virtual interface
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2021 ◽  
Vol 13 (21) ◽  
pp. 11743
Author(s):  
Indumathi Lakshmi Krishnan ◽  
Fadi Al-Turjman ◽  
Ramesh Sekaran ◽  
Rizwan Patan ◽  
Ching-Hsien Hsu

The Proxy Mobile IPv6 (PMIPv6) is a network-based accessibility managing protocol. Because of PMIPv6’s network-based approach, it accumulates the following additional benefits, such as discovery, efficiency. Nonetheless, PMIPv6 has inadequate sustenance for multi-homing mechanisms, since every mobility session must be handled through a different binding cache entry (BCE) at a local mobility anchor (LMA) according to the PMIPv6 specification, and thus PMIPv6 merely permits concurrent admittance for the mobile node (MN) which is present in the multi-homing concept. Consequently, when a multi-homed MN interface is detached from its admittance network, the LMA removes its moving part from the BCE, and the current flows connected with the apart interface are not transmitted to the multi-homed MN, even if a more multi-homed MN interface is still linked to another access network. A superior multi-homing support proposal is proposed to afford flawless mobility among the interfaces for a multi-homed MN to address this problem. The projected method can shift an application from a disconnected interface of a multi-home MN to an attached interface using the PMIPv6 fields of Auxiliary Advertisement of Neighbor Detection (AAND).


The human-machine interaction has evolved significantly in the last years, allowing a new range of opportunities for developing solutions for people with physical limitations. Natural user interfaces (NUI) allow bedridden and/or physically disabled people to perform a set of actions trough gestures thus increasing their quality of life and autonomy. This paper presents a solution based on image processing and computer vision using the Kinect 3D sensor for development of applications that recognize gestures made by the human hand. The gestures are then identified by a software application that triggers a set of actions of upmost importance for the bedridden person, for example, trigger the emergency, switch on/off the TV or control the bed slope. It was used a shape matching technique for six gestures recognition, being the final actions activated by the Arduino platform. The results show a success rate of 96%. This system can improve the quality of life and autonomy of bedridden people, being able to be adapted for the specific necessities of an individual subject.


2021 ◽  
Vol 20 ◽  
pp. 176-181
Author(s):  
Debalina Banerjee ◽  
Akashjyoti Banik ◽  
Sanjib Kumar Singh ◽  
Kandarpa Kumar Sarma

Surveillance operations designed to be carried out by a robotic vehicle for entry into an area of higher risks and perform hazardous tasks form the core of this work. The system is integrated with a robotic vehicle that is controlled through a virtual interface and well supported by live video streaming. Here, the motion detection sensor is used as a simple but powerful human presence detector and alarm trigger. Also, the design has a metal detector and gas detecting sensor that can provide precaution against potential landmines present in the operations area and presence of chemicals, high energy materials or poisonous gases on regular and event-based occurrence. The real-time data of the gas sensor is stored in the local machine and also uses a speech recognition system developed using Raspberry Pi microcomputer to detect audio signals. It generates routine alarms on special/unknown/ first time patterns of audio threats. The system is designed using low-cost components.


Author(s):  
Chun-Yen Chen ◽  
Teng-Wen Chang ◽  
Chi-Fu Hsiao

Abstract In the stage of prototype practice, the maker mainly works by himself, but it needs to test and adapt to find correct fabrication method when maker didn’t have clearly fabrication description. Therefore, rapid prototyping is very important in the prototype practice of the maker. “Design- Fabrication-Assembly” (DFA)- an integration prototyping process which helps designers in creating kinetic skin by following a holistic process. However, DFA lacks a medium for communication between design, fabrication and assembly status. This paper proposes a solution called co-existing Fabrication System (CoFabs) by combining multiple sensory components and visualization feedbacks. We combine mixed reality (MR) and the concept of digital twin (DT)–a device that uses a virtual interface to control a physical mechanism for fabrication and assembly. By integrating virtual and physical, CoFab allows designers using different methods of observation to prototype more rigorously and interactively correct design decisions in real-time.


2021 ◽  
Vol 4 ◽  
pp. 128-137
Author(s):  
Oksana Novikova ◽  

The article considers the spatial and temporal changes manifested in the virtual form of gamification of existence. The definition of the virtual form of gamification of existence is given. On the basis of included observation, the spatial and temporal transformations of socio-cultural reality are rethought, and the philosophical-anthropological approach makes it possible to establish the dependence of the strategies of individual and group behaviour on the inclusion of game actions in the virtual existence. The analysis of the virtual form of gamification of existence as an event and as a co-being is given. The virtual form of gamification of existence is supported by artificially created events, presented as serious incidents, replaced by new ones for tomorrow. The transformation of the structure of free time is considered, which allows transferring most of the life of a contemporary into leisure. The spatial and temporal model of the virtual form of gamification of human existence visually and mentally dissolves the contemporary in the virtual gaming environment. A contemporary, acting out the events, appears in the form of bricolage, multiple images demonstrating strategies of both personal and group behavior. In the virtual interface, time becomes human-sized, allowing in others to see themselves. The space-time boundaries of the virtual form of gamification of existence negate the authenticity of real life, replacing and displacing it with experimental simulation that forms dependence.


2021 ◽  
pp. 348-362
Author(s):  
Ivón Escobar ◽  
Edwin Pruna ◽  
Silvia Alpúsig ◽  
Paola Calvopiña ◽  
Gabriel Corrales
Keyword(s):  

2020 ◽  
Vol 11 (SPL4) ◽  
pp. 2023-2031
Author(s):  
Houda Attjioui ◽  
Amine Cheikh ◽  
Amina Tebaa ◽  
Mohamed Wadie Zerhouni ◽  
Zineb Aliat ◽  
...  

The growth of e-commerce is revolutionizing access to health products, and offers of these products on the Internet are often attractive from the customer's point of view. However, it contributes significantly to the expansion of international trade in falsified medicines. The objective is to take stock of the significant growth in the online sale of health products with the health challenges encountered. We conducted a survey on the purchase of the most popular online health products in Morocco, and then examined the type of health products offered, the price of the most common drugs compared to conventional prices.49 websites and social network forums were identified, 37% of which had a specific address and 63% of which had a virtual interface. The sales strategies identified are numerous, the main ones being the availability of medical specialties not available in the country, the order to pay less and save time. The most common purchases concern so-called "comfort" medicines. The challenge for the health authorities is now to develop an appropriate regulatory approach to control the purchase of these products on the Internet and the implementation of measures to prevent and minimize the risks associated with this practice.


Author(s):  
M.. Mironenko ◽  

The issues of preparation and selection of historical sources for their integration into the verification module are considered. Examples of using the module for different types of sources are presented. The features of the development of a virtual interface for such tasks are described using the example of pictorial historical sources of the 19th century. The issues of integration of narrative sources into virtual space were also touched upon.


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