Abstract.Recently, several simple and cost-effective pedestrian navigation systems (PNS) have been introduced. These systems utilized accelerometers and gyros in order to determine step, stride and heading. The performance of the PNS depends on not only the accuracy of the sensors but also the measurement processing methods. In most PNS, a vertical impact is measured to detect a step. A step is counted when the measured vertical impact is larger than the given threshold. The numbers of steps are miscounted sometimes since the vertical impacts are not correctly measured due to inclination of the foot. Because the stride is not constant and changes with speed, the step length parameter must be determined continuously during the walk in order to get the accurate travelled distance. Also, to get the accurate heading, it is required to overcome drawbacks of low grade gyro and magnetic compass. This paper proposes new step, stride and heading determination methods for the pedestrian navigation system: A new reliable step determination method based on pattern recognition is proposed from the analysis of the vertical and horizontal acceleration of the foot during one step of the walking. A simple and robust stride determination method is also obtained by analysing the relationship between stride, step period and acceleration. Furthermore, a new integration method of gyroscope and magnetic compass gives a reliable heading. The walking test is preformed using the implemented system consists of a 1-axis accelerometer, a 1-axis gyroscope, a magnetic compass and 16-bit microprocessor. The results of walking test confirmed the proposed method.
This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.
The present study aimed to systematically evaluate the effects of the exogenous variables affecting user acceptance and intention to use telepractice in South Korea in order to develop a telepractice acceptance model. A nationwide survey was administered to 215 speech language pathologists (SLPs), of whom 186 (86.52%) were female and 29 (13.48%) were male. Structural equation modeling (SEM) was used to test nine hypotheses proposed based on the extended Technology Acceptance Model (TAM). SEM analysis revealed that perceived ease of use for telepractice was significantly associated with perceived usefulness that was also positively associated with intention to use telepractice. These results are consistent with the prediction of the TAM; however, perceived ease of use for telepractice did not influence intention to use telepractice. In addition, three exogenous variables such as innovativeness, security, and facilitating conditions were also positively associated with perceived ease of use, intention to use and/or perceived usefulness. The present study is significant as it identified the current position of potential telepractice users and supports future expansion of telepractice service delivery model in South Korea.
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