Face Recognition Using Eigen face Coefficients and Principal Component Analysis

Face Recognition is a field of multidimensional applications. A lot of work has been done, extensively on the most of details related to face recognition. This idea of face recognition using PCA is one of them. In this paper the PCA features for Feature extraction are used and matching is done for the face under consideration with the test image using Eigen face coefficients. The crux of the work lies in optimizing Euclidean distance and paving the way to test the same algorithm using Matlab which is an efficient tool having powerful user interface along with simplicity in representing complex images.

A Computer Aided Model for Supporting Design Education

Educating effective architect designers is an important goal of architectural education. But what contributes to students- performance, and to critical and creative thinking in architectural design education? Besides teaching architecture students how to understand logical arguments, eliminate the inadequate solutions and focus on the correct ones, it is also crucial to teach students how to focus on exploring ideas and the alternative solutions and seeking for other right answers rather than one. This paper focuses on the enhancing architectural design education and may provide implications for enhancing teaching design.

Design Considerations of Scheduling Systems Suitable for PCB Manufacturing

This paper identifies five key design characteristics of production scheduling software systems in printed circuit board (PCB) manufacturing. The authors consider that, in addition to an effective scheduling engine, a scheduling system should be able to process a preventative maintenance calendar, to give the user the flexibility to handle data using a variety of electronic sources, to run simulations to support decision-making, and to have simple and customisable graphical user interfaces. These design considerations were the result of a review of academic literature, the evaluation of commercial applications and a compilation of requirements of a PCB manufacturer. It was found that, from those systems that were evaluated, those that effectively addressed all five characteristics outlined in this paper were the most robust of all and could be used in PCB manufacturing.

Development of Multimodal e-Slide Presentation to Support Self-Learning for the Visually Impaired

Currently electronic slide (e-slide) is one of the most common styles in educational presentation. Unfortunately, the utilization of e-slide for the visually impaired is uncommon since they are unable to see the content of such e-slides which are usually composed of text, images and animation. This paper proposes a model for presenting e-slide in multimodal presentation i.e. using conventional slide concurrent with voicing, in both languages Malay and English. At the design level, live multimedia presentation concept is used, while at the implementation level several components are used. The text content of each slide is extracted using COM component, Microsoft Speech API for voicing the text in English language and the text in Malay language is voiced using dictionary approach. To support the accessibility, an auditory user interface is provided as an additional feature. A prototype of such model named as VSlide has been developed and introduced.

Tablet Computer as a User Interface: Intelligent Solutions for Multifunctional Hardcopy Devices

Tablet computers and Multifunctional Hardcopy Devices (MHDs) are common devices in daily life. Though, many scientific studies have not been published. The tablet computers are straightforward to use whereas the MHDs are comparatively difficult to use. Thus, to assist different levels of users, we propose combining these two devices to achieve straightforward intelligent user interface (UI) and versatile What You See Is What You Get (WYSIWYG) document management and production. Our approach to this issue is to design an intelligent user dependent UI for a MHD applying a tablet computer. Furthermore, we propose hardware interconnection and versatile intelligent software between these two devices. In this study, we first provide a state-of-the-art survey on MHDs and tablet computers, and their interconnections. Secondly we provide a comparative UI survey on two state-of-the-art MHDs with a proposal of a novel UI for the MHDs using Jakob Nielsen-s Ten Usability Heuristics Evaluation.

Simulation of Activity Stream inside Energy Social Business Environment using Assemblage Theory and Simplicial Complex Tool

Social, mobility and information aggregation inside business environment need to converge to reach the next step of collaboration to enhance interaction and innovation. The following article is based on the “Assemblage" concept seen as a framework to formalize new user interfaces and applications. The area of research is the Energy Social Business Environment, especially the Energy Smart Grids, which are considered as functional and technical foundations of the revolution of the Energy Sector of tomorrow. The assemblages are modelized by means of mereology and simplicial complexes. Its objective is to offer new central attention and decision-making tools to end-users.

Slovenian Text-to-Speech Synthesis for Speech User Interfaces

The paper presents the design concept of a unitselection text-to-speech synthesis system for the Slovenian language. Due to its modular and upgradable architecture, the system can be used in a variety of speech user interface applications, ranging from server carrier-grade voice portal applications, desktop user interfaces to specialized embedded devices. Since memory and processing power requirements are important factors for a possible implementation in embedded devices, lexica and speech corpora need to be reduced. We describe a simple and efficient implementation of a greedy subset selection algorithm that extracts a compact subset of high coverage text sentences. The experiment on a reference text corpus showed that the subset selection algorithm produced a compact sentence subset with a small redundancy. The adequacy of the spoken output was evaluated by several subjective tests as they are recommended by the International Telecommunication Union ITU.

Visual Tag-based Location-Aware System for Household Robots

This paper proposes a location-aware system for household robots which allows users to paste predefined paper tags at different locations according to users- comprehension of the house. In this system a household robot may be aware of its location and the attributes thereof by visually recognizing the tags when the robot is moving. This paper also presents a novel user interface to define a moving path of the robot, which allows users to draw the path in the air with a finger so as to generate commands for following motions.

Robot Control by ERPs of Brain Waves

This paper presented the technique of robot control by event-related potentials (ERPs) of brain waves. Based on the proposed technique, severe physical disabilities can free browse outside world. A specific component of ERPs, N2P3, was found and used to control the movement of robot and the view of camera on the designed brain-computer interface (BCI). Users only required watching the stimuli of attended button on the BCI, the evoked potentials of brain waves of the target button, N2P3, had the greatest amplitude among all control buttons. An experimental scene had been constructed that the robot required walking to a specific position and move the view of camera to see the instruction of the mission, and then completed the task. Twelve volunteers participated in this experiment, and experimental results showed that the correct rate of BCI control achieved 80% and the average of execution time was 353 seconds for completing the mission. Four main contributions included in this research: (1) find an efficient component of ERPs, N2P3, for BCI control, (2) embed robot's viewpoint image into user interface for robot control, (3) design an experimental scene and conduct the experiment, and (4) evaluate the performance of the proposed system for assessing the practicability.

Strongly Adequate Software Architecture

Components of a software system may be related in a wide variety of ways. These relationships need to be represented in software architecture in order develop quality software. In practice, software architecture is immensely challenging, strikingly multifaceted, extravagantly domain based, perpetually changing, rarely cost-effective, and deceptively ambiguous. This paper analyses relations among the major components of software systems and argues for using several broad categories for software architecture for assessment purposes: strongly adequate, weakly adequate and functionally adequate software architectures among other categories. These categories are intended for formative assessments of architectural designs.

Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces

The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.

Automatic Rearrangement of Localized Graphical User Interface

The localization of software products is essential for reaching the users of the international market. An important task for this is the translation of the user interface into local national languages. As graphical interfaces are usually optimized for the size of the texts in the original language, after the translation certain user controls (e.g. text labels and buttons in dialogs) may grow in such a manner that they slip above each other. This not only causes an unpleasant appearance but also makes the use of the program more difficult (or even impossible) which implies that the arrangement of the controls must be corrected subsequently. The correction should preserve the original structure of the interface (e.g. the relation of logically coherent controls), furthermore, it is important to keep the nicely proportioned design: the formation of large empty areas should be avoided. This paper describes an algorithm that automatically rearranges the controls of a graphical user interface based on the principles above. The algorithm has been implemented and integrated into a translation support system and reached results pleasant for the human eye in most test cases.

Task Modeling for User Interface Design: A Layered Approach

The model-based approach to user interface design relies on developing separate models that are capturing various aspects about users, tasks, application domain, presentation and dialog representations. This paper presents a task modeling approach for user interface design and aims at exploring the mappings between task, domain and presentation models. The basic idea of our approach is to identify typical configurations in task and domain models and to investigate how they relate each other. A special emphasis is put on application-specific functions and mappings between domain objects and operational task structures. In this respect, we will distinguish between three layers in the task decomposition: a functional layer, a planning layer, and an operational layer.

A System to Integrate and Manipulate Protein Database Using BioPerl and XML

The size, complexity and number of databases used for protein information have caused bioinformatics to lag behind in adapting to the need to handle this distributed information. Integrating all the information from different databases into one database is a challenging problem. Our main research is to develop a tool which can be used to access and manipulate protein information from difference databases. In our approach, we have integrated difference databases such as Swiss-prot, PDB, Interpro, and EMBL and transformed these databases in flat file format into relational form using XML and Bioperl. As a result, we showed this tool can search different sizes of protein information stored in relational database and the result can be retrieved faster compared to flat file database. A web based user interface is provided to allow user to access or search for protein information in the local database.

Human Motion Regeneration in 2-Dimension as Stick Figure Animation with Accelerometers

This paper explores the opportunity of using tri-axial wireless accelerometers for supervised monitoring of sports movements. A motion analysis system for the upper extremities of lawn bowlers in particular is developed. Accelerometers are placed on parts of human body such as the chest to represent the shoulder movements, the back to capture the trunk motion, back of the hand, the wrist and one above the elbow, to capture arm movements. These sensors placement are carefully designed in order to avoid restricting bowler-s movements. Data is acquired from these sensors in soft-real time using virtual instrumentation; the acquired data is then conditioned and converted into required parameters for motion regeneration. A user interface was also created to facilitate in the acquisition of data, and broadcasting of commands to the wireless accelerometers. All motion regeneration in this paper deals with the motion of the human body segment in the X and Y direction, looking into the motion of the anterior/ posterior and lateral directions respectively.