1,720,952 research outputs found

    Peer Matching Tool

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    Massive open online courses (MOOCs) all around the world are growing in size. Therefore, the practical assignments needs to be easy to manage. The growth also means that it is more difficult for participants to find a possible practical partner due to the large amount of people. The difficulty is also affected by the fact that students do not see each other during courses, and most of the time haven’t met any of the participants from the course. For this Bachelor Project we have improved upon this process by creating an application that can be used to create practical groups without the participants being required to search intensively through all the participants. Participants are able to easily access the application, fill in some relevant information about themselves and then get recommendations of possible practical partners or practical groups. We have divided the project in three phases: \u95 Research and set-up (phase 1) \u95 Design and implementation (phase 2) \u95 Testing, documentation and presentation (phase 3) Each of these phases describes the things that needed to be done during that phase. During the implementation phase we used a known software development framework. This develop- ment framework is known as scrum. Scrum is based on the agile software development framework which can be used to manage software projects. We use the Play framework for development of the application. The Play framework gives us the possibility to easily create a web application using Java. This frameworks follows the Model View Controller (MVC) architectural pattern applied to the Web architecture. For our recommendation algorithm we used our custom designed algorithm. This algorithm uses the skills defined by the user and the teacher to find the best recommendation with the preferences of the teacher. Creating code with good quality, maintainability and extendability of the system was important during the project. We achieved this using several tools, like Findbugs and Checkstyle. Another important aspect of the project was testing the code. We have performed different kind of tests to ensure good functioning code, to ensure everything is functioning appropriately. For the maintenance of our code we uploaded our code to the Software Improvement Group (SIG) and received an above average rating. During the implementation phase, we already started with testing. Because the system was not com- pleted during this phase, only parts of the system could be tested. We performed different kind of unit tests to provide a basic code coverage. We also used continuous integration, which executed the tests ever time we pushed our code to git. Besides the unit tests we have performed integration tests to ensure the connection between the different components. The testing of the entire system is done after the implementation phase was completed. This was partly done by checking if the final product matches the requirements that were set. It is also done by letting the target audience use the system and document the findings. A working beta implementation of the complete system was delivered as a proof of concept and most of the initially set requirements were fulfilled.Technische InformaticaComputer ScienceElectrical Engineering, Mathematics and Computer Scienc

    Creating a Virtual Shopping Platform

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    Virtual Reality has many more applications next to gaming, to which it is currently associated mostly. Ordina SMART Technologies was looking for a way to combine virtual reality with shopping, to create a Virtual Shopping Platform where users could shop and be immersed using virtual reality. An application had to be designed and implemented from scratch, combining elements from both shopping and virtual reality. An application like that has a huge potential scope, which is why the focus of the project was put on maintainability and extendability. The application supports multiple shops which reside on a server, and interaction with products. The groundworks of a Virtual Shopping Platform were created, intended to be expanded upon by Ordina developers.Computer ScienceElectrical Engineering, Mathematics and Computer Scienc

    Multimodal recognition of emotions

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    This thesis proposes algorithms and techniques to be used for automatic recognition of six prototypic emotion categories by computer programs, based on the recognition of facial expressions and emotion patterns in voice. Considering the applicability in real-life conditions, the research is carried in the context of devising person independent methods that should be robust to various factors given the specificity of the considered modalities. An immediate focus represents the development of audio-visual algorithms and their implementation in form of software applications for automatic recognition of emotions.MediamaticaElectrical Engineering, Mathematics and Computer Scienc

    The recognition of emotions from speech using GentleBoost classifier: A comparison approach

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    The recognition of the internal emotional state of one person plays an important role in several human-related fields. Among them, human-computer interaction has recently received special attention. The current research is aimed at the analysis of segmentation methods and of the performance of the GentleBoost classifier on emotion recognition from speech. The data set used for emotion analysis is Berlin - a database of German emotional speech. A second data set is DES – Danish Emotional Speech data set is used for comparison purposes. Our contribution for the research community consists in a novel extensive study on the efficiency of using distinct numbers of frames per speech utterance for emotion recognition. Eventually, a set of GentleBoost 'committees' with optimal classification rates is determined based on an exhaustive study on the generated classifiers and on different types of segmentation.Intelligent SystemsElectrical Engineering, Mathematics and Computer Scienc

    Assessment of Emotion States During e-Learning

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    In recent years many systems for distance learning have been developed. Even though students have access to learning material any time and any place, current tools for e-learning still have their limitations. The main shortcoming, compared to real life learning is the limited opportunity for human like interaction between student, teacher and material. This lack of multimodal communication limits one’s sense of being a member of an academic community. Virtual communities offer a challenging opportunity to solve this shortcoming. In this paper we report about a virtual community for e-learning using serious gaming technology. This virtual community is the first step to a virtual University, a virtual community for academic learning. The virtual community will be populated by agents representing students, teachers and campus employees. These agents are autonomous or controlled by users. We focus on multimodal communication between agents realized by game technology. And interaction between agents and the virtual world realized by waypoints in the simulated world. The design and implementation of the communication model will be presented and the first test results of a user experiment will be reported.Intelligent SystemsElectrical Engineering, Mathematics and Computer Scienc

    Comparing presence, workload and situational awareness in a collaborative real world and augmented reality scenario

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    This paper compares presence, workload and situational awareness in a real world and augmented reality scenario when collaboratively solving a complex problem. A game of jointly building a tower of colored blocks is used as an approximation of a shared task. Individual expertise is modeled as the possibility to move blocks of a distinct color and shared expertise is modeled by the possibility of all players to move blocks of a same color. Such a setup scales down real-life, more complex problems such as in crime scene investigation domain or in engineering domain, to a level which allows for easily investigating the extent of which the current augmented reality oriented technology may be applicable for collaboration. An explorative study describes the first findings on the different perception of findings of presence, workload and situational awareness in a real world and augmented reality scenario.Multi Actor SystemsTechnology, Policy and Managemen

    A collaborative game to study presence and situational awareness in a physical and an augmented reality environment

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    While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational awareness and presence in a physical and an AR environment. The game is employed as an approximation of collaboratively solving complex problems. The goal of the game is to jointly build a tower with either physical blocks in a physical environment or virtual blocks in an augmented reality environment. A first study with 18 users shows the feasibility of the game and questionnaire design for studying the different perception of situational awareness and presence in a physical and an AR environment. The study further identifies necessary future research with regard to the perception of presence and awareness in AR.</p

    Comparing the Effect of Audio and Visual Notifications on Workspace Awareness Using Head-Mounted Displays for Remote Collaboration in Augmented Reality

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    In many fields of activity, working in teams is necessary for completing tasks in a proper manner and often requires visual context-related information to be exchanged between team members. In such a collaborative environment, awareness of other people’s activity is an important feature of shared-workspace collaboration. We have developed an augmented reality framework for virtual colocation that supports visual communication between two people who are in different physical locations. We address these people as the remote user, who uses a laptop and the local user, who wears a head-mounted display with an RGB camera. The remote user can assist the local user in solving a spatial problem, by providing instructions in form of virtual objects in the view of the local user. For annotating the shared workspace, we use the state-of-the-art algorithm for localization and mapping without markers that provides “anchors” in the 3D space for placing virtual content. In this paper, we report on a user study that explores on how automatic audio and visual notifications about the remote user’s activities affect the local user’s workspace awareness. We used an existing game to research virtual colocation, addressing a spatial challenge on increasing levels of task complexity. The results of the user study show that participants clearly preferred visual notifications over audio or no notifications, no matter the level of the difficulty of the task

    Using augmented reality for supporting information exchange in teams from the security domain

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    The performance of operational teams in the security domain relies on quick and adequate exchange of context-related information. Currently, this information exchange is mainly based on oral communication. This paper reports on different scenarios from the security domain in which augmented reality (AR) techniques are used to support such information exchange. The scenarios have been elicited using an end-user centred design approach. To support these scenarios, an AR environment has been developed and the usability of the AR support has been evaluated with experts from different operational units in the security domain. The first evaluation shows that the scenarios are well defined and the AR environment can successfully support information exchange in teams operating in the security domain.Multi Actor SystemsTechnology, Policy and Managemen
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