Teses / dissertações sobre o tema "Intelligence augmentée"
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Weber, Michael. "Development of a method for practical testing of camera-based advanced driver assistance systems in automotive vehicles using augmented reality". Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA027.
Texto completo da fonteAdvanced Driver Assistance Systems (ADAS) support the driver, offer comfort, and take responsibility for increasing road safety. These complex systems endure an extensive testing phase resulting in optimization potential regarding quality, reproducibility, and costs. ADAS of the future will support ever-larger proportions of driving situations in increasingly complex scenarios and represent a key factor for Autonomous Driving (AD). Current testing methods for ADAS can be divided into simulation and reality. The core concept behind the simulation is to benefit from reproducibility, flexibility, and cost reduction. However, simulation cannot yet completely replace real-world tests. Physical conditions, such as weather, road surface, and other variables, play a crucial role in evaluating ADAS road tests and cannot be fully replicated in a virtual environment. These test methods rely on real driving tests on special test sites as well as in real road traffic and are very time-consuming and costly. Therefore, new and efficient test methods are required to pave the way for future ADAS. A new approach Vehicle in the Loop (VIL), which is already being used in the industry today, combines the advantages of simulation and reality. The approach in this project is a new method besides existing VIL solutions. Taking advantage of testing ADAS in simulation and reality, this project presents a new approach to using Augmented Reality (AR) to test camera-based ADAS in a reproducible, cost- and time-efficient way. High computer power is needed for complex automotive environmental conditions, such as high vehicle speed and fewer orientation points on a test track compared to AR applications inside a building. A three-dimensional model with accurate information about the test site is generated based on the combination of visual Simultaneous Localization and Mapping (vSLAM) and Semantic Segmentation. The use of a special augmentation process allows us to enrich reality with virtual road users to present a proof of concept for future test procedures
Risser-Maroix, Olivier. "Similarité visuelle et apprentissage de représentations". Electronic Thesis or Diss., Université Paris Cité, 2022. http://www.theses.fr/2022UNIP7327.
Texto completo da fonteThe objective of this CIFRE thesis is to develop an image search engine, based on computer vision, to assist customs officers. Indeed, we observe, paradoxically, an increase in security threats (terrorism, trafficking, etc.) coupled with a decrease in the number of customs officers. The images of cargoes acquired by X-ray scanners already allow the inspection of a load without requiring the opening and complete search of a controlled load. By automatically proposing similar images, such a search engine would help the customs officer in his decision making when faced with infrequent or suspicious visual signatures of products. Thanks to the development of modern artificial intelligence (AI) techniques, our era is undergoing great changes: AI is transforming all sectors of the economy. Some see this advent of "robotization" as the dehumanization of the workforce, or even its replacement. However, reducing the use of AI to the simple search for productivity gains would be reductive. In reality, AI could allow to increase the work capacity of humans and not to compete with them in order to replace them. It is in this context, the birth of Augmented Intelligence, that this thesis takes place. This manuscript devoted to the question of visual similarity is divided into two parts. Two practical cases where the collaboration between Man and AI is beneficial are proposed. In the first part, the problem of learning representations for the retrieval of similar images is still under investigation. After implementing a first system similar to those proposed by the state of the art, one of the main limitations is pointed out: the semantic bias. Indeed, the main contemporary methods use image datasets coupled with semantic labels only. The literature considers that two images are similar if they share the same label. This vision of the notion of similarity, however fundamental in AI, is reductive. It will therefore be questioned in the light of work in cognitive psychology in order to propose an improvement: the taking into account of visual similarity. This new definition allows a better synergy between the customs officer and the machine. This work is the subject of scientific publications and a patent. In the second part, after having identified the key components allowing to improve the performances of thepreviously proposed system, an approach mixing empirical and theoretical research is proposed. This secondcase, augmented intelligence, is inspired by recent developments in mathematics and physics. First applied tothe understanding of an important hyperparameter (temperature), then to a larger task (classification), theproposed method provides an intuition on the importance and role of factors correlated to the studied variable(e.g. hyperparameter, score, etc.). The processing chain thus set up has demonstrated its efficiency byproviding a highly explainable solution in line with decades of research in machine learning. These findings willallow the improvement of previously developed solutions
Gharbi, Safa. "La réalité augmentée au service de l'optimisation des opérations de picking et putting dans les entrepôts". Thesis, Ecole centrale de Lille, 2015. http://www.theses.fr/2015ECLI0028/document.
Texto completo da fonteThe research presented in this thesis belongs to a partnership between Generix Group, collaborative software vendor for Retail ecosystem, and the Ecole Centrale of Lille which aims to implement a Support System for Travel (SST) distance of pickers integrating Augmented Reality (AR) in the area of the supply chain. In warehouse management, order picking is an important process. Having an optimized warehouse management by helping order pickers to work in better conditions is a major issues. The aim of this thesis is to propose a Decision Support System (DSS) in warehouses to optimize picking and putting processes. The dynamic and open aspect of the problem has led us to adopt a multi-agent modelling approach. The proposed multi-agent system is based on metaheuristics to manage the optimized paths allocation to order pickers. The Alliance between the Optimization and Multi-Agent System (AOMAS) proposed is based on a modeling approach, optimization and agent-oriented simulation integrating Augmented Reality (AR) Smart Glasses. Indeed, the connected glasses can display in the operator's field of vision the necessary information to improve efficiency and effectiveness and reduce errors in picking and putting. The experimental results presented in this thesis, justify the alliance between the multi-agent systems and optimization integrating the new AR technology to ensure the piloting of picking and putting path
Diallo, Belko Abdoul Aziz. "Aide à la prise de décision en situation de mobilité : proposition d’une solution mobile d’intelligence d’affaire géospatiale (GeoBI) sémantiquement augmentée et sensible au contexte mobile du décideur". Doctoral thesis, Université Laval, 2015. http://hdl.handle.net/20.500.11794/25717.
Texto completo da fonteThe rapid development of mobile computing has enabled the emergence and popularization of mobile devices whose increasing number and computing capabilities position them as potential alternative platforms to desktop computers. This technological progress has contributed to the emergence of a new category of business actors having no permanent workplaces, spending very short time in their offices, working directly on the field in various locations (home, car, plane, with the client at the hotel at the supplier, etc.) by using mobile and nomadic devices, and moving to places where business requires them: these are mobile workers including a large number of decision makers. Given this increasingly competitive business world where decision makers are increasingly mobile and are facing the need to take faster and suitable decisions based on relevant analysis, these mobile business people deserve to be supported with appropriate mobile decision support systems (DSS). To give an improved support to these mobile business professionals, this PhD thesis proposes to go further than just allowing a simple remote access to a Geospatial or non-geospatial Business Intelligence (GeoBI/BI) platform as do current solutions. It also proposes to take into account the location and the context of mobile professionals, and to enrich semantically BI data. To propose such a semantically augmented and context-based mobile GeoBI solution, the present thesis has endeavored on the one hand, to identify, model and enrich contextual information that is relevant to support GeoBI context-based reasoning. On the other hand, it has strived to provide a solution that semantically enriches business data in order to help decision makers discover semantic [cor]relations which might exist between the data. A prototype implementing a context-aware mobile application and a services-oriented architecture has been developed and tested as a proof of concept. These tests has shown among other things, that the prototype was able to answer and visualize the result of contextual queries such as: “Within 5 km around my current position, what are partnering companies that are competing with our owners; with the possibility of partnership/ownership relationships to be transitive, symmetric, or have the same semantics?”
Bauer, Armelle. "Modélisation anatomique utilisateur-spécifique et animation temps-réel : Application à l'apprentissage de l'anatomie". Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM071/document.
Texto completo da fonteTo ease the complex task of anatomy learning, there exist many ways to represent and structure anatomy : illustrations, books, cadaver dissections and 3d models. However, it is difficult to understand and analyse anatomy motion, which is essential for medicine students. We present the "Living Book of Anatomy" (LBA), an original and innovative tool to learn anatomy. For a specific user, we superimpose a 3d anatomical model (skin, skeleton, muscles and visceras) onto the user’s color map and we animate it following the user’s movements. We present a real-time mirror-like augmented reality (AR) system. A Kinect is used to capturebody motions.The first innovation of our work is the identification of the user’s body measurements to register our 3d anatomical model. We propose two different methods to register anatomy.The first one is real-time and use affine transformations attached to rigid positioned on each joint given by the Kinect body tracking skeleton in order to deform the 3d anatomical model using skinning to fit the user’s measurements.The second method needs a few minutes to register the anatomy and is divided in 3 parts : skin deformation (using Kinect body tracking skeleton and the Kinect partial point cloud), with it and strict anatomical rules we register the skeleton. Lastly we deformm the soft tissues to completly fill the space inbetween the registered skeleton and skin.Secondly, we want to capture realistically and in real-time the user’s motion. To do that we need to reproduce anatomical structure motion but it is a complex task due to the noisy and often partial Kinect data. We propose here the use of anatomical rules concerning body articulations (angular limits and degrees of freedom) to constraint Kinect captured motion in order to obtain/gain plausible motions. a kalman filter is used to smooth the obtaiined motion capture.Lastly, to embed visual style and interaction, we use a full body reproduction to show general knowledge on human anatomy and its differents joints. We also use a lower-limb as structure of interest to higlight specific anatomical phenomenon, as muscular activity.All these tools have been integrated in a working system detailed in this thesis.We validated our tool/system by presenting it as a live demo during different conferences and through user studies done with students and professionnals from different backgrounds
Zhang, Yan S. M. Program in Media Arts and Sciences (Massachusetts Institute of Technology). "CityMatrix : an urban decision support system augmented by artificial intelligence". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/114059.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 75-77).
Cities are our future. Ninety percent of the world's population growth is expected to take place in cities. Not only are cities becoming bigger, they are also becoming more complex and changing even more rapidly. The decision-making process in urban design and urban planning is outdated. Currently, urban decision-making is mostly a top-down process, with community participation only in its late stages. Furthermore, many design decisions are subjective, rather than based on quantifiable performance and data. Urban simulation and artificial intelligence techniques have become more mature and accessible. However, until now these techniques have not been integrated into the urban decision-making process. Current tools for urban planning do not allow both expert and non-expert stakeholders to explore a range of complex scenarios rapidly with real-time feedback. To address these challenges, a dynamic, evidence-based decision support system called CityMatrix was prototyped. The goals of CityMatrix were 1) Designing an intuitive Tangible User Interface (TUI) to improve the accessibility of the decision-making process for non-experts. 2) Creating real-time feedback of multi-objective urban performances to help users evaluate their decisions, thus to enable rapid, collaborative decision-making. 3) Constructing a suggestion-making system that frees stakeholders from excessive, quantitative considerations and allows them to focus on the qualitative aspects of the city, thus helping them define and achieve their goals more efficiently. CityMatrix was augmented by Artificial Intelligence (AI) techniques including Machine Learning simulation predictions and optimization search algorithms. The hypothesis explored in this work was that the decision quality could be improved by the organic combination of both strength of human intelligence and machine intelligence. The system was pilot-tested and evaluated by comparing the problem-solving results of volunteers, with or without Al suggestions. Both quantitative and qualitative analytic results showed that CityMatrix is a promising tool that helps both professional and nonprofessional users understand the city better to make more collaborative and better-informed decisions. CityMatrix was an effort towards evidence-based, democratic decisionmaking. Its contributions lie in the application of Machine Learning as a versatile, quick, accurate, and low-cost approach to enable real-time feedback of complex urban simulations and the implementation of the optimization searching algorithms to provide open-ended decision-making suggestions.
by Yan Zhang.
S.M.
Westerfield, Giles. "Intelligent Augmented Reality Training for Assembly and Maintenance". Thesis, University of Canterbury. Computer Science and Software Engineering, 2012. http://hdl.handle.net/10092/6735.
Texto completo da fonteThomas, Vincent. "Modélisation 3D pour la réalité augmentée : une première expérimentation avec un téléphone intelligent". Thesis, Université Laval, 2011. http://www.theses.ulaval.ca/2011/27904/27904.pdf.
Texto completo da fonteRecently, a new genre of software applications has emerged allowing the general public to browse their immediate environment using their smartphone: Mobile Augmented Reality (MAR) applications. The growing popularity of this type of application is triggered by the fast evolution of smartphones. These ergonomic mobile platforms embed several pieces of equipment useful to deploy MAR (i.e. digital camera, GPS receiver, accelerometers, digital compass and now gyroscope). In order to achieve a strong augmentation of the reality in terms of user’s immersion and interactions, a 3D model of the real environment is generally required. The 3D model can be used for three different purposes in these MAR applications: 1) to manage the occlusions between real and virtual objects; 2) to provide accurate camera pose (position/orientation) calculation; 3) to support the augmentation and interactions. However, the availability of such 3D models is limited and therefore preventing MAR application to be used anywhere at anytime. In order to overcome such constraints, this proposed research thesis is aimed at devising a new approach adapted to the specific context of MAR applications and dedicated to the simple and fast production of 3D models. This approach was implemented on the iPhone 3G platform and evaluated according to precision, rapidity, simplicity and efficiency criteria. Results of the evaluation underlined the capacity of the proposed approach to provide, in about 3 minutes, a simple 3D model of a building using smartphone while achieving accuracy of 5 meters and higher.
Mohapatra, Avantika. "Designing for AI : A collaborative framework to bridge the gap between designers and data scientists, and enabling designers to create human-centered AI products and services". Thesis, KTH, Integrerad produktutveckling, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286016.
Texto completo da fonteFramsteg inom Artificiell Intelligens (AI) har redan haft enorma effekter på diverse ämnesområden med direkt eller indirekt påverkan på oss människor. I och med att teknologin som utnyttjar AI kommer att utvecklas, kommer även rollen för designers att förändras. AI innehar potentialen att bli nästa verktyg som kan brukas för att skapa människocentrerade produkter och tjänster. För att förstå och nyttja AI och dess förmåga är det kritiskt att avmystifiera termen och dess potential. Detta explorativa arbete syftar till att nysta upp kollaborativ intelligens samt att undersöka hur det kan användas av designers för att nyttja AIs fulla potential. Därtill utforskar arbetet hur AI och designprinciper kan integreras för att skapa AI-baserade produkter och tjänster. Utöver forskningen inom design och AI undersöks även fältens skärningspunkter. Följande arbete använder sig av Double Diamond designprocessen och dess principer: discover, define, develop, and deliver. Denna process kommer att användas för att konstruera ett ramverk som binder samman AI och designprinciper. Arbetet syftar till att utforska hur designers kan använda AI för att skapa nya produkter och tjänster. Resultatet är ett ramverk som kan vägleda designers att acklimatisera sig med AI och dess specifika principer för att kunna applicera AI i sitt arbete. Ramverket innefattar nödvändiga koncept för att förstå olika aspekter av AI och strävar efter att bygga ett gemensamt språk för alla utövare av AI. Ramverket ger dessutom riktlinjer för att strukturera workshops som förser alla möjliga AI användare med designmetoder för att skapa AI baserade lösningar.
Nygren, Amanda, e Tobias Wikström. "Den Nya Generationens Revisorer : En studie om automatiseringens påverkan på revisionsuppgifter samt revisorns yrkesroll". Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84785.
Texto completo da fonteI en värld som rör sig alltmer mot det digitala undersöks, i denna studie, hur revisionsprocessen påverkas av automatisering av revisionsuppgifter samt hur revisorers yrkesroll påverkas om revisionsuppgifter automatiseras. Tillämpningsområdet är framförallt på revisionsprocessen och revisionsuppgifter i helhet och inte på revisorns specifika arbetsuppgifter även om flertalet arbetsuppgifter nämns som exempel. Samt om den artificiella intelligensen eventuellt kan ta över revisorns roll i framtiden. I denna studie har två intervjuer genomförts i syfte att se hur programutvecklarna ser revisorns framtid ur ett mer tekniskt perspektiv och vad som är tekniskt möjligt att utveckla. Tre intervjuer hölls också med syftet att fånga de auktoriserade revisorernas perspektiv för att se om de redan börjat märka av förändring och hur stor förändring de kan förvänta sig inom den närmsta tiden. Syftet med uppsatsen är att undersöka hur revisionsprocessen påverkas av automatisering av revisionsuppgifter samt hur revisorers yrkesroll påverkas om revisionsuppgifter automatiseras. För att uppnå vårt syfte undersökte vi vilka delar av revisorns yrke som revisorer och programutvecklare tror eller vet kan automatiseras samt vilka konsekvenser som påverkar revisorn. Slutsatsen i vår studie skiljer sig aningens mot tidigare studier där de främst intervjuat revisorer, samt att de flesta kommer fram till att revisorns roll i det stora hela förblir relativt oförändrad. Vi kom fram till att revisorns yrkesroll kan komma att omformas med åren allt eftersom lagar och regler justeras, vilket kan vara en trögrörlig process men att det med sannolikhet kommer att ske. Vi ser även att IT-revisorer kommer bli mer efterfrågade allt eftersom programmen blir mer komplicerade samt att mer teknologisk kunskap krävs för att förstå hur dessa program och system fungerar
MAHTALI, NOUREDDINE. "Les systemes d'information, vers des systemes intelligents (veille technologique, bibliometrie et intelligence artificielle) contribution a la realisation d'un modele frame/multi-agents pour augmenter les performances des systemes d'information". Aix-Marseille 3, 1999. http://www.theses.fr/1999AIX30057.
Texto completo da fonteCombier, Jessica. "Conception et développement de composants logiciels et matériels pour un dispositif ophtalmique". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30014.
Texto completo da fonteThe research carried out during this doctoral thesis takes place within the OPERA joint laboratory (OPtique EmbaRquée Active) involving ESSILOR-LUXOTTICA and the CNRS. The aim is to contribute to the development of "glasses of the future", which feature obscuration, focus or display capabilities that continuously adapt to the scene and the user gaze. These new devices will be endowed with perception, decision and action capabilities, and will have to respect constraints of space, weight, energy consumption and processing time. They therefore show obvious connections with robotics. In this context, the structure and building of such systems has been investigated in order to identify their issues and difficulties. To that end, the first task was to set up emulators of various types of active glasses, which enable the prototyping and effective testing of various functions. In this prototyping and testing phase, these emulators naturally rely on a modular software architecture typical of robotics. The second part of the thesis focused on the prototyping of a key component which implies an additional constraint on low consumption, namely the eye tracking system, also known as gaze tracker. The principle of a photodiode assembly and of a neural network processing has been proposed. A simulator has been developed, as well as a study of the influence of the arrangement of photodiodes and the hyper-parametrization of the network on the performance of the oculometer
Adenowo, Adetokunbo. "Augmented conversation and cognitive apprenticeship metamodel based intelligent learning activity builder system". Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/8238.
Texto completo da fonteMaisonnasse, Jérôme. "Estimation des relations attentionnelles dans un environnement intelligent". Université Joseph Fourier (Grenoble), 2007. http://www.theses.fr/2007GRE10300.
Texto completo da fonteThis thesis proposes an attentional relation detector aiming at identifying in real-time dependencies between users and devices equiped in a smart environment. These estimations are used to adapt human computer interaction in a flexible and continuous manner according to digital services. Our model is based on a gravitational and spotlight metaphor. The physical salience of objects is described as a mass. The estimated intention of users is represented by a speed vector which completes the attention definition. A quasi-linear combination provides the focus of attention. Combined with a model of limited resources, each part of attentional resources is distributed to objects according spatial relationships. We evaluate our model by simulating different spatial arrangements. The results were compared with results known in social sciences literature. Other estimations processed on real scenes have been compared with experts evaluation. The model is found robust to estimation of the direction of focus. Ln terms of the distribution of resources the level of agreement is sufficiently reliable. Our model permits a dynamic and flexible perception and can adapt the interaction according to the attentional state of users
Stott, Ian James. "A self-contained, intelligent, micro-controller expert system to augment powered wheelchair users". Thesis, University of Portsmouth, 2002. https://researchportal.port.ac.uk/portal/en/theses/a-selfcontained-intelligent-microcontroller-expert-system-to-augment-powered-wheelchair-users(d8c279e2-e2a7-4346-8bdc-e378ee694f99).html.
Texto completo da fonteBusatta, Gianluca. "Italian Retrieval-Augmented Generative Question Answering System for Legal Domains". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022.
Encontre o texto completo da fonteGuazzaroni, Giuliana. "Emotional mapping of museum augmented places". Doctoral thesis, Università Politecnica delle Marche, 2012. http://hdl.handle.net/11566/242030.
Texto completo da fonteMobile and ubiquitous learning has been linked to new information and communication technologies embedded in everyday life objects. A variety of invisible embedded tools have been developed and are connected to the Internet. The boundaries between learning, gaming, simulating or role playing are not clearly defined. In this context a visit to a museum or to another place of interest (e.g. Archaeological parks, historical towns, urban trekking etc.) using a smartphone, or a tablet, may offer a unique educational experience as will be described in the trial of EMMAP (Emotional Mapping of Museum Augmented Learning) at the Archaeological Museum “Giuseppe Moretti” of San Severino Marche (Italy), at the Macerata Carriage Museum and in the Macerata Walls for “Street Poetry” exhibixion. EMMAP is a format aimed to develop innovative pedagogies, using handheld technology combined with QR codes, broadcasting and augmented reality (AR). These tools are useful in creating a ubiquitous learning environment and involving participants emotionally in a real landscape.
Claudé, Mélanie, e Dorian Combe. "THE ROLES OF ARTIFICIAL INTELLIGENCE AND HUMANS IN DECISION MAKING: TOWARDS AUGMENTED HUMANS? : A focus on knowledge-intensive firms". Thesis, Umeå universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150022.
Texto completo da fonteTullio, Joseph. "Exploring the Design and Use of Forecasting Groupware Applications with an Augmented Shared Calendar". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6941.
Texto completo da fonteCheng, Chin-Yi. "Interactive design process based on augmented intelligence : a framework and toolkit for designers to interact and collaborate with AI algorithms". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109017.
Texto completo da fonteThesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 101-102).
Designers can use artificial intelligence, such as Genetic Algorithms, to deal with the design problems which seem impossible to be quickly resolved by the human mind. However, none of the current Al algorithms interact with the designers while executing the assigned tasks. Therefore, when the designers use Al to generate design solutions, they can only pick from the results and often feel that their creativity is deprived. Also, it is often the case that designers are not satisfied with the generated results because the algorithms cannot optimize goals which have not been represented as numerical values, such as aesthetic. Moreover, even if designers wanted to use Al algorithms for their design problems, most of them do not have enough programming skills to implement the algorithms, let alone use Al to solve design problems. Therefore, in this thesis, I propose a framework and a toolkit for designers to interact and collaborate with Al algorithms. Following this framework, designers with moderate programming ability should be able to embed Al algorithms in the toolkit into their design process and make the design process interactive. With the interactive assistance from the Al algorithms, designers not only have full control of the results, but can also tackle difficult problems and iterate the design outcomes smoothly, as if their intellect is augmented. To prove the feasibility of this idea, I demonstrate several examples of how to follow the framework and how to use each Al algorithm in the toolkit. I also create an interactive design tool for a modular kinetic structure system. The tool for the structure system utilizes multiple Al algorithms to show that the framework and toolkit can help designers navigate a complex design problem. Finally, I will open the toolkit and examples to the computational design and computer science community.
by Chin-Yi Cheng.
S.M.
Delamare, William. "Interaction à distance en environnement physique augmenté". Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM032/document.
Texto completo da fonteWe explore interaction with augmented physical objects within physical environments. Augmented physical objects allow new ways of interaction, including distant interaction. However, the physical world has specificities making difficult the adaptation of interaction techniques already existing in virtual environments. These specificities need to be identified in order to design efficient and enjoyable interaction techniques dedicated to augmented physical environments. In our work, we split up distant interaction into two complementary stages: the selection and the control of augmented physical objects. For each of these stages, our contribution is two-fold. These contributions are both theoretical, with the establishment of design spaces, and practical, with the design, the implementation and the experimental evaluation of interaction techniques:- For the selection stage, we study the disambiguation potentially needed after a distal pointing gesture using a volume selection such as an infrared remote controller. Indeed, although the volume selection can facilitate the aiming action, several objects can fall into the selected volume. Thus, users should disambiguate this coarse pointing selection. We define and use a design space in order to design and experimentally evaluate two disambiguation techniques that maintain the user's focus on the physical objects.- For the control stage, we study the guidance of 3D hand gestures in order to trigger commands at a distance. Such guidance is essential in order to reveal available commands and the associated gestures. We define a design space capturing specificities of a wide range of guiding systems. We also provide an online tool, easing the use of such a large design space. We then explore the impact of several design options on the quality of 3D gestures guidance
Reis, Gregory M. "Augmented Terrain-Based Navigation to Enable Persistent Autonomy for Underwater Vehicles in GPS-Denied Environments". FIU Digital Commons, 2018. https://digitalcommons.fiu.edu/etd/3736.
Texto completo da fonteArnold, Nathan S. "Reexamining Deus ex Machina: Artificial Intelligence, Theater, & a New Work". Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1569001838298508.
Texto completo da fonteNodelijk, Felix, e Arun Uppugunduri. "Estimating lighting from unconstrained RGB images using Deep Learning in real-time for superimposed objects in an augmented reality application". Thesis, Linköpings universitet, Artificiell intelligens och integrerade datorsystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177684.
Texto completo da fonteGheisari, Masoud. "An ambient intelligent environment for accessing building information in facility management operations; A healthcare facility scenario". Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/52967.
Texto completo da fonteETEMADY, QESHMY DANIAL, e JACOB MAKDISI. "Human error management 4.0 : Augmented Reality Systems as a tool in the quality journey". Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239544.
Texto completo da fonteDen tillverkande industrin skiftar och går in i en ny era där smart och uppkopplad teknologi introduceras i de operativa delarna av tillverkningen. Denna fjärde industriella revolution (Industry 4.0) som den även kallas för med smarta fabriker, utlovar ökad produktivitet och tillväxt. Bland de teknologier som representeras i detta nya landskap återfinns Augmented Reality (AR), vilket är en teknik som används för att förstärka verkligheten med digital information. I samband med att denna nya teknik introduceras, är avvikelser i produktion ett problem som påverkar företags produktivitet och kvalitet. Den mänskliga faktorn är en bidragande del till detta problem och företag strävar efter att eliminera felen orsakade av människor. Denna studie syftar till att hitta orsakerna till att människor orsakar fel i produktion och därefter utforska om AR är ett lämpligt verktyg att använda för att råda bot på dessa orsaker och därmed eliminera felen. Genom en litteraturstudie har det identifierats ett antal faktorer som påverkar den mentala belastningen hos människor i produktionssammanhang. Dessa faktorer har därefter undersökts genom en fallstudie hos en multinationell tillverkare av kommersiella fordon. Datainsamling i form av intervjuer och avvikelsedata har använts för att identifiera de påverkande faktorerna och resultaten pekade på att behovet av att behöva tänka, leta efter information och fatta beslut påverkade den mentala belastningen mest. Intervjuer hölls med forskare och montörer för att definiera en lämplig AR funktion som sedan undersöktes genom flera intervjuer med forskare inom AR för att verifiera om AR är en lämplig teknik att använda för de identifierade orsakerna. I termer av AR i en arbetsmiljö med repetitiva aktiviteter efterfrågas en funktion som visualiserar fel för montörer som är erfarna medan det för oerfarna montörer är bättre med visualisering av hela arbetsprocessen. Men, trots att systemet i teorin är lämpligt att använda för att hantera orsakerna till att felen uppstår så är den efterfrågade funktionen överflödig då visualisering kommer visas väldigt sällan samt att tekniken är väldigt komplex. Detta gör att det går att ifrågasätta hela funktionen av att använda AR system i det fall som studerades. Dessutom visade sig tekniken vara olämplig att använda i den miljö fallet utspelar sig i på grund av svårigheter med artificiell intelligens (AI).
Nemrow, Andrew Craig. "Implementing an IIoT Core System for Simulated Intelligent Manufacturing in an Educational Environment". BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8822.
Texto completo da fonteNasman, James M. "Deployed virtual consulting : the fusion of wearable computing, collaborative technology, augmented reality and intelligent agents to support fleet aviation maintenance /". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FNasman.pdf.
Texto completo da fonteThesis advisor(s): Alex Bordetsky, Gurminder Singh. Includes bibliographical references (p. 49). Also available online.
Bianchi, Eric Loran. "COCO-Bridge: Common Objects in Context Dataset and Benchmark for Structural Detail Detection of Bridges". Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/87588.
Texto completo da fonteMS
Common Objects in Context for bridge inspection (COCO-Bridge) was introduced to improve a drone-conducted bridge inspection process. Drones are a great tool for bridge inspectors because they bring flexibility and access to the inspection. However, drones have a notoriously difficult time operating near bridges, because the signal can be lost between the operator and the drone. COCO-Bridge is an imagebased dataset that uses Artificial Intelligence (AI) as a solution to this particular problem, but has applications in other facets of the inspection as well. This effort initiated a dataset with a focus on identifying specific parts of a bridge or structural bridge elements. This would allow a drone to fly without explicit direction if the signal was lost, and also has the potential to extend its flight time. Extending flight time and operating autonomously are great advantagesfor drone operators and bridge inspectors. The output from COCO-Bridge would also help the inspectors identify areas that are prone to defects by highlighting regions that require inspection. The image dataset consisted of 774 images to detect four structural bridge elements which are commonly reviewed and rated during bridge inspections. The goal is to continue to increase the number of images and encompass more structural bridge elements in the dataset so that it may be used for all types of bridges. Methods to reduce the required number of images were investigated, because gathering images of structural bridge elements is challenging,. The results from model tests helped build a roadmap for the expansion and best-practices for developing a dataset of this type.
Espíndola, Danúbia Bueno. "Uma abordagem baseada em modelo para integração e gerenciamento dos dados de sistemas de manutenção inteligente através do uso de técnicas de realidade mista". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/35612.
Texto completo da fonteIndustrial maintenance is one of the major challenges in industrial automation and manufacturing area. This challenge presents itself on the national context by the transformation to "predict and prevent" rather than "fail and fix ". While the Brazil moves toward a paradigm shift of maintenance, the international context searches manufacturing sustainable solutions that reply according to eco and green requirements and the maintenance is crucial part of this new production environment. However, it was only in the nineties that European industry started discusses maintenance strategies. The maintenance complexity and the multidisciplinary have been the main limitations for substantial improvements in the maintenance discipline. There are maintenance strategies coupled with the advances in Information and Communication Technologies (ICT) that arise the possibilities to overcome the limitations and challenges of this research area. The intelligent maintenance (IM) is one of these strategies and it uses the Condition-Based Maintenance paradigm (CBM). On the other hand one of the obstacles about the IM adoption is its effective transfer to the operator on the factory floor. The knowledge from IM systems must be transformed in understandable information and useful to the operator. However, the access, the understanding and the use of such information during the maintenance activity are not a trivial activity due the data and systems overload involved in these processes. Thus, arises as an alternative to solve this problem, the using mixed reality techniques to human-computer interface. The use of mixed interfaces in this thesis will aim not only to visualization but the integration and management of information. To achieve these goals was developed a model-based approach. The first step consisted in defining a conceptual model that address the domains involved in the solution proposed. At this stage were identified three main areas where the mixed reality could allow a significant change to maintenance activities: diagnosis, planning and security. The second step consisted in the formal description of a data model for integrating and management of information from multiple formats. Finally a visualization system was implemented to validate the data model in a set of case studies of industry. The goals of this thesis are: (i) to facilitate the identification of which components present problems in order to help in the decision making process of the maintenance tasks; (ii) the inclusion of the "human in the loop" into intelligent maintenance system, where the operator can request measurements and additional information during the maintenance process; (iii) to supply a model to integrate data of different formats making available an easy and flexible tool for configuring the virtual environment. The mixed reality, used by the maintenance operator on factory floor, may represent a competitive advantage for industry and provide greater flexibility and safety for operator during maintenance activity.
FARRONATO, MARCO. "TECHNOLOGICAL BREAKTHROUGH TOWARDS THE USE OF A NOVEL VISUAL-INERTIAL ODOMETRY SYSTEM AS AN AID FOR THE DIGITALLY-GUIDED INTERVENTION". Doctoral thesis, Università degli Studi di Milano, 2022. https://hdl.handle.net/2434/948169.
Texto completo da fonteRashid, Zulqarnain. "Cricking implementation with augmented reality and RFID: towards independent living of people with motor disabilities". Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/350796.
Texto completo da fonteLa gent amb deterioraments locomotrius i de manipulació representa una gran fracció de la població classificada com discapacitada, incloent ancians, lesionats i altres problemes de salut relacionats. Les cadires de rodes han evolucionat per mantenir la mobilitat, autonomia i independència a la societat. Malgrat els importants avenços en accessibilitat a l’actual societat (p.e. carrers adaptats per cadires de rodes o transport públic adaptat amb rampes i elevadors), la gent amb problemes motors encara manquen de independència en tasques diàries per millorar la seva qualitat de vida. Anar de compres és un exemple, a on els usuaris no poden accedir a productes als prestatges més enllà de la llargada dels seus braços. Degut a aquesta barrera, sovint necessiten atenció personal o suport per completar tots els passos necessaris en una activitat de compres. Però els usuaris amb cadires de rodes prefereixen anar a comprar individualment (això vol dir, sense assistència) per tal de mantenir la independència i privacitat. Aquesta dissertació presenta un nou sistema que permet als usuaris amb cadira de rodes interactuar amb objectes col•locats més enllà de la llargada dels seus braços, a través d’una interfície interactiva en temps real amb la Identificació per Radiofreqüència o RFID. La nostra proposta, basada en el concepte d´espais intel•ligents, permet als usuaris interactuar mitjançant la mà, ulleres intel•ligents o una interfície web a una pantalla tàctil en temps real amb els objectes presents al prestatge. Hem dissenyat i avaluat el sistema amb la participació de 18 usuaris en cadira de rodes amb diferents graus de discapacitat física. Els resultats obtinguts demostren la idoneïtat de la nostra proposta de sistema cap a una millora de la independència i apoderament dels usuaris en cadira de rodes en activitats de compra.
Thebault, Pierrick. "La conception à l’ère de l’Internet des Objets : modèles et principes pour le design de produits aux fonctions augmentées par des applications". Thesis, Paris, ENSAM, 2013. http://www.theses.fr/2013ENAM0014/document.
Texto completo da fonteThe Internet of Things, whose underlying vision and technologies aim at bridging the physical and digital worlds together, lead to the creation of new types of applications coupling Web services with everyday products. Such product-oriented applications, which enable the functional exposition, control or enhancement of artifacts that embed information processing capabilities, question the established design principles and conventions. They open up the possibility for Internet-enabled products, whose functions can be “augmented” and adapted to better support users' changing needs, to be designed. This research, which is at the intersection of Design Science, Ubiquitous Computing and Human-Computer Interactions, aims at studying the impact brought about by applications on product design. It highlights the need to build an application model that facilitates their representation by users, and to explore the pragmatic issues rose by their integration into products. It leads to the definition and evaluation, through practice, of principles for the design of augmented products' form and interactions. It describes the ductility of future products, the novel coupling between functions, behavior and structure they implement and their potential evolutions. This work contributes to the Internet of Things research by reframing the discussion and by providing researchers and practitioners with tools that can be leveraged during the design process
Catalá, Bolós Alejandro. "AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces". Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/16695.
Texto completo da fonteCatalá Bolós, A. (2012). AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/16695
Palancia
Dow, Steven P. "Understanding user engagement in immersive and interactive stories". Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.
Texto completo da fonteCommittee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training". Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.
Texto completo da fonteLarsson, Louise, e Jennie Nilsson. "Facilitating an Industry 4.0 Implementation". Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254603.
Texto completo da fonteVi står idag inför en industriell revolution som kallas Industri 4.0. Tidigare i historien har vi sett industriella revolutioner först efter att de inträffat. Det är nu första gången vi kanse att en industriell revolution är på väg. Med denna kunskap har vi idag en möjlighet att förbereda oss för den teknologiska utveckling som vi står inför. På grund av de tidigare industriella revolutionerna och den stora påverkan som de har haft på organisationer, kan vi anta att Industri 4.0 också kommer förändra jobb, uppgifter och organisationer – framför allt när det kommer till den nya teknologiska kunskap som nya maskiner och system kommer kräva av de som använder dem. Implementering, förändring och en hög nivå av teknologiskt lärande, samtidigt som produktionen fortfarande kommer snurra dygnet runt, kan vara stressigt för vem som helst. Därför syftar detta examensarbete till att ta fram lösningar för hur man kan förenkla implementationen av Industri 4.0, ur ett medarbetarperspektiv och för organisationen som helhet. Vi gör detta genom en litteraturstudie och genom intervjuer med organisationer inom den svenska tillverkningsindustrin. Strukturen på analysen bygger på Lewins trestegsmodell för förändring. Här diskuterar och presenterar vi lösningar enligt vilket steg de passar in i under förändringsprocessen. Vidare utvärderar vi gamification som ett verktyg för att underlätta förändringen. Detta arbete kommer fram till att det viktigaste för att genomföra ett förändringsarbete i denna omfattning är motivation och engagemang från både anställda och ledning. Involvering, transparens och tydlighet är viktiga delar för att göra anställda engagerade genom hela projektet. Vidare presenterar vi lösningar för hur man kan utbilda sina anställda inom Industri 4.0‐tekniker, och även för hur man kan öka motivation och engagemang.
Kenklies, Kai Malte. "Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison study". Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172888.
Texto completo da fonteKoo, Lawrence Chung. "Web 3.0: impacto na sociedade de serviços uma análise da comunicação contemporânea". Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/4339.
Texto completo da fonteThis research aims to describe and analyze Web 3.0 in the world of communication, especially in the social media environment. With the emergence of new search engines and innovation in new forms of collaboration among internet users, it challenges us to study the development of this area. In particular, we studied the influence of Science Service in the digital world. We collected facts and analyzed the reasons why the service is to be the focus of attention in Web environment, both in economic transactions, and in processes of knowledge creation. Dedicate part of our study to the learning service for this segment will be the foundation of future development on the Web. The methodology was based on Chapter 4 of the book Research and Communication by Santaella (2004), the main authors who inspired the research in Science Service topics are Spohrer et al (2007), Maglio et al (2010), while in the area of Web development the authors which supported were we based our ideas are Spivack N., (2007) and Siemmens (2005). The theoretical framework used in the thesis has been exemplified with the actual experiences of internet users, myself and my dairy surfing records through social networks, testing search engines, buying goods and services in ecommerce, using communication tools, and finally talking to consumer in Brazil, for example, LinkedIn, Facebook, Google, Brands Club etc. This project was the result of data collection on academic literatures, state of art articles and intensive Web browsing to verify the facts cited above, in the period from 2007 to 2011. It was intentional, by the researcher, to use primarily electronic books (when there was a choice between print and e-book), specialized websites and blogs moderated by experts on research topics
Esta pesquisa tem como objetivo descrever e analisar a Web 3.0 que está no contexto comunicacional, em especial, no ambiente de mídias sociais. O aparecimento de novos mecanismos de busca e a inovação nas formas de colaboração entre os internautas instigaram-nos a pesquisar o desenvolvimento dessa área. Em especial, estudamos a influência da Ciência de Serviços no mundo digital. Coletamos fatos e analisamos as razões pelas quais o serviço na Web passa a ser o foco das atenções, tanto nas transações econômicas, como nos processos de criação do conhecimento. Dedicamos parte do nosso estudo para o serviço de aprendizagem por ser esse segmento o alicerce do desenvolvimento futuro na Web. A metodologia utilizada na pesquisa teve como base o capítulo 4 do livro Pesquisa e Comunicação, de Santaella (2004). Os autores principais que fundamentaram este estudo na área da Ciência de Serviços foram Spohrer et al (2007), Maglio et al (2010), e, na área de desenvolvimento da Web, os autores que mais nos inspiraram foram O Reilly (2009), Wheeler (2010), Spivack (2007) e Siemmens (2005). Além dos textos dos autores já mencionados, foram utilizadas as informações dos blogs e dos artigos online de autores ou articulistas especialistas em internet e aquelas coletadas pelo próprio pesquisador na Web, por meio dos sites de colaboração, das redes sociais, dos mecanismos de buscas, do e-commerce, das ferramentas de comunicação, do consumo e cultura no Brasil, como, por exemplo, plataformas Linkedin, Facebook, Google, Twitter e site de compras coletivas Brands Club, Groupon etc. As conclusões obtidas na pesquisa, relativas à tendência da Web para se tornar uma Web de serviços, resultaram da pesquisa bibliográfica e de artigos sobre o estado da arte em relação ao tema sob estudo, e intensa navegação na Web para verificação dos fatos citados acima, no período entre 2007 e 2011. Foi totalmente intencional, por parte do pesquisador, utilizar prioritariamente os livros eletrônicos (quando havia opção entre o impresso e o e-book), sites e blogs dos autores especialistas nos temas
PATTI, EDOARDO. "Software solutions for Energy Efficient Smart Environments". Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2537896.
Texto completo da fonteSchroth, Moritz. "opticSAM: Entwicklung einer optischen, selbstlernenden Störungsdiagnose in Verarbeitungsmaschinen". Fraunhofer-Institut für Verfahrenstechnik und Verpackung IVV, Institutsteil Verarbeitungstechnik, 2019. https://slub.qucosa.de/id/qucosa%3A36508.
Texto completo da fonteMravec, Roman. "Návrh mezioperační dopravy ve výrobním podniku podle principů Průmyslu 4.0". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-449286.
Texto completo da fonteLewis, Nicolas. "Réalité augmentée en chirurgie : développement d'un pointeur intelligent". Thèse, 2003. http://hdl.handle.net/1866/14549.
Texto completo da fonteWONG, WEI-SHIN, e 黃韋鑫. "An Interactive Augmented Reality System with Swarm Intelligence". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rgdy6a.
Texto completo da fonte亞洲大學
行動商務與多媒體應用學系
106
Due to the advancement of science and technology, Augmented Reality (AR) has been attracted more attention in recent years and applied in many different fields. With the game applications of Pokemon GO combined with GPS and IKEA’s App with furniture layout functions, AR has been widely used and successfully attracted more companies to invest in application development. However, traditional AR is simply to add virtual objects to the actual scene. Users can only watch the result and cannot interact with the target. In addition, the traditional AR can only display virtual objects by detecting specially-made simple markers. It can't be used by selecting an arbitrary region in the camera window as a marker to identify the target, and makes the detection procedures complicated. For Mixed Reality (MR) technology, it is not convenient to wear equipment and the price is also high. This study builds an interactive system that expands reality so that users can use physical gestures to direct objects in the virtual scene to experience the immersion in the virtual world. The system is designed and developed using a Unity3D game engine and a seabed scene as the virtual environment. The KinectV2 sensor is used to capture human skeleton information and then Microsoft’s SDK is applied to videos for background removal and gesture recognition. A set of gestures is also defined to manipulate a school of fish. Fish behavior is simulated through swarm intelligence, allowing fish swimming patterns to be presented in a very natural way.
Anbil, Parthipan Sarath Chandar. "On challenges in training recurrent neural networks". Thèse, 2019. http://hdl.handle.net/1866/23435.
Texto completo da fonteIn a multi-step prediction problem, the prediction at each time step can depend on the input at any of the previous time steps far in the past. Modelling such long-term dependencies is one of the fundamental problems in machine learning. In theory, Recurrent Neural Networks (RNNs) can model any long-term dependency. In practice, they can only model short-term dependencies due to the problem of vanishing and exploding gradients. This thesis explores the problem of vanishing gradient in recurrent neural networks and proposes novel solutions for the same. Chapter 3 explores the idea of using external memory to store the hidden states of a Long Short Term Memory (LSTM) network. By making the read and write operations of the external memory discrete, the proposed architecture reduces the rate of gradients vanishing in an LSTM. These discrete operations also enable the network to create dynamic skip connections across time. Chapter 4 attempts to characterize all the sources of vanishing gradients in a recurrent neural network and proposes a new recurrent architecture which has significantly better gradient flow than state-of-the-art recurrent architectures. The proposed Non-saturating Recurrent Units (NRUs) have no saturating activation functions and use additive cell updates instead of multiplicative cell updates. Chapter 5 discusses the challenges of using recurrent neural networks in the context of lifelong learning. In the lifelong learning setting, the network is expected to learn a series of tasks over its lifetime. The dependencies in lifelong learning are not just within a task, but also across the tasks. This chapter discusses the two fundamental problems in lifelong learning: (i) catastrophic forgetting of old tasks, and (ii) network capacity saturation. Further, it proposes a solution to solve both these problems while training a recurrent neural network.
Lin, Bor-Shiuan, e 林柏軒. "A Study of Intelligent Augmented Reality Techniques and Platform Development for e-Learning". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/26470882042003423478.
Texto completo da fonte國立高雄第一科技大學
資訊管理研究所
99
The use of multimedia teaching materials as assisted instruction not only can improve the learning efficiency and fun, but also enhance learning outcomes by stimulations of multisensory. In this study, we combined the technology of Augmented Reality (AR) to construct an English learning platform, and designed a variety of picture cards labeled as marks of augmented reality. Then we implemented stand-alone and online versions of the English learning system. In the development of the stand-alone system, ARToolkit was used as a library for building AR applications. In the development of online version, Microsoft Silverlight was used as a platform and we designed the AR software engine by ourselves. By the technology of AR, these systems can show multimedia audio, 3D models, videos and other teaching aids to increase the user''s interest in learning. Furthermore, this study also proposes an evaluation model and assumptions. A questionnaire was adopted for data collection to evaluate the intention of using AR in digital learning. Experimental results show that system functionality and self-efficacy both have the positive effect to perceived usefulness. And perceived enjoyment and perceived usefulness have the positive effect to intention of using AR. These results will provide recommendations to the design of e-learning systems with Augmented Reality in the future.
Li, Yi-Ru, e 李奕儒. "Development of Augmented Reality-based Human Machine Interface for Intelligent Maintenance Management Platform". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/964dnf.
Texto completo da fonte國立彰化師範大學
機電工程學系
106
In recent years, information technology has been developed and realized rapidly to become a killer product in the market, for example intelligent cellular phones, and thus it is going to change human life significantly. In the IT for industry and entertainment applications, augmented reality (AR) is also quickly deployed in the field to play a new role to its applications. Combining the virtual world with the real environment, AR is going to improve the instinctive user experience to their products, systems, and machines. For instance, enhanced assistance in medical operation, instant product experience on the product catalog or educational learning enhance, etc. Otherwise, a low birth rate in many countries such as Taiwan leads a problem of lacking employees in factories. More serious speaking, it may cause the disappear of many valuable engineering experience. To solve this issue, an augmented reality technique may be used to helping young employees fast understand their work content and practice without fault to rapidly improve their professional skills like an expert doing the same task, for example a healthcare and maintenance work. This goal of this study is to develop a user interface using augmented reality technique associated with a maintenance task of a wafer handling robot arm. First, a 3D graphics of a robot arm including all important components was created using a Computer Aided Design (CAD) tool. Then the AR was implemented with the 3D graphics to provide a step by step procedure regarding the robot dis-and-assembly processes in order to guide a user how to maintain a wafer handling robot by the right way. The AR-based maintenance guideline is able to improve the quality of maintenance where it increases the probability of doing correct maintenance in the first time by a new employee. Besides, AR provides a fast communication interface between an engineer and an expert to decrease the Mean-Time-to-Repair (MTTR). Furthermore, it may decrease the high skill requirement for maintaining equipment. AR also provides a technique to assist the robot to do a maintenance task in the future. Keywords:Augmented reality, Computer Aided Design, Robot Arm, MTTR
Lin, Yi-Hua, e 林宜樺. "Influences on Children’s Visual Cognition Capabilities through Playing“Intelligent Matrix” Developed by the Augmented Virtual RealityTechnology". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/47127934673123567077.
Texto completo da fonte嶺東科技大學
數位媒體設計研究所
98
In the development of young children’s senses and action mobility, good visual cognition could help them with good habits of reading, writing, and logical learning. Digital teaching materials are common in use of enhancing the creativity and learning effects. Within them, the interacting manners and their influences on learning effects and learning attitudes lead to enhance the learning motivations and effects. The fun of game maintains a longer learning attention and advances the cognitive skills in easy manners. Thus, this study intends to design a learning system—GoGoBox—by using augmented virtual technology. The methodology is to device a testing game, pre-test and after-test, to test a group of young children so as to understand the learning effects of augmented virtual game of GoGoBox on their visual cognitive skills. The result of this study is: this learning system—GoGoBox—can enhance the young children’s cognitive skills. Furthermore, after experiencing this learning system, children’s cognitive capability of visual discerning, figure and background, visual memory, and visual closure is all enhanced. The learning effects of visual discerning stand out of four. The capability of special relationship is with no apparent influences. There is no differentiation between male and female. Apparently the older children of 6 have better cognitive skills than those of 5.
Silva, de Oliveira Caterine. "Smart knowledge engineering for cognitive systems". Thesis, 2021. http://hdl.handle.net/1959.13/1430573.
Texto completo da fonteCognition in computer sciences refers to the ability of a system to learn at scale, reason with purpose, and naturally interact with humans and other smart systems, much like humans do. Indeed, cognitive systems (CS) have emerged as an attempt to in some way mimic the capabilities of the human brain. Intelligence in cognitive computing can be considered as the capacity to learn, to apply knowledge and adapt to new situations, and to make wiser decisions as it evolves. Rather than being systematically programmed for all possible scenarios and situations, these systems learn and reason from interactions with their surroundings, through collaboration, and from experience. To enhance intelligence, as well as to introduce cognitive functions into machines, recent studies have brought humans into the CS loop, turning the system into a human–AI hybrid. To effectively integrate and manipulate hybrid knowledge for cognitive applications, suitable technologies and guidelines are required to sustain the human–AI interface so that communication can occur. Methods for gathering knowledge, formalising, learning, and reasoning about events for decision making are required to direct CS towards purposeful behaviour, and to ensure adaptability, explainability, extendability, and trustworthiness – key features of CS. However, traditional Knowledge Management (KM) and Knowledge Engineering (KE) approaches encounter new problems when dealing with cutting-edge technologies, imposing impediments for the use of traditional methods in cognitive applications. Therefore, old-style KE techniques must be extended by applying breakthroughs in emerging technology, such as new trends in supervised machine learning (ML) algorithms, knowledge representation (KR), information retrieval, learning methodologies, reasoning, etc. – all of which are called here Smart Knowledge Engineering for Cognitive Systems (SKECS). SKECS is based on methods, technologies, and procedures that bring innovations to the fields of KE, KM, and CS. The goal is to bridge the gap in the hybrid cognitive interface by the use of deep learning, experience-based knowledge representation, context-aware indexing/retrieval, active learning with a human-in-the-loop, and stream reasoning. In this work Set of Experience Knowledge Structure (SOEKS) and Decision DNA (DDNA) is extended to the visual domain and utilized for knowledge capture, representation, reuse, and evolution. The reasons for the consideration of using SOEKS with DDNA as carrier for decision making, is founded on the fact that experience must be taken into consideration for developing a cognitive system. The suggested adaptation makes these technologies suitable for use in CS and is a major contribution of this research. In addition, a range of approaches are examined throughout the layers of SKECS for applications in knowledge acquisition, formalization, storage/retrieval, learning, and reasoning, with the final goal of achieving knowledge augmentation (wisdom) in CS. Through a case study in the vision domain, a human–AI Cognitive Vision System Platform for Hazard Control (CVP-HC) is proposed. The CVP-HC addresses the current limitations of computer vision systems by bridging the gap between top-down and bottom-up approaches and enabling cognitive functions. The result is a scalable yet adaptable system capable of working in a variety of video analysis scenarios with transparency and confidence, while meeting specific industry safety requirements by modifying its behaviour accordingly. The platform serves as an environment in which investigations and evaluations of the features of SKECS can be conducted. Practical implementations based on CVP-HC shows that methods, techniques and procedures comprising the SKECS are suitable for advancing systems towards augmented cognition; they also have potential in the field of Workplace Health and Safety (WHS).
Trotta, Gianpaolo Francesco. "Intelligent Systems for Industry 4.0: Decision Support Systems and Immersive Human-Computer Interfaces". Doctoral thesis, 2019. http://hdl.handle.net/11589/161178.
Texto completo da fonteThe aim of this PhD thesis is the design, development and evaluation of intelligent systems for Industry 4.0. In particular, because of the interest in innovative solutions for advanced services in manufacturing and bioengineering fields, the goal of the pro-posed solutions is the design, development and evaluation of intelligent systems fol-lowing the four main principles of Industry 4.0: interoperability, information transpar-ency, technical assistance and decentralized decisions. The focus is mainly on the technical assistance principle, which describes how assistance systems could support humans by comprehensively aggregating and visualising information via immersive and innovative human-computer interfaces when making informed decisions, solving urgent problems and conducting a range of unpleasant tasks. In manufacturing, the time to train operators for a task, rather than the time to solve a maintenance problem for a component on a manual working station, plays a vital role in the efficiency and efficacy of an industrial environment. Therefore, considering the innovative principles of Industry 4.0, the leading research question is as follows: How should we design and develop an immersive human-computer interface to allow the operators, without any wearable device, to quickly learn the tasks required during their work? A use case based on the application of a spatial (or projected) augmented reality system was investigated. This PhD work presents the approaches used to design the manual working station and to implement the algorithms used to recognise and track the objects on the station and opportunely project the information about a specific task. Moreover, in an industrial environment, the evaluation of postures performed by operators during their work has a crucial impact on the operators’ health and, in this case, on the efficiency and efficacy of industrial processes. Therefore, the central re-search question is as follows: How should we implement and validate a real-time sys-tem to detect awkward postures? This PhD dissertation presents the approach em-ployed to design the system using a depth camera sensor, such as Kinect v2, and to validate it using a standardised vision system used for motion analysis in clinical ex-aminations, such as the BTS platform. The industrial bioengineering field is strictly correlated to the manufacturing area, concerning both technologies and techniques used to design and implement systems to support physicians during clinical and diagnostic examinations or surgical operations. In the context of this PhD work, computer vision algorithms and decision support sys-tems able to detect and recognise tumours starting from medical images, also known as computer-aided diagnosis frameworks, were implemented to support physicians in their diagnostic decisions. Moreover, signals acquired using sensors during the clinical examination are opportunely elaborated to use them for training decision support sys-tems that recognise the severity of the certain neurological diseases. In this way, the problems created by the observational nature of this kind of examination are fixed, and the systems implemented help the clinicians make more precise decisions about disease severity. Finally, immersive human-computer interfaces used for comprehen-sively overlapping information (e.g., 3D reconstruction of a tumour) in the real world were designed and developed to help surgeons during surgical operations. After an introduction of Industry 4.0, the dissertation is organised into two main parts, which discuss the two topics covered during the PhD research. The dissertation ends with the conclusions and future works . In detail, the second chapter, entitled Design, Development and Evaluation of Intelligent, Immersive and Innovation Hu-man-Computer interfaces in an Industrial Scenario for Maintenance Services, is relat-ed to the discussion of immersive and innovative techniques and technologies used to improve the work quality, concerning postures in the workplace and time to finish a training task. The third chapter, entitled Intelligent Support in Industrial Bioengineer-ing: Decision Support Systems and Immersive Human-Computer Interfaces Applica-tion, is related to the discussion of decision support systems to support clinicians dur-ing diagnostic or clinical examinations and a mixed reality system to support surgeons during surgical operations.