
Author(s):  
Krzysztof Małecki ◽  
Adam Nowosielski ◽  
Mateusz Kowalicki

Touchless interaction with electronic devices using gestures is gaining popularity and along with speech-based communication offers their users natural and intuitive control methods. Now, these interaction modes go beyond the entertainment industry and are successfully applied in real-life scenarios such as a car interior. In the paper, we analyse the potential of hand gesture interaction in the vehicle environment by physically challenged drivers. A survey conducted with potential users shows that the knowledge of gesture-based interaction and its practical use by people with disabilities is low. Based on these results we proposed a gesture-based system for vehicle on-board system. It has been developed on the available state-of-the-art solutions and investigated in terms of usability on a group of people with different physical limitations who drive a car on daily basis mostly using steering aid tools. The obtained results are compared with the performance of users without any disabilities.

2021 ◽  
Vol 31 (Supplement_2) ◽  
Author(s):  
Rúben Almeida ◽  
Paulo Amaro ◽  
Luis Roseiro

Abstract Background Biomechanics literature has widely recognised the importance of creating modifying conditions for Sports for Persons with Disabilities, such as assistive devices. In this context, it is key that the motor function capacity and physical limitations of each person be taken into due account, leading to highly personalised equipment. This project optimised an assistive device for an adaptive cyclist that rides only with the right leg due to a transtibial amputation on the left leg, which remains supported by the assistive device, classifying him as C2 category for competitions, according to Union Cycliste Internationale (UCI). The purpose was to improve the comfort, ergonomics, and safety of the cyclist. Methods Reverse engineering, 3D modelling and manufacturing were the methodology applied to design the device with a crank-arm, a quick step-in pedal type clamp system, a carbon fibre composite shell, adapting the pedal position to support the cyclist stump, and an aluminium alloy 7075-T6 component to anchor to the seat post, providing stability to his body. Results The device which provided stability to the athlete's body was submitted to static and dynamic laboratory tests and real-life (in-track) try-outs. The developed clump system guarantees the athlete’s comfort and safety by automatically detaching him from the bicycle in case of fall. Conclusions The assistive device proved to be determinant for the athlete’s performance due the improvement of the comfort, ergonomics, and safety provided to the cyclist. Thus, qualifying him for the Tokyo 2021 Paralympic Games.


2021 ◽  
pp. 251604352199026
Author(s):  
Peter Isherwood ◽  
Patrick Waterson

Patient safety, staff moral and system performance are at the heart of healthcare delivery. Investigation of adverse outcomes is one strategy that enables organisations to learn and improve. Healthcare is now understood as a complex, possibly the most complex, socio-technological system. Despite this the use of a 20th century linear investigation model is still recommended for the investigation of adverse outcomes. In this review the authors use data gathered from the investigation of a real life healthcare near incident and apply three different methodologies to the analysis of this data. They compare both the methodologies themselves and the outputs generated. This illustrates how different methodologies generate different system level recommendations. The authors conclude that system based models generate the strongest barriers to improve future performance. Healthcare providers and their regulatory bodies need to embrace system based methodologies if they are to effectively learn from, and reduce future, adverse outcomes.


2014 ◽  
Vol 15 (1) ◽  
pp. 99
Author(s):  
Mikyal Oktariana

Mahārah kalām (speaking skills) is a part of skills that highly considered in learning Arabic at Pesantren Darul Ulum Banda Aceh. It encourages students to practice speaking Arabic on a daily basis both in the classroom and outside. Based on pre observations, there are many students who are unable to speak or communicate in Arabic. Most of them feel tired and bored to learn Arabic due to media being used that does not match with the learning process, while some of them do not practice using Arabic in daily conversation. Based on this situation, the author conducted research using animation media to improve learning speaking skills at the school using action research approach. The results of this study show that the continuity of the learning process with the media is very effective in improving the language proficiency particularly speaking skills. Furthermore, they are also delighted with the use of animation media in the learning process. Keywords: Learning Arabic; Speaking Skills; Animation Media


Organizacija ◽  
2015 ◽  
Vol 48 (4) ◽  
pp. 272-286 ◽  
Author(s):  
Adeyinka Tella ◽  
Isah Abdulmumin

Abstract Background and Purpose: Many organisations are using the e-payment system; however, its effectiveness has not been determined particularly in the Nigeria context. The University of Ilorin as educational organisation started using e-payment system in 2010 and up till now there has been limited or no study conducted to examine whether or not workers are satisfied with the new payment system together with other related ones they are familiar with. It is in the light of this that this study examined users’ satisfaction with the e-payment system at the University of Ilorin, Nigeria. Design/Methodology/Approach: A sample of 260 academic and non-academic staff was taken from six out 12 faculties that made up the university. Using a survey research approach data was collected with a modified questionnaire. Five research questions were developed to guide the study. Results: The results revealed that, respondents (93.5%) were adequately satisfied, satisfied and moderately satisfied, while, only (6.5%) of the respondents were less satisfied and dissatisfied. Perceived speed was identified as the characteristics users mostly satisfied with, followed by system security, traceability, and convenience. Moreover, there is significant correlation among the entire e-payment characteristics/factors (perceived speed, security, anonymity, traceability, perceived ease of payment, and convenience); and that all the six factors jointly predict users’ satisfaction with the e-payment system. In order of magnitude of the prediction/contribution to e-payment, users’ satisfaction, perceived speed made the most significant prediction/contribution. Conclusion: Based on the findings, the study concluded a considerable percentage of the respondents (93.5%) are satisfied with the e-payment system at the University of Ilorin, Nigeria. In lieu of this therefore, there is need to improve the e-payment system so that all and sundry could be satisfied.


2018 ◽  
Vol 35 (12) ◽  
pp. 1102-1114 ◽  
Author(s):  
Huiyue Wu ◽  
Shaoke Zhang ◽  
Jiayi Liu ◽  
Jiali Qiu ◽  
Xiaolong (Luke) Zhang

2021 ◽  
Vol 12 (1) ◽  
pp. 236-243
Author(s):  
Ivelina Velcheva ◽  
◽  
Kosta Garov ◽  

The following work is devoted to the description of an innovative approach to kindergarten learning through the application of the methods of science, technology, engineering and mathematics, better known as STEM learning. The aim of the work is to increase popularity of the approach and stimulate teachers to implement it more often in the learning process. STEM increases children’s knowledge and skills, thanks to the interdisciplinarity, research approach, learning by playing, learning by doing, project-based and problem-based learning and the opportunity for touching to real-life situations. This paper addresses the main principles of STEM and the possibilities for realization different STEM situations, based on the kindergarten curriculum. Different digital tools are described, like programmable toys and devices and LEGO constructors. Various ideas for conducting experiments are presented, too. They are useful for increasing children’s motivation and interest in the approach. An example version of a plan for work on a STEM project is proposed, which includes the steps for its implementation and which is adapted to the expected learning results in the kindergarten.


2019 ◽  
Vol 26 (1) ◽  
pp. 499-512 ◽  
Author(s):  
Sabine Vollstädt-Klein ◽  
Philip Mildner ◽  
Jan Malte Bumb ◽  
Damian Karl ◽  
Christoph Ueberle ◽  
...  

The feasibility study was aimed to develop a web-based gaming tool for the therapy of alcohol use disorder to offer patients a cue-exposure-based extinction and decision training, enhanced with virtual reality. To increase the training effect, patients playfully experience situations that resemble critical real-life situations. For implementing the game, a combination of HTML5 and JavaScript was used. The application comes with an administrator interface, to allow editing the game content. Initially, we included 21 patients (Group 1), 18 suffering from alcohol use disorder and 3 using cannabis (18/3 male/female, mean age 39 ± 13 years). Considering the iterative process of a feasibility study, we developed the game design as suggested by participants of Group 1 and additionally included 11 novel participants (Group 2) (11 suffering from an alcohol use disorder, 7/4 male/female, mean age 46 ± 14 years). Basically, the game was very well received. Usability ratings were generally high, even in patients with little computer experience. Both groups rated the application as realistic, and would generally be willing to play it on a daily basis. Given that SALIENCE is inexpensive, easily available, and engaging, it might be a reasonable add-on intervention to the standard treatment of alcohol use disorder.


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