As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors’ focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market. While in general the answer is yes, it is not as easy as it seems: There are significant differences between the devices, even between the two Kinects, such as different measurement ranges, error distributions on each axis and changing depth precision relative to distance.
In this paper some experiences are described, from requirements gathering to design and implementation, in the European project “Intelligent Serious Games for Social and Cognitive Competence”. The main goal of the project is to develop serious games for social and cognitive competence of children with learning difficulties. The aim of these games is to teach youth with mild disabilities about social skills, basic skills, key cognitive competence skills and work skills. Using these interactive mobile games and 3D simulations helps the social integration and personal development of these children and youth. The project uses serious games and 3D simulations so that teaching and learning becomes interesting, playful, attractive and efficient.
We live in a world of digital information communication and digital data storage. Following the development of technology, demands from the user side also pose serious challenges for developers, both in the field of hardware and software development. However, the increasing penetration of the Internet, IoT and digital solutions that have become available in almost every segment of life, carries risks as well as benefits. In this study, the authors present the phenomenon of ransomware attacks that appear on a daily basis, which endangers the operation and security of the digital sphere of both small and large enterprises and individuals. An overview of ransomware attacks, the tendency and characteristics of the attacks, which have caused serious financial loss and other damages to the victims, are presented. This manuscript also provides a brief overview of protection against ransomware attacks and the software and hardware options that enhance general user security and their effectiveness as standalone applications. The authors present the results of the study, which aimed to explore how the available software and hardware devices can implement digital user security. Based on the results of the research, the authors propose a complex system that can be used to increase the efficiency of network protection and OS protection tools already available to improve network security, and to detect ransomware attacks early. As a result, the model of the proposed protection system is presented, and it can be stated that the complex system should be able to detect ransomware attacks from either the Internet or the internal network at an early stage, mitigate malicious processes and maintain data in recoverable state.
In this paper a development of a virtual reality application is presented while also mentioning earlier works which provided a basis for the presented application. Immersive virtual reality was chosen as it allows for better learning and has more research and testing capabilities. While making the application a survey has also been conducted with the users to enhance the application. The aim of the developed application is to allow people with weak stereopsis to use it at home with the intention to improve their stereopsis and depth perception via dichoptic perceptual learning.
This article presents a humanoid robot-based training software that is based on the widely used Nao humanoid robot of Aldebaran Robotics. The software is capable of recognize the patients and gives an option to the therapist to define different exercise series to be performed and analyzed by the software. To make the control easier, the new smartphone-based method would be introduced in this article. It can be followed the whole development and special system requirements; the most important system components and software libraries will be introduced without the need for completeness because of the scope limits. The proposed software, where the Nao Robot controlled via Android based smart phone interface has also been introduced to medical experts and get a positive response.