54 resultados para wearable audio


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This presentation reports on findings from a qualitative study on the use of iPads to support the literacy learning of a group of children who had just commenced their formal schooling in a regional Australian preparatory classroom. Specifically it looks at the affordances the iPad offered to enhance the oral-aural-visual communication of children not yet fluent in print based literacies. The children were interviewed about their techno-literacy learning and observed as they engaged with applications (apps). The researchers were able to video them as they demonstrated high levels of interest, energised learning and a range of independently acquired techno- literacy skills.
There is as yet little research on the use of portable personal computing devices such as the iPad in early years’ classrooms. The children in this study are shown as capable and articulate regarding their iPad use. Beyond the traditionally conceived struggle with passive print decoding when using iPads they become active creators of sophisticated multimodal artefacts that they consider worthy of acclaim, “I’m really proud of myself.” Findings from this study suggest the visual/listening nexus of popular apps potentially challenges print based literacy education approaches and existing paradigms of research and teaching/learning practice in Australian early years’ literacy education.

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Existing haptic and non-haptic dental simulators do not eliminate the problem of hand instability while using the haptic devices for training purpose. This paper reports an audio-haptic dental training platform, which uses a Hand Stability System to reduce the effect of nervousness and hand instability for trainee dental students. Maintaining the ease of implementation, application customizability and the cost factor, the proposed platform increases the training efficiency by enhancing the immersive haptic experience with hand stability. This haptic platform includes multiple angle viewing techniques, audio feedback and session recording for after action review. Trials using this preliminary platform reduced the effect of human nervousness and hand instability due to the customized design.

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Audio watermarking schemes using patchworkbased algorithm have good robustness against majority of the watermarking attacks. However, these watermarking schemes are vulnerable to de-synchronization attack. This paper proposes a patchwork-based watermarking scheme for stereo audio signals to address this problem. To improve the robustness, the proposed method exploits the similarities of both channels in the stereo audio signals. Given a stereo audio signal, we first compute the discrete cosine transform (DCT) of both channels, which gives two sets of DCT coefficients. Then DCT segments are formed form DCT coefficients belong to a certain frequency range. The DCT segment formation is determined by a pseudonoise (PN) sequence which acts as a secret key. Then watermark bits are embedded into DCT segments by modifying the DCT coefficients. In the decoding process the secret key is used to extract the watermark bits embedded in the DCT segments. Simulation results illustrate the effectiveness of the proposed method against de-synchronization attack, compared to latest patchwork-based audio watermarking scheme. Besides, the proposed algorithm also gives better robustness against other conventional attacks.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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Objectives
To describe and quantify the frequency, velocity and acceleration at impact during tackling in Australian football using a combination of video and athlete tracking technology.

Design
Quasi-experimental.

Methods
Data was collected from twenty professional Australian Football League players during four in-season matches. All tackles made by the player and those against the player were video-coded and time stamped at the point of contact and then subjectively categorised into low, medium and high intensity impact groups. Peak GPS and acceleration data were identified at the point of contact. Two-way analysis of variance was used to assess differences (p < 0.05) between tackle type (made and against) and tackle intensity.

Results
A total of 173 tackles made and 179 tackles against were recorded. Significant differences were found between all tackle intensity groups. Peak velocity was significantly greater in high (19.5 ± 6.1 km h−1) compared to medium (13.4 ± 5.8 km h−1) and low intensity (11.3 ± 5.0 km h−1) tackles. Peak Player Load™, a modified vector magnitude of tri-axial acceleration, was significantly greater in high (7.5 ± 1.7 a.u.) compared to medium (4.9 ± 1.5 a.u.) and low intensity (4.0 ± 1.3 a.u.) tackles.

Conclusions
High intensity tackles, although less frequent, are significantly greater in speed of movement immediately prior to contact and in the resultant impact acceleration compared to tackles of lower intensity. Differences in accelerometer data between tackles observed to be progressively greater in intensity suggest a level of ecological validity and provide preliminary support for the use of accelerometers to assess impact forces in contact invasion sports.

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Recently, a patchwork-based audio watermarking scheme has been proposed in [1], which embeds watermarks by modifying the means of absolute-valued discrete cosine transform (DCT) coefficients corresponding to suitable fragments. This audio watermarking scheme is more robust to common attacks than the existing counterparts. In this paper, we presents a detailed analysis of this audio watermarking scheme. We first derive a probability density function (pdf) of a random variable corresponding to the mean of an absolute-valued DCT fragment. Then, based on the obtained pdf, we show how watermarking parameters affect the performance of the concerned audio watermarking scheme. The analysis result provides a guideline for the selection of watermarking parameters. The effectiveness of our analysis is verified by simulations using a large number of real-world audio segments.

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This paper presents a patchwork-based watermarking method for stereo audio signals, which exploits the similarity of the two sound channels of stereo signals. Given a segment of stereo signal, we first compute the discrete Fourier transforms (DFTs) of the two sound channels, which yields two sets of DFT coefficients. The DFT coefficients corresponding to certain frequency range are divided into multiple subsegment pairs and a criterion is proposed to select those suitable for watermark embedding. Then a watermark is embedded into the selected subsegment pairs by modifying their DFT coefficients. The exact way of modification is determined by a secret key, the watermark to be embedded, and the DFT coefficients themselves. In the decoding process, the subsegment pairs containing watermarks are identified by another criterion. Then the secret key is used to extract the watermark from the watermarked subsegments. Compared to the existing patchwork methods for audio watermarking, the proposed method does not require knowledge of which segments of the watermarked audio signal contain watermarks and is more robust to conventional attacks.

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This paper presents a patchwork-based audio watermarking method to resist de-synchronization attacks such as pitch-scaling, time-scaling, and jitter attacks. At the embedding stage, the watermarks are embedded into the host audio signal in the discrete cosine transform (DCT) domain. Then, a set of synchronization bits are implanted into the watermarked signal in the logarithmic DCT (LDCT) domain. At the decoding stage, we analyze the received audio signal in the LDCT domain to find the scaling factor imposed by an attack. Then, we modify the received signal to remove the scaling effect, together with the embedded synchronization bits. After that, watermarks are extracted from the modified signal. Simulation results show that at the embedding rate of 10 bps, the proposed method achieves 98.9% detection rate on average under the considered de-synchronization attacks. At the embedding rate of 16 bps, it can still obtain 94.7% detection rate on average. So, the proposed method is much more robust to de-synchronization attacks than other patchwork watermarking methods. Compared with the audio watermarking methods designed for tackling de-synchronization attacks, our method has much higher embedding capacity.

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This paper presents a novel adaptive safe-band for quantization based audio watermarking methods, aiming to improve robustness. Considerable number of audio watermarking methods have been developed using quantization based techniques. These techniques are generally vulnerable to signal processing attacks. For these conventional quantization based techniques, robustness can be marginally improved by choosing larger step sizes at the cost of significant perceptual quality degradation. We first introduce fixed size safe-band between two quantization steps to improve robustness. This safe-band will act as a buffer to withstand certain types of attacks. Then we further improve the robustness by adaptively changing the size of the safe-band based on the audio signal feature used for watermarking. Compared with conventional quantization based method and the fixed size safe-band based method, the proposed adaptive safe-band based quantization method is more robust to attacks. The effectiveness of the proposed technique is demonstrated by simulation results. © 2014 IEEE.

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Linear (fiber or yarn) supercapacitors have demonstrated remarkable cyclic electrochemical performance as power source for wearable electronic textiles. The challenges are, first, to scale up the linear supercapacitors to a length that is suitable for textile manufacturing while their electrochemical performance is maintained or preferably further improved and, second, to develop practical, continuous production technology for these linear supercapacitors. Here, we present a core/sheath structured carbon nanotube yarn architecture and a method for one-step continuous spinning of the core/sheath yarn that can be made into long linear supercapacitors. In the core/sheath structured yarn, the carbon nanotubes form a thin surface layer around a highly conductive metal filament core, which serves as current collector so that charges produced on the active materials along the length of the supercapacitor are transported efficiently, resulting in significant improvement in electrochemical performance and scale up of the supercapacitor length. The long, strong, and flexible threadlike supercapacitor is suitable for production of large-size fabrics for wearable electronic applications.

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The successful commercialization of smart wearable garments is hindered by the lack of fully integrated carbon-based energy storage devices into smart wearables. Since electrodes are the active components that determine the performance of energy storage systems, it is important to rationally design and engineer hierarchical architectures atboth the nano- and macroscale that can enjoy all of the necessary requirements for a perfect electrode. Here we demonstrate a large-scale flexible fabrication of highly porous high-performance multifunctional graphene oxide (GO) and rGO fibers and yarns by taking advantage of the intrinsic soft self-assembly behavior of ultralarge graphene oxide liquid crystalline dispersions. The produced yarns, which are the only practical form of these architectures for real-life device applications, were found to be mechanically robust (Young's modulus in excess of 29 GPa) and exhibited high native electrical conductivity (2508 ± 632 S m(-1)) and exceptionally high specific surface area (2605 m(2) g(-1) before reduction and 2210 m(2) g(-1) after reduction). Furthermore, the highly porous nature of these architectures enabled us to translate the superior electrochemical properties of individual graphene sheets into practical everyday use devices with complex geometrical architectures. The as-prepared final architectures exhibited an open network structure with a continuous ion transport network, resulting in unrivaled charge storage capacity (409 F g(-1) at 1 A g(-1)) and rate capability (56 F g(-1) at 100 A g(-1)) while maintaining their strong flexible nature.

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Low cost pervasive electrocardiogram (ECG) monitors is changing how sinus arrhythmia are diagnosed among patients with mild symptoms. With the large amount of data generated from long-term monitoring, come new data science and analytical challenges. Although traditional rule-based detection algorithms still work on relatively short clinical quality ECG, they are not optimal for pervasive signals collected from wearable devices - they don't adapt to individual difference and assume accurate identification of ECG fiducial points. To overcome these short-comings of the rule-based methods, this paper introduces an arrhythmia detection approach for low quality pervasive ECG signals. To achieve the robustness needed, two techniques were applied. First, a set of ECG features with minimal reliance on fiducial point identification were selected. Next, the features were normalized using robust statistics to factors out baseline individual differences and clinically irrelevant temporal drift that is common in pervasive ECG. The proposed method was evaluated using pervasive ECG signals we collected, in combination with clinician validated ECG signals from Physiobank. Empirical evaluation confirms accuracy improvements of the proposed approach over the traditional clinical rules.

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Wearable tracking devices incorporating accelerometers and gyroscopes are increasingly being used for activity analysis in sports. However, minimal research exists relating to their ability to classify common activities. The purpose of this study was to determine whether data obtained from a single wearable tracking device can be used to classify team sport-related activities. Seventy-six non-elite sporting participants were tested during a simulated team sport circuit (involving stationary, walking, jogging, running, changing direction, counter-movement jumping, jumping for distance and tackling activities) in a laboratory setting. A MinimaxX S4 wearable tracking device was worn below the neck, in-line and dorsal to the first to fifth thoracic vertebrae of the spine, with tri-axial accelerometer and gyroscope data collected at 100Hz. Multiple time domain, frequency domain and custom features were extracted from each sensor using 0.5, 1.0, and 1.5s movement capture durations. Features were further screened using a combination of ANOVA and Lasso methods. Relevant features were used to classify the eight activities performed using the Random Forest (RF), Support Vector Machine (SVM) and Logistic Model Tree (LMT) algorithms. The LMT (79-92% classification accuracy) outperformed RF (32-43%) and SVM algorithms (27-40%), obtaining strongest performance using the full model (accelerometer and gyroscope inputs). Processing time can be reduced through feature selection methods (range 1.5-30.2%), however a trade-off exists between classification accuracy and processing time. Movement capture duration also had little impact on classification accuracy or processing time. In sporting scenarios where wearable tracking devices are employed, it is both possible and feasible to accurately classify team sport-related activities.

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Abstract— Audio watermarking is a promising technology for copyright protection of audio data. Built upon the concept of spread spectrum (SS), many SS-based audio watermarking method shave been developed, where a pseudonoise (PN) sequence is usually used to introduce security. A major drawback of the existing SS-based audio watermarking methods is their low embedding capacity. In this paper, we propose a new SS-based audio watermarking method which possesses much higher embedding capacity while ensuring satisfactory imperceptibility and robustness. The high embedding capacity is achieved through a set of mechanisms: embedding multiple watermark bits in one audio segment, reducing host signal interference on watermark extraction, and adaptively adjusting PN sequence amplitude in watermark embedding based on the property of audio segments. The effectiveness of the proposed audio watermarking method is demonstrated by simulation examples.