I am currently working as full stack developer in the DEDALUS group. I’m now learning more about J2E and backend technologies (JPA / Hibernate). During my works, I specialized on the Android platform. I also have a good experience in Angular as well as C#, C++ and Qt for the GUI part. I have a strong interest in the medical field in which I would like to use all my skills acquired so far.
In this paper we present a hardware and software framework for Neural Scanning of household objects using Neural Radiance Fields (NeRF). The NeRF technique tries to learn a probabilistic representation of radiance and density, that can be used to render objects and to export objects' geometry. Our framework allows for easy scanning of the objects by rotating the object while using cameras in a static position. The objects we scan are mostly taken from the Yale-CMU-Berkeley (YCB) object set, and we release our scans as part of a public dataset.
This paper presents an algorithm to provide floor projection feedback according to the local distance and density of individuals. It is realized by a large-space floor projection system with a feedback function based on human tracking with laser ranging image sensors. The purpose is to support the cognition of spatial–temporal structures of groups of adolescents with neurodevelopmental disorders (NDs) that are conducting organized physical activity (PA). Observation and evaluation of behavioral changes in adolescents with NDs, when they were active with or without the floor projection based on the proposed algorithm, were conducted to validate its effectiveness. We observed that the proposed algorithm can be implemented in different organized PAs. It had the effect to help individuals in a behavior to keep a close distance to each other as a group rather than to keep the same distance apart from each other while walking.
In this paper, we propose a novel floor projection drawing tool for AR-aided special needs education, called CANVAS, which can be easily used by teachers or practitioners. We propose a method of using floor projection to support the activities of children with neurodevelopmental disorders (ND) by summarizing the used elements of past activities: Positions (Points), Lines, Areas, and Symbols (PLAS method). This PLAS method fulfills the design requirements of the content that can be created on CANVAS, which is a tablet type drawing system. The content is transmitted in realtime to the gym projectors to realize realtime and interactive activities based on the projection of geometric shapes, at the intended place on the floor. Experimental results demonstrate that simple shapes such as circles and lines are sufficient to support cognition and changes in the physical behaviors of children with ND.
The objective of this study is to observe the relationship between a frequency of face-to-face behavior and an evaluation of an idea presented in a discussion. Therefore, we conducted workshop experiments and analyzed the frequency of face-to-face behavior, the pulse rate, the evaluation value of ideas, and the order of explaining the ideas. As a result, we observed a positive correlation between the frequency of face-to-face behavior and the evaluation value. In addition, the ideas described in the second half showed that the face-to-face behavior decreased somewhat as the "description order" was earlier.
EnhancedTouchX, a bracelet-type interpersonal body area network device, not only detects but also quantifies interpersonal hand-to-hand touch interactions. Without any wired connection, it can identify the direction and gestures of a touch. The developed device can connect to an external device via Bluetooth Low Energy for monitoring and logging where, when, how long, who, and how the touch interactions occurred. These daily augmented touch interactions provided by such contextual information would offer a variety of applications to facilitate social interactions. Our experiment, conducted with several pairs of participants, demonstrates that the devices can identify the direction of a touch (from one initiating the touch (active touch) to the one being touched (passive touch)) with 95% accuracy. In addition, the devices are also capable of identifying four types of touch gestures with 85% accuracy using a simple threshold classifier.
Research on visual information presentation systems and content design for learning support in school education has been active. In order to explore new possibilities for learning support activities, we have realized a large-scale video projection system that uses the floor of a gymnasium, one of the important places for children's learning, as a screen, and are engaged in research on content design for educational support activities using this system. In this paper, we describe the construction method of the large-scale floor projection system. We design a content (mopping guide) on the proposed system to support children with neurodevelopmental disabilities in learning to clean the floor, and verify the effectiveness of the large-scale floor projection system in supporting children's learning. The effectiveness of the system in supporting children's learning will be confirmed by comparing the results of cleaning effects before and after the teaching of the mop/guide.
In this paper, we describe a case study of an empathic design approach for designing a technology-assisted teaching in a special needs school setting with involvement of teachers and their students. An advanced design platform with a large-scale spatial augmented and mixed reality system was installed in the gymnasium of the school to enhance the teachers' insights toward a solution. Through careful design consultations with the teachers in the platform, we designed a full-body interactive learning game for children with Autism Spectrum Disorders (ASD), which intends to keep their attention focused on the content provided for learning. A total of 5 researchers, 21 teachers, and 64 students were involved in the study. Three observations, three workshops, six meetings, and two feasibility studies were conducted with the participants in the case study. The game was evaluated in a viability testing in cooperation with 23 children (20 males and 3 females, mild/moderate ASD, 6-12 years-old). The result verified that 95.7 % of the children succeeded in implementing the task provided in the game, which indicated that the game has the potential to help them focus their attention on learning by introducing an element of fun. The case study strengthened the importance of an empathic design approach that relocates a design platform from researchers' environment to a special needs school setting for designing a technology-assisted teaching for children with ASD. The design approach helped the study participants learn more about the problems, needs, and strengths of the children, and provided an appropriate solution together with technology.
Eye-to-eye contact and facial expressions are key communicators, yet there has been little done to evaluate the basic properties of face-to-face; mutual head orientation behaviors. This may be because there is no practical device available to measure the behavior. This paper presents a novel headband-type wearable device called FaceLooks, used for measuring the time of the face-to-face state with identity of the partner, using an infrared emitter and receiver. It can also be used for behavioral healthcare applications, such as for children with developmental disorders who exhibit difficulties with the behavior, by providing awareness through the visual feedback from the partner's device. Two laboratory experiments showed the device's detection range and response time, tested with a pair of dummy heads. Another laboratory experiment was done with human participants with gaze trackers and showed the device's substantial agreement with a human observer. We then conducted two field studies involving children with intellectual disabilities and/or autism spectrum disorders. The first study showed that the devices could be used in the school setting, observing the children did not remove the devices. The second study showed that the durations of children's face-to-face behavior could be increased under a visual feedback condition. The device shows its potential to be used in therapy and experimental fields because of its wearability and its ability to quantify and shape face-to-face behavior.
Visual support (VS) is one of the effective ways of facilitating activities of children with neurodevelopmental disorder (ND). This paper reports on an interactive VS provided by a large-scale floor projection system in an augmented gymnasium called FUTUREGYM, designed for children with ND. The study focuses on students' cleaning, and two interactive VS activities-Mop Game, an exergame involving group cleaning, and Mop Guide, a VS for training about vocational cleaning-were designed with the teachers with the aim of motivating students toward cleaning and help them acquire fundamental cleaning skills. The study attempts to design a VS for cleaning that is suitable for the students by conducting an empathic design approach, which helps us understand what are the problems, obtain new perspectives, and gather ideas into demonstrative prototypes by sharing values and thoughts with the teachers and their students. This is a case study of deploying an empathic design approach in a special needs school setting.
Integrons are genetic elements that can acquire and rearrange gene cassettes. The blaBEL-1 gene encodes an extended-spectrum β-lactamase, BEL-1, that is present at the second position of the variable region of class 1 integrons identified in Pseudomonas aeruginosa The mobility of the bel-1 gene cassette was analyzed under physiological conditions and with the integrase gene being overexpressed. Cassette mobility in Escherichia coli was detected by excision/integration into the recipient integron In3 on the conjugative plasmid R388 with the overproduced integrase. Despite several antibiotic pressures, the bel-1 cassette remained at the second position in the integron, highlighting its stability in P. aeruginosa Overexpression of the integrase gene in E. coli induced bel-1 cassette recombination. However, cassettes containing two genes (blaBEL-1 and smr2 or blaBEL-1 and aacA4) were excised, suggesting that the bel-1 cassette attC site was defective. We show that bel-1 is a stable gene cassette under physiological growth conditions, irrespective of the selective antibiotic pressure, that may be mobilized upon overexpression of the integrase gene.