Procedural modeling methods are used to automatically generate virtual scenes. There is a large number of available top‐down methods for generating partial content for specific purposes. However, little research was done on enabling the generation of content in the presence of manually modeled elements, from the bottom‐up direction, or without significant assistance from the user. No existing approach provides a platform that can combine the results of different methods, which leaves them isolated. This paper presents an integration approach that generates complete virtual space organizations by combining the usage of top‐down and bottom‐up procedural generation of content, with support for the placement of manually modeled content. The integration is made possible by using shape conversion to match the input and output shape types of different methods. The evaluation of the proposed approach was performed on a 2D polygon dataset by using four different scenarios, validating that it works as intended. Additional testing was performed by using a case study of organizing 3D virtual space around the manually modeled element of virtual heritage Tašlihan to demonstrate all capabilities of the integration approach and the different outputs depending on the level of user interaction and the desired results.
Texas Instruments development kits have a wide application in practical and scientific experiments due to their small size, processing power, available booster packs, and compatibility with different environments. The most popular integrated development environments for programming these development kits are Energia and Code Composer Studio. Unfortunately, there are no existing studies that compare the benefits and drawbacks of these environments and their performances. Conversely, the performances of the FreeRTOS environment are well-explored, making it a suitable baseline for embedded systems execution. In this paper, we performed the experimental evaluation of the performance of Texas Instruments MSP-EXP432P401R when using Energia, Code Composer Studio, and FreeRTOS for program execution. Three different sorting algorithms (bubble sort, radix sort, merge sort) and three different search algorithms (binary search, random search, linear search) were used for this purpose. The results show that Energia sorting algorithms outperform other environments with a maximum of 400 elements. On the other hand, FreeRTOS search algorithms far outperform other environments with a maximum of $\mathbf{2 5 5, 0 0 0}$ elements (whereas this maximum was $\mathbf{1 0, 0 0 0}$ elements for other environments). Code Composer Studio resulted in the largest processing time, which indicates that the lowlevel registry editing performed in this environment leads to significant performance issues.
The blind and visually impaired group cannot use most of the cutting-edge technology that usually conveys information visually through different kinds of displays. Different solutions can help overcome this obstacle, such as the usage of sound output and tactile displays that use the Braille alphabet composed of mechanically raised dots. However, there is a considerable amount of visually impaired persons who cannot read Braille and an even larger amount of persons without visual impairment. This paper presents an IoT-based system that uses the Arduino Uno WiFi development board for reading Braille input from a $4 \times 4$ push button matrix, two letters at a time. The system uses the $32 \times 8$ matrix display to show the translated basic alphabet output that can be read by sighted users or to show the Braille alphabet output. It offers a quick way for the visually impaired to convey information to sighted people by typing Braille input with both hands simultaneously. The proposed system will be used to educate sighted individuals about the Braille alphabet and help reduce their learning time. It can also be used as a quick translator of Braille for sighted individuals who wish to read written Braille documents.
Computer games can be used not only for entertainment but also for education. Embedded systems can be used to improve the gamified learning process by making the interaction with intended users more interesting. Texas Instruments development kits with booster plug-in modules can improve the outcomes of gamified learning. However, there is a lack of studies that explore the benefits and drawbacks of different input methods for gamified learning purposes. In this paper, a snake game was developed on the Texas Instruments MSP-EXP432P401R development kit that uses the analog joystick of the BOSTXL-EDUMKII plug-in module for controlling the snake. An experimental usability study was conducted on 61 3rd year university students, comparing the analog joystick to the computer keyboard, computer mouse, and mobile touchscreen input methods. The achieved results showed that the majority of students preferred the original computer keyboard input method and that more than half of the participants preferred the 90 -degree rotation of the snake compared to the 360 degree analog joystick. However, the analog joystick improved the gaming experience by 63.6 %, and many students made positive comments about its usability in general, indicating that its application for gamified learning may be possible for other types of games.
Generative AI approaches such as ChatGPT are very popular and can be used for multiple purposes. This paper explores the possibility of using ChatGPT-4o for analysing visual information about 2D objects on provided images and returning annotated image results to the user. The achieved results indicate that ChatGPT can be used for the analysis of visual data and detect approximate values of desired parameters, however its generative capabilities are lacking and often unusable.
Smart wearable devices often contain heart rate monitoring capabilities. This paper presents an experimental study that compares the accuracy of smart watches (Xiaomi Amazfit Bip 3 and GEEKIN X10) to microcontroller-based systems that use raw sensors (HW-827 and MAX30102). The achieved results indicate that the accuracy of raw sensors is lower compared to smart watches and that the level of inaccuracy depends on the level of physical activity of the test subjects.
Modern IoT devices used for remote health monitoring use basic parameters such as heart rate, skin temperature and oxygen saturation. Maximum heart rate is an important parameter used for calculating heart rate zones that is helpful in diagnosis and prevention of cardiovascular diseases. This paper presents an information system that contains an IoT subsystem for heart rate measurement, and a web-server subsystem for monitoring by doctors that includes heart rate zone monitoring.
Professional football players often need legal help in managing disputes with football clubs. The Professional Football Players Syndicate of Bosnia and Herzegovina is an organization founded with this purpose. Due to an increasing need for legal help and a large number of cases, their legal associates need systematic management of data. This work presents the first information system entirely intended for the usage by sports law professionals. It contains a desktop application where legal disputes are shown in the form of an organized dispute table. Real-time information about football players is acquired by using the TransferMarkt web API. The system was successfully used for two years, resulting in 103 documented cases involving 87 players and 31 clubs. As a result, 69.90% of disputes were archived and 43.69% of disputes resulted in agreements, indicating that the productivity of legal associates and the mediator role of the Syndicate were improved.
Procedural modeling is used to generate virtual content in organized layouts of exterior and interior elements. There is a large number of existing layout generation methods, and newer approaches propose the generation of multiple layout types within the same generation session. This introduces additional constraints when manually created layout elements need to be combined with the automatically generated content. Existing approaches are either designed to work with existing elements for a single layout type, or require a high amount of manual work for adding existing elements within multiple layouts. This paper presents a method that enables the application of existing subdivision methods on multiple layout types by inserting existing content into the generation result. This method can generate test cases by creating variations of partially generated layouts for procedural modeling methods that can work with existing content.
The visual layout has an enormous influence on human perception and is a subject of many studies, including research on web page similarity comparison. Structure-based approaches use the possibility of direct access to HTML content, whereas visual methods have widespread usage due to the ability to analyze image screenshots of entire web pages. A solution described within this paper will focus on extracting web page layout in forms needed by both above-mentioned approaches.
Subdivision of 2D polygons is the basis of many computational geometry algorithms and procedural modeling methods. Existing tools for space subdivision often require the assistance of users and cannot perform subdivision on all types of shapes (rectangular, axis-aligned, convex, and irregular). In this work, an open-source graphical desktop tool for drawing and automatic subdivision of arbitrary 2D polygons is introduced. An algorithm for subdivision of all shape types was developed. The algorithm is based on the usage of polygon bounding boxes, intersection edges and detection of polygons from newly formed edges. A dataset of 60 examples of all shape types was collected and successfully drawn by using the tool. Iterative subdivision was performed on all examples. Shape simplification was fully successful only for axis-aligned shapes. Partial simplification with leftover elements taking up less than 5% of overall polygon area was successful after 5 iterations for axis-aligned, and 10 iterations for convex and irregular shapes on average. This indicates that the tool and subdivision algorithm can be used for simplification of complex shape types with arbitrarily small leftover element area.
As virtual worlds continue to rise in popularity, so do the expectations of users for the content of virtual scenes. Virtual worlds must be large in scope and offer enough freedom of movement to keep the audience occupied at all times. For content creators, it is difficult to keep up by manually producing the surrounding content. Therefore, the application of procedural modelling techniques is required. Virtual worlds often mimic the real world, which is composed of organized and connected outdoor and indoor layouts. It is expected that all content is present on the virtual scene and that a user can navigate streets, enter buildings, and interact with furniture within a single virtual world. While there are many procedural methods for generating different layout types, they mostly focus only on one layout type, whereas complete scene generation is greatly underrepresented. This paper aims to identify the coverage of layout types by different methods because similar issues exist for the generation of content of different layout types. When creating a new method for layout generation, it is important to know if the results of existing methods can be appended to other methods. This paper presents a survey of existing procedural modelling methods, which were organized into five categories based on the core approach: pure subdivision, grammar‐based, data‐driven, optimization, and simulation. Information about the covered layout types, the possibility of user interaction during the generation process, and the input and output shape types of the generated content is provided for each surveyed method. The input and output shape types of the generated content can be useful to identify which methods can continue the generation by using the output of other methods as their input. It was concluded that all surveyed methods work for only a few different layout types simultaneously. Moreover, only 35% of the surveyed methods offer interaction with the user after completing the initial process of space generation. Most existing approaches do not perform transformations of shape types. A significant number of methods use the irregular shape type as input and generate the same shape type as the output, which is sufficient for coverage of all layout types when generating a complete virtual world.
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