Tuesday, 22 November 2011

When your hdd or pen drive got virus..

Recently, my pen drive just got attacked by trojan virus worm. The drive is infected after I used computer in the presentation lecture room. (hampeh tul!) The virus seems to convert all folders in the drive to be shortcuts (WTH). When the shortcuts is being clicked, the OS will tell u that the link is incorrect or something like that. While I am so worried bcoz all my papers, homeworks, notes, lab works, etc are in the pen drive. Alhamdulillah, after cooking ikan masak asam rebus, I got the ilham to find the solution (all praise to Allah!) Here are my way of doing it.

B4 inserting your pen drive to my/your computer, make sure you disable the autorun ability (Elok gak koorg buat ni, so in the future, insyaallah, with Allah's will, can protect your computer from virus)
notes: As we insert a pendrive to computer,window will scan and check is there have 'autorun.inf' file and then write into 'mountpoint2' registry,'mountpoint2' will amend the act to open a disk or pop up menu.Although you already set up ' disable auto play' ,use right click or use 'explore' to open disk,the result still will run 'virus .exe'. Therefore, follow these steps:

1.START ->RUN ->Key in 'regedit' to open registry.
2. HKEY_CURRENT_USER\ Software\Microsoft\ Windows\CurrentVersion \Explorer\MountPoints2,
3.Right click 'mountpoints2' and select 'permission'
4.Then click 'Advance',uncheck 'inherit from parent the permission entires that apply to child objects.Include these with entires explicity defined here'.
5.Click 'remove'.'Yes' and 'ok'.

Now,even you insert a pendrive with virus and your computer couldn't affected. Insyaallah.

Now, that part is settled. Next is the crucial one. How to save the files?? (c my notes on When your hdd or pen drive got virus.. part 2  ..soon)

Xcopy for files backup

The syntax:
   xcopy c:\thefolder d:\destinationfolder /s/e

For details:
   xcopy /?

In case the folder disappear (cannot view in explorer)
   attrib /s /d -r -a -s -h drive:\folder

Tuesday, 1 November 2011

Xiying Wang, Xiwen Zhang, and Guozhong Dai, “Tracking of deformable human hand in real time as continuous input for gesture-based interaction,” in Proceedings of the 12th international conference on Intelligent user interfaces, IUI ’07 (New York, NY, USA: ACM, 2007), 235–242

1. Gesture such as hand gesture input is a natural and effective interactive model

2. However, human hand is articulated, and thus it’s difficult to capture its nonrigid motion due to its continuously changing shape and appearance.

3. Glove-based method use data glove and electronic tracker to capture hand’s
movement, but at the same time, it brings much restriction upon human and makes people feel uncomfortable.

4. Camera-based method uses camera to capture hand motion without any physical restriction upon the user. Compared with gloved-based method, it is a more natural and effective way for gesture-based human-computer interaction.

5. Up to now, visual gesture has already been used in many scenarios, such as virtual mouse for ubiquitous computing environment[1] and remote controller of mobile robot in real world[19].

6. In some of previous work, hand posture is presumed constant [3,21,12] or changes of finger configuration are neglected [14,11]. Others use 3D hand models [1,15] and/or two cameras [10] to track deformable hand gesture, and consequently, the computational complexity of tracking system increases sharply.

7. Existing methods for tracking articulated non-rigid object could be categorized into two groups:
1. model-based methods
2. appearance-based methods [8,7].
Appearance-based tracking can also be divided into region-based tracking,
deformable template or snake model based tracking and so on.

8. As for tracking auto-initialization, it is very important for self-starting, resumption of tracking and further continuous interaction between human and computer. However, most previous work took it for granted or accomplished it manually.

9. Generally speaking, hand tracking for real-time interaction should meet the following three requirements:

a) Tracking speed should be on the real-time level, in other words, high
dimensional feature vector and complex computation should be avoided.
b) Tracking method should be robust enough to be invariant to the transition,
rotation and scaling of tracking target.
c) Tracking should be a continuous process with a auto-initialization. Once
tracking fails, it can be resumed automatically without manual help.

p/s: a lot more interesting info includes the tracking framework, hand track methodology, and fingertip tracking. Might be one of my anchor paper.

Xu Zhang et al., “An Adaptive Feature Extractor for Gesture SEMG Recognition,” in Medical Biometrics, ed. David Zhang, vol. 4901 (Berlin, Heidelberg: Springer Berlin Heidelberg, 2007), 83-90

1. Surface Electromyographic sEMG sensor can help in virtual input devices productions. It use a technique for evaluating and recording the electrical activity produced by skeletal muscles.[1]

2. One of the sEMG problems is the reusability. Most of the current proposed sEMG pattern identification methods only work on signals from the same use sessions. However, even on the same subjects, the sEMG measured in one day is relatively different from that in another day. The differences of sEMG between different use sessions are mainly caused by slight misplacement of the reinstalled sensors and individual changes of subjects.

3. The performance of hand gestures recognition may be improved consequently with higher pattern recognition rate and pre-training

4. The effect of training days on the average recognition rates of six kinds of hand motions for each subject is; the performance of hand gestures recognition may be improved consequently with higher pattern recognition rate. It accords with the statistic perspective that training dataset from more days contains more details about every hand motion pattern.

5. It is also suggested that the relatively effective choice of number of days for training is three, because the recognition results improve obviously when the number added into three for most of subjects in our experiments and the recognition performance change slightly when the number is specified as 3, 4, or more.

Friday, 28 October 2011

Interaction

A Design – Theory view [1]

  • nInteraction is a way of framing the relationship between people and objects designed for them—and thus a way of framing the activity of design.
  • nAll man-made objects offer the possibility for interaction, and all design activities can be viewed as design for interaction. The same is true not only of objects but also of spaces, messages, and systems.
  • nInteraction is a key aspect of function, and function is a key aspect of design.
  • nInformation flows from a system (perhaps a computer or a car) through a person and back through the system again.
  • nThe person has a goal; she acts to achieve it in an environment (provides input to the system); she measures the effect of her action on the environment (interprets output from the system—feedback) and then compares result with goal. The comparison (yielding difference or congruence) directs her next action, beginning the cycle again.
  • nThis is a simple self-correcting system—more technically, a first-order cybernetic system.  
  
Interaction: Execution – evaluation cycle
  • nThe purpose of Interaction is to aid a user in accomplishing goals from some application domain.
  • nNorman’s model [2]:
    1. Establishing the goal
    2. Forming the intention
    3. Specifying the action sequence
    4. Executing the action.
    5. Perceiving the system state
    6. Interpreting the system state
    7. Evaluating the system state with respect to the goals and intentions.   

Ergonomics
  • nThe study of the physical characteristics of the interaction [3]
    • Arrangement of controls and displays
    • The physical environment of the interaction
    • Health issues
    •   The use of colours   

References
  1. 8.Dubberly, H., Haque, U. & Pangaro. P, (2009)What is interaction? Are there different types? DDO
  2. 9.D.A.Norman. The psychology of Everyday Things. Basic Books, New York, 1988.
  3. 10.Dix, A., Finlay, J., Abowd, G.D. & Beale, R. (2004) Human-Computer Interaction 3rd Ed., Pearson
 

Children - Defination

Children

  • A plural form of child, a human between the stages of birth and puberty [1]
  • The United Nations Convention on the Rights of the Child defines a child as "a human being below the age of 18 years unless under the law applicable to the child, majority is attained earlier" [2]
  • A person who has little or no experience in a particular area [3]
  • Kanak-kanak (juga digelarkan budak atau anak kecil) ialah manusia yang muda, iaitu seorang yang masih belum mencapai baligh [4]
  • In terms of biology & psychology: children are human being in the development phase of childhood, which is between infancy and adulthood [5]


Child Development

  • Physical: Physical changes in the body; size, proportions, appearance, bodily system, physical health, perceptual and motor capabilities
  • Cognitive: Changes in intellectual or thinking abilities, including memory, attention, daily knowledge, problem solving, imagination, creativity. Language and academic ability
  • Emotional & Social: Changes in emotional and social relationship, including self-understanding, emotional communication, interpersonal skills, knowing people, intimate relationships and moral reasoning and behaviour.


5 Periods of Development

  • Prenatal: The process embryo develops during pregnancy, from fertilisation until birth.
  • Infancy & toddlerhood (from birth to 2 years): remarkable transformation to the brain and body that support intellectual, motor and perceptual abilities. (Sensorimotor – sense and act intentionally)
  • Early childhood (2-6 years): body longer and thinner, self-controlled, fantasy play, language skills improved. (Preoperational – playing & pretending, but difficult in taking views from others)
  • Middle childhood (6-11 years): primary school age, learn about real world, capabilities and responsibilities increased, self-understanding and friendship established. (Concrete operational)
  • Adolescence (11-18 years): leads to adult-sized body and sexual maturity, thought more idealistic and abstract. (Formal operational)
  • [6] [7]


Children As Users

  • nEssential that technology is age appropriate.
  • nDifferent motivation than adults. They generally use technology when they want to. Much more discretion.
  • nExpect more from ordinary product. They believe that technology is magic. 
  • High level of imagination
  • nLearn quicker. Learn by playing. Play contribute to their learning and development.


References
  1. Wikipedia, http://en.wikipedia.org/wiki/Child
  2. “Convention on the Rights of the Child” The Policy Press, Office of the United Nations High Commissioner for Human Rights
  3. Oxford Dictionary online, http://oxforddictionaries.com/definition/child#DWS-m-en_gb-msdict-00002%E2%80%93038550
  4. Wikipedia Bahasa Melayu, http://ms.wikipedia.org/wiki/Kanak-kanak
  5. Keenan, T. & Evans, S. (2009). An Introduction to child development. London, Sage Publications.
  6. Berk, L. E. (2006). Child Development (7th Ed.). Boston, Pearson.
  7. Piaget, J. (1962). Play, dreams, and limitation in childhood. New York, Norton.

Doe-Hyung Lee and Kwang-Seok Hong, “Game interface using hand gesture recognition,” in 2010 5th International Conference on Computer Sciences and Convergence Information Technology (ICCIT) (presented at the 2010 5th International Conference on Computer Sciences and Convergence Information Technology (ICCIT), IEEE, 2010), 1092-1097.

Info:
1. The body motion recognition give the general user a sense of reality and immersion, help children and elderly to control devices more easily and intuitively.
2. Among the intuitive and simple methods, hand motion is becoming the most popular.

Methodology:
1. Stereo image input
2. Hand region detection - depth map calculation - remove background after recognize foreground - remove lighting error by histogram equalization (b4 that, apply gray image to differentiate between light and shade).
3. Pattern recognition - comparing image entropy with feature model.