Abstract: Background: A facility layout problem (FLP) is an NP-complete (non-deterministic polynomial) problem, for which is hard to obtain an exact optimal solution. FLP has been widely studied in various limited spaces and workflows. For example, cafeterias with many types of equipment for troops cause chaotic processes when dining. Objective: This article tried to optimize the layout of a troops’ cafeteria and to improve the overall efficiency of the dining process. Methods: First, the original cafeteria layout design scheme was analyzed from an ergonomic perspective and two new design schemes were generated. Next, three facility layout models were designed, and further simulation was applied to compare the total time and density of troops between each scheme. Last, an experiment of the dining process with video observation and analysis verified the simulation results. Results: In a simulation, the dining time under the second new layout is shortened by 2.25% and 1.89% (p
Abstract: The aim of this paper is to understand emerging
learning conditions, when a visual analytics is implemented and used
in K 12 (education). To date, little attention has been paid to the role
visual analytics (digital media and technology that highlight visual
data communication in order to support analytical tasks) can play in
education, and to the extent to which these tools can process
actionable data for young students. This study was conducted in three
public K 12 schools, in four social science classes with students aged
10 to 13 years, over a period of two to four weeks at each school.
Empirical data were generated using video observations and analyzed
with help of metaphors within Actor-network theory (ANT). The
learning conditions are found to be distinguished by broad
complexity, characterized by four dimensions. These emerge from
the actors’ deeply intertwined relations in the activities. The paper
argues in relation to the found dimensions that novel approaches to
teaching and learning could benefit students’ knowledge building as
they work with visual analytics, analyzing visualized data.
Abstract: Human movement in the real world provides
important information for developing human behaviour models and
simulations. However, it is difficult to assess ‘real’ human behaviour
since there is no established method available. As part of the AUNTSUE
(Accessibility and User Needs in Transport – Sustainable Urban
Environments) project, this research aimed to propose a method to
assess human movement and behaviour in crowded areas. The
method is based on the three major steps of video recording,
conceptual behavior modelling and video analysis. The focus is on
individual human movement and behaviour in normal situations
(panic situations are not considered) and the interactions between
individuals in localized areas. Emphasis is placed on gaining
knowledge of characteristics of human movement and behaviour in
the real world that can be modelled in the virtual environment.
Abstract: In this work the opportunity of construction of the
qualifiers for face-recognition systems based on conjugation criteria
is investigated. The linkage between the bipartite conjugation, the
conjugation with a subspace and the conjugation with the null-space
is shown. The unified solving rule is investigated. It makes the
decision on the rating of face to a class considering the linkage
between conjugation values. The described recognition method can
be successfully applied to the distributed systems of video control
and video observation.