Search results for "video"
showing 10 items of 1348 documents
Teachers’ intention to use educational video games: The moderating role of gender and age
2018
Educational video games represent an educational change that challenges teachers and managers of Higher Education institutions in several ways including their attitude formation and behavioural intention. Using a Technology Acceptance Model (TAM) approach a research model is developed to predict teachers’ behavioural intention to use educational video games in their courses. The research model is tested via structural equation modelling (SEM) on a sample of 312 Higher Education teachers. Main results suggest that perceived usefulness influences in a direct and positive way teachers’ behavioural intention while perceived ease of use indirectly influences intention through perceived usefulnes…
Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game
2016
Background\ud \ud Serious games (SGs) are a type of simulation technology that may provide nursing students with the opportunity to practice their clinical reasoning and decision-making skills in a safe and authentic environment. Despite the growing number of SGs developed for healthcare professionals, few SGs are video based or address the domain of home health care.\ud \ud Aims\ud \ud This paper aims to describe the design, development, and usability evaluation of a video based SG for teaching clinical reasoning and decision-making skills to nursing students who care for patients with chronic obstructive pulmonary disease (COPD) in home healthcare settings.\ud \ud Methods\ud \ud A prototy…
Developing a Serious Game for Nurse Education.
2018
Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game–playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG devel…
Traffic data acquirement by unmanned aerial vehicle
2017
This paper presents a methodology aimed to acquire traffic flow data through the employment of unmanned aerial vehicles (UAVs). The study is focused on the determination of driving behavior parameters of road users and on the reconstruction of traffic flow Origin/Destination matrix. The methodology integrates UAV flights with video image processing technique, and the capability of geographic information systems, to represent spatiotemporal phenomena. In particular, analyzing different intersections, the attention of the authors is focused on users’ gap acceptance in a naturalistic drivers’ behavior condition (drivers are not influenced by the presence of instruments and operators on the roa…
Adaptive Consensus-Based Distributed Kalman Filter for WSNs with Random Link Failures
2016
Wireless Sensor Networks have emerged as a very powerful tool for the monitoring and control, over large areas, of diverse phenomena. One of the most appealing properties of these networks is their potentiality to perform complex tasks in a total distributed fashion, without requiring a central entity. In this scenario, where nodes are constrained to use only local information and communicate with one-hop neighbors, iterative consensus algorithms are extensively used due to their simplicity. In this work, we propose the design of a consensus-based distributed Kalman filter for state estimation, in a sensor network whose connections are subject to random failures. As a result of this unrelia…
An adaptive multi-rate system for visual tracking in augmented reality applications
2016
The visual tracking of an object is a well-known problem, and it involves many fields of applications. Often a single sensor, the camera, could not provide enough information in order to track the whole object trajectory due to a low updating rate; therefore a multi-sensor system, based also on inertial measurements, could be necessary to improve the tracking accuracy. This leads to the fundamental question: how can information from different sensors be combined when they work at different rates? In this paper an approach based on recursive parameter estimation focusing on multi-rate situations is suggested. The problem is here formulated as the state-of-the-art problem of the visual tracki…
Regularized LMS methods for baseline wandering removal in wearable ECG devices
2016
The acquisition of electrocardiogram (ECG) signals by means of light and reduced size devices can be usefully exploited in several health-care applications, e.g., in remote monitoring of patients. ECG signals, however, are affected by several artifacts due to noise and other disturbances. One of the major ECG degradation is represented by the baseline wandering (BW), a slowly varying change of the signal trend. Several BW removal algorithms have been proposed into the literature, even though their complexity often hinders their implementation into wearable devices characterized by limited computational and memory resources. In this study, we formalize the BW removal problem as a mean-square…
Strategic Thinking under social influence: Scalability, stability and robustness of allocations
2016
This paper studies the strategic behavior of a large number of game designers and studies the scalability, stability and robustness of their allocations in a large number of homogeneous coalitional games with transferable utilities (TU). For each TU game, the characteristic function is a continuous-time stochastic process. In each game, a game designer allocates revenues based on the extra reward that a coalition has received up to the current time and the extra reward that the same coalition has received in the other games. The approach is based on the theory of mean-field games with heterogeneous groups in a multi-population regime.
2021
Classification approaches that allow to extract logical rules such as decision trees are often considered to be more interpretable than neural networks. Also, logical rules are comparatively easy to verify with any possible input. This is an important part in systems that aim to ensure correct operation of a given model. However, for high-dimensional input data such as images, the individual symbols, i.e. pixels, are not easily interpretable. Therefore, rule-based approaches are not typically used for this kind of high-dimensional data. We introduce the concept of first-order convolutional rules, which are logical rules that can be extracted using a convolutional neural network (CNN), and w…
A Comprehensive Survey of Indoor Localization Methods Based on Computer Vision
2020
Computer vision based indoor localization methods use either an infrastructure of static cameras to track mobile entities (e.g., people, robots) or cameras attached to the mobile entities. Methods in the first category employ object tracking, while the others map images from mobile cameras with images acquired during a configuration stage or extracted from 3D reconstructed models of the space. This paper offers an overview of the computer vision based indoor localization domain, presenting application areas, commercial tools, existing benchmarks, and other reviews. It provides a survey of indoor localization research solutions, proposing a new classification based on the configuration stage…