FPGA-based embedded image processing systems offer considerable computing resources but present programming challenges when compared to software systems. The paper describes an approach based on an FPGA-based soft processor called Image Processing Processor (IPPro) which can operate up to 337 MHz on a high-end Xilinx FPGA family and gives details of the dataflow-based programming environment. The approach is demonstrated for a k-means clustering operation and a traffic sign recognition application, both of which have been prototyped on an Avnet Zedboard that has Xilinx Zynq-7000 system-on-chip (SoC). A number of parallel dataflow mapping options were explored giving a speed-up of 8 times for the k-means clustering using 16 IPPro cores, and a speed-up of 9.6 times for the morphology filter operation of the traffic sign recognition using 16 IPPro cores compared to their equivalent ARM-based software implementations. We show that for k-means clustering, the 16 IPPro cores implementation is 57, 28 and 1.7 times more power efficient (fps/W) than ARM Cortex-A7 CPU, nVIDIA GeForce GTX980 GPU and ARM Mali-T628 embedded GPU respectively.
Bottom-up, end-user based feed, and food analysis through smartphone quantification of lateral flow assays (LFA) has the potential to cause a paradigm shift in testing capabilities. However, most developed devices do not test the presence of and implications of inter-phone variation. Much discussion remains regarding optimum color space for smartphone colorimetric analyses and, an in-depth comparison of color space performance is missing. Moreover, a light-shielding box is often used to avoid variations caused by background illumination while the use of such a bulky add-on may be avoidable through image background correction. Here, quantification performance of individual channels of RGB, HSV, and LAB color space and ΔRGB was determined for color and color intensity variation using pH strips, filter paper with dropped nanoparticles, and colored solutions. LAB and HSV color space channels never outperformed the best RGB channels in any test. Background correction avoided measurement variation if no direct sunlight was used and functioned more efficiently outside a light-shielding box (prediction errors < 5%/35% for color/color intensity change). The system was validated using various phones for quantification of major allergens (i.e., gluten in buffer, bovine milk in goat milk and goat cheese), and, pH in soil extracts with commercial pH strips and LFA. Inter-phone variation was significant for LFA quantification but low using pH strips (prediction errors < 10% for all six phones compared). Thus, assays based on color change hold the strongest promise for end-user adapted smartphone diagnostics.
This paper evaluates a VR (Virtual Reality) application aimed at enhancing the learning of Python collection data types and structures for electrical and electronic engineering students. By incorporating gamification and personalisation features, the application provides an immersive environment where students can interact with virtual representations of complex programming concepts. To further enhance interactivity and engagement, the application integrates a virtual assistant and example generator, developed using Meta Voice SDK (Software Development Kit) and wit.ai. These AI (Artificial Intelligence)-NLP (Natural Language Processing) tools create personalised learning paths and generate dynamic examples based on individual learning progress. A user study was conducted with a total of 48 participants. During the user study, participants were divided into two equal groups of 24, both wearing EEG (Electroencephalography) headsets: one group engaged with the VR application, while the other read the traditional booklet, allowing for the recording and analysis of attention and engagement levels. These measures of engagement and attention were then compared to those extracted from a benchmark cohort of students whose learning experience was through more traditional booklets. The results indicated a statistically significant improvement in understanding Python collections among VR users compared to their baseline scores, highlighting the benefits of interactive and tailored learning environments. Additionally, EEG data analysis showed that VR users exhibited higher average levels of attention and engagement compared to those using the paper-based method, demonstrating the effectiveness of immersive technologies in sustaining learner interest and focus, particularly in enhancing learning for software development.
10 October 2016 in Journal of Signal Processing Systems
With security and surveillance, there is an increasing need to process image data efficiently and effectively either at source or in a large data network. Whilst a Field-Programmable Gate Array has been seen as a key technology for enabling this, the design process has been viewed as problematic in terms of the time and effort needed for implementation and verification. The work here proposes a different approach of using optimized FPGA-based soft-core processors which allows the user to exploit the task and data level parallelism to achieve the quality of dedicated FPGA implementations whilst reducing design time. The paper also reports some preliminary progress on the design flow to program the structure. An implementation for a Histogram of Gradients algorithm is also reported which shows that a performance of 328 fps can be achieved with this design approach, whilst avoiding the long design time, verification and debugging steps associated with conventional FPGA implementations.
Following PRISMA-ScR guidelines, this scoping review systematically maps the landscape of Large Language Models (LLMs) in mechanical engineering. A search of four major databases (Scopus, IEEE Xplore, ACM Digital Library, Web of Science) and a rigorous screening process yielded 66 studies for final analysis. The findings reveal a nascent, rapidly accelerating field, with over 68% of publications from 2024 (representing a year-on-year growth of 150% from 2023 to 2024), and applications concentrated on front-end design processes like conceptual design and Computer-Aided Design (CAD) generation. The technological landscape is dominated by OpenAI’s GPT-4 variants. A persistent challenge identified is weak spatial and geometric reasoning, shifting the primary research bottleneck from traditional data scarcity to inherent model limitations. This, alongside reliability concerns, forms the main barrier to deeper integration into engineering workflows. A consensus on future directions points to the need for specialized datasets, multimodal inputs to ground models in engineering realities, and robust, engineering-specific benchmarks. This review concludes that LLMs are currently best positioned as powerful ‘co-pilots’ for engineers rather than autonomous designers, providing an evidence-based roadmap for researchers, practitioners, and educators.
A proof of concept virtual reality system is presented that integrates ultrasonic feedback sensations to provide a demonstrative virtual reality exposure therapy environment containing multiple scenarios with virtual spiders. This system and environment were utilised to conduct a study containing 35 participants with the goal of investigating the effect the environment could have on their level of anxiety. This level of anxiety was measured in three different forms: changes in frontal asymmetry analysis of EEG data, changes in skin conductance levels and subjective units of distress. The Fear of Spiders Questionnaire was used to determine which participants in the study reported to be moderately afraid of spiders. For these participants all three measurement forms for anxiety showed statistically significant increases in a comparison between baseline and scenarios with the virtual spiders. A statistically significant correlation between scores on the Fear of Spiders Questionnaire and changes in anxiety shows the system to have had a greater effect on the anxiety levels of those who were more afraid of spiders, than those who were not. There was also a statistically significant correlation discovered between immersion and increase in anxiety, highlighting the significance of immersion in future virtual reality exposure therapy applications.