3. Conclusion
The rules of integration of partial independent classifier decisions are examined in the
article. Thus, the generalization of decisions is a special problem in the field of pattern
recognition and classification, which cannot be reduced to a typical classification problem
(with one classifier). It is subject to further indepth study, and its use in practice may lead to
qualitatively better properties of classification systems that use the concept of a combined set
of classifiers forming a collective decision.
References:
1 V. E. Glushchenko and Y. V. Glushchenko, "Study of the description space structure for
the formation of knowledge of pattern recognition intellectual systems," (in Russian),
Shtuchyintelect, p. 1, May 2005.
2 M. N. Golubev, "Development and analysis of algorithms for detecting and classifying
objects on the basis of machine learning methods," MS Thesis abstract, Yaroslavl State
University, Yaroslavl, 2012.
3 L. S. Fainzilberg, "Bayesian scheme of collective decisionmaking in conditions of
contradictions," (in Russian),Management and Informatics Problems, no. 3, pp. 112–122,
2002.
4 M. B. Aidarkhanov, "On the stability of the group classification algorithms," inThe 9th
National Conference, presented at the Mathematical methods of pattern recognition, Moscow,
1991, Moscow: «ALEVV», 1991, pp. 3–4.
5 Y. I. Zhuravlev and A. S. Biryukov, "Some practical algorithms of recognition by
precedents and methods of their correction," in The 9th National Conference, presented at the
Mathematical methods of pattern recognition, Moscow, 1991, Moscow: «ALEVV», 1991, pp.
190–191.
6 N. N. Kuzmitsky, "Topical issues of using of convolutional neural networks and their
committees in pattern recognition," (in Russian), Vestnik of Brest State Technical University,
no. 5, pp. 6–10, 2012.
7 L. A. Rastrigin and R. K. Ehrenstein,Collective Recognition Method. Moscow:
Energoizdat, 1981.
34
8 N. G. Zagoruiko, Applied methods of data and knowledge analysis. Novosibirsk: Sobolev
Institute of Mathematics of RAS, 1999, ch. 8, par. 6.
UDC 681.3.01
Alimanova M.O.
1
, Kozhamzharova D.Kh.
2
, Zholdygarayev A.O.
3
, Meraliyev M.M.
4
1
PhD, assist.prof., Suleyman Demirel University, Almaty, Kazakhstan
e-mail: madina.alimanova@sdu.edu.kz
2
MSc, International Information Technology University, Almaty, Kazakhstan
3
Teacher assist., Suleyman Demirel University, Almaty, Kazakhstan
e-mail: aslanbek.zholdygarayev@sdu.edu.kz
4
Teacher assist., Suleyman Demirel University, Almaty, Kazakhstan
e-mail: meraryslan.meraliyev@sdu.edu.kz
ADAPTATION OF GAMING PROCESS TO IMPROVE
HAND REHABILITATION
Abstract. Hands, as the most dexterous part of our body, are of vital importance to our
everyday life. However, since hands are extensively used in nearly all tasks, they are exposed
in more dangerous environment than any other parts. Overwork, injury and geratic
complications, such as stroke can all cause hand function, totally or partially, which directly
diminish the quality of life.
Unpleasant effects caused by trauma and overwork to hands results with immediate
hand rehabilitation. Trainings for patients’ rehabilitations are normally goes in rehabilitation
center in hospitals, with getting some physiotherapy for hands, making some exercises and etc.
However all this may bore patients and not to motivate to sooner recovery.
The Leap Motion controller is a small device that senses consumer gestures and is
aimed to enlarge a user’s interactive experience with their computer. Using infrared sensors, it
is able to collect data about the position and motions of a user’s hands. This allows to use leap
motion in different purposes like development of children’s intellect, having fun with playing
virtual reality games and etc. One more example for effective usage of such device is in the
purpose of medicine.
Key words: Leap Motion, Machine Learning, Unity3D, Modeling, Autodesk 3Ds Max,
Cinema 4D, Computer Vision
If you’re just now hearing about real life escape games, you’re the norm. Escape games
have actually been around for nearly a decade, but they’re just now gaining mainstream
popularity. Starting in Japan, the real life escape game industry has spread worldwide and has
appealed to people wanting to experience their entertainment, not just watch it. The industry
really only began to explode in 2014, and there’s no end in sight to the growing popularity of
this fun and engaging activity.
The best part of real escape games is that the player is the main character instead of just
watching a character. And due to the rise in all of these businesses, each one brings its own
unique experience, forcing “game makers” to be diverse with their themes and puzzles. One
notable characteristic of the game is the puzzle vs. story difference. Some games can be all
about solving hard puzzles and math problems, while others can be theatrical and focus on how
the player must escape from a “situation” (and is mainly more observationally based). The
better games are the ones that are able to intertwine the two aspects to create a truly distinct
experience [1,2].
A virtual environment was developed in order to adapt the scenario as much as possible
to the patient’s reality. The participant was asked to sit on a chair and to have his forearm
resting on a small table nearby. When wearing the HMD the participant saw a virtual body
35
substituting his own, with the left virtual hand closed and resting on a virtual table colocated
with the real one and therefore in the corresponding position and orientation. The participant
could see his virtual body by looking directly at it, as if looking at his own real body, but also
in a virtual mirror that showed a mirror reflection of the body. The movements of the
participant’s real left arm were tracked and mapped to the virtual left hand, which would move
in the same way, contributing to the generation of ownership. This could be seen directly from
a firstperson perspective and through the virtual mirror. To avoid problems of rejection of the
virtual body due to physical appearance, care was taken not to show the face of the virtual
body in the mirror, simply by placing the virtual mirror in a position and orientation that
showed only the body from the neck down. To further induce ownership over the virtual limb,
we applied synchronous visual tactile stimulation using the method described by Slater et al.
This was achieved using a soft ball attached to a 6degreesoffreedom Wand device whose
tracking information determined the position of a virtual ball. As a result of this configuration,
when the soft ball touched the participant’s real hand, a corresponding virtual ball touched the
virtual hand. The reflection of the body movements on the mirror was used to increase the
sensorimotor correlations to induce body ownership [36].
The participant was informed about the principles of immersive virtual reality and how
the session would be organized. Then, he was given a consent form to sign. Next, the EMG and
EEG electrodes were attached to the forearm, over the wrist flexors, and to the skull (FP1),
respectively. Impedances were checked and the hand tracker was attached to the back of the
participant’s left hand. Then, he trained for a BCI task that was to be used in Part 2 of the
experiment (see below). By means of the BCI, and over a 3 min period, the participant tried to
reduce the size of a virtual ball as presented on a PC desktop monitor. Then, we proceeded to
the main experiment, which was divided into three parts.
At the beginning of each part of the experiment, the position of the participant’s left
hand was realigned with the virtual one, and there was a check to ensure that the virtual hand
correctly replicated the rotation of the real hand. Then the position of the virtual table and the
visual tactile coupling were recalibrated to minimize incongruence between the tactile and
visual inputs. The aim was to provide the participant with both sensorimotor and visual motor
correlations to maximize the chance of inducing body ownership.
The HMD was donned by the participant and calibrated to make sure that the
subsequent scenario would be seen correctly. Once immersed in the virtual environment,
virtual body ownership was triggered through 1 min of synchronous visual tactile stimulation,
with the physical tracked ball repeatedly touching the participant’s left hand and the
corresponding virtual ball touching the virtual left hand. Then, depending on the section of the
experiment, the virtual hand would open under specific conditions, and a task had to be
completed. At the end of each part of the experiment, the HMD was taken off, and the
participant was given some time to rest.
The growth of the Internet as the primary vehicle for secure communication and
electronic commerce has made efficient cryptographic processing a key factor of good system
performance. In this paper, we demonstrated that a hardwaresoftware codesign provides
excellent performance while maintaining the flexibility to support new algorithms in the field.
To motivate our design, we analyzed the characteristics of eight secretkey cipher
kernels. We showed that they lack branch or memory bottlenecks, have few unknown
dependencies, and offer little headroom for performance improvement on traditional
architectures. Given these analyses, we proposed new instructions that speed the common
operations of symmetric ciphers, and efficient hardware that improve kernel performance.
Instruction set support is added for substitutions, permutations, rotates, and modular
multiplication. CryptoManiac is an applicationspecific coprocessor that is a 4wide VLIW
machine. We then examine their performance on microarchitecture and hardware models of
varying cost and performance. Performance analysis of the optimized benchmarks revealed a
59% speedup over machines with rotate instructions, and a 74% speedup over machines
36
without rotates for the architectural extensions. CryptoManiac was able to run Rijndael 2.5
times faster than the Alpha 21264 workstation with 1/100th area and 1/100th power of the
Alpha processor.
We evaluated different design configurations by building detailed hardware models of
varied widths and capabilities. We then calculate encryption rate by synthesizing the models to
obtain timing estimates. Our systematic approach allowed us to study the tradeoffs between
chip area and performance. We showed that the highestperforming and most costefficient
design is the 4wide combining configuration. Rijndael, the new AES standard, runs 2.25 times
faster on a 360MHz CryptoManiac. Our analysis of the original and optimized algorithms
suggests that there is more opportunity to speed up cryptographic processing. We are
considering improved functional unit designs as well as more aggressive circuit
implementations.
To compare the performance between the different participants, we introduced a
performance index. This performance index was based on the performance ratio, calculated as
the bestreached threshold divided by the time to reach it. Thus, the performance ranged
between 0 and 50 %, and the time ratio between 0 and 90 s. In addition, since there were some
participants who performed better than others, we compared their performance ratio in each
condition against the mean performance ratio across conditions.
When the Leap Motion software recognizes a gesture, it assigns an ID and adds a
Gesture object to the frame gesture list. For continuous gestures, which occur over many
frames, the Leap Motion software updates the gesture by adding a Gesture object having the
same ID and updated properties in each subsequent frame. The metaphorical projection is an
indispensable tool for conceiving the preliminary design of the two primary facets of the
virtual world.
Accurately extracting the interesting object is a precondition in image based rendering
of a virtual environment. However, because of the effect of noise, it becomes difficult to get
useful information from images. According to the steps of obtaining images, we know that in
images the useful data always mix with noise. The existence of noise obscures the boundary
between the object and the background, which makes it difficult to distinguish them. This is a
much confused problem in the computer visual field. Therefore, noise reduction, image
enhancement, and restoration are becoming the very important steps in image based rendering
of a virtual environment.
According to different aspects of simulated objects, the modeling methods can be
divided into scene appearance modeling, physicsbased modeling, behavior modeling, virtual
real combining modeling, etc. Scene appearance modeling focuses on the appearance of the
scenery, mainly including those modeling methods based on geometry, image and material and
illumination information; physicsbased modeling represents object’s physical properties,
making the dynamic and static sceneries in virtual environment more vivid, mainly referring to
the simulation of physical process, such as simulation of dynamics, collision, and deformation;
at present, behavior modeling in VR mainly indicates the modeling of autonomous entity,
refer ring to artificial intelligence.
Activeattenuation model treats each voxel in volume data field as a particle light
source, and distributes source intensity and an attenuation coefficient. After attenuation along a
distance in data field, the light generated is projected to the visual plane to form resulting
image. This type of model derives light intensity computing formulae applicable to 3D volume
data with different properties according to relevant physical laws and equations. With reliable
physical and mathematical basis, this method is the most frequently used illumination mode for
volume rendering.
Varying density emission model treats any object as a continuously distributed particle
light source system. Object space is filled with particle clouds. Each particle can emit lights.
Illumination is computed through accumulating the contribution from particle past through by
37
the light towards light intensity. Although there are different microscopic explanations, this
type of model has the same result as that of activeattenuation model.
There were evaluated different design configurations by building detailed hardware
models of varied widths and capabilities. We then calculate encryption rate by synthesizing the
models to obtain timing estimates. Our systematic approach allowed us to study the tradeoffs
between chip area and performance. We showed that the highestperforming and most cost
efficient design is the 4wide combining configuration. Rijndael, the new AES standard, runs
2.25 times faster on a 360MHz CryptoManiac. Our analysis of the original and optimized
algorithms suggests that there is more opportunity to speed up cryptographic processing. We
are considering improved functional unit designs as well as more aggressive circuit
implementations.
References:
[1] Virtual Realities/ Edited by Guido Brunnett, Sabine Coquillart, Greg Welch. Springer
Verlag Wien, 2011. – p.251.
[2] Encyclopedia of Operations Research and Management Science. 3
rd
edition/ Edited by Saul
I. Gass, Michael C. Fu. Springer US. – 2013. – p.1641.
[3] Sunjie Chen, Hongbin Ma, Chenguang Yang, Mengyin Fu. Hand Gesture Based Robot
Control System Using Leap Motion. 8th International Conference, ICIRA 2015, Portsmouth,
UK, August 2427, 2015, Proceedings, Part I, 2015, 581591 pp.
[4] T. A. Travaglini, P. J. Swaney , Kyle D. Weaver, R. J. Webster III. Initial Experiments with
the Leap Motion as a User Interface in Robotic Endonasal Surgery. Proceedings of the 4th
IFToMM International Symposium on Robotics and Mechatronics, Part 4, 2016, 171179 pp.
[5] Poonpong Boonbrahm, Charlee Kaewrat. Assembly of the Virtual Model with Real Hands
Using Augmented Reality Technology, 6th International Conference, VAMR 2014, Held as
Part of HCI International 2014, Heraklion, Crete, Greece, June 2227, 2014, Proceedings, Part
I, 2014, 329338 pp.
[6] Constantin Cătălin Moldovan, Ionel Stareţu. Motion Leap Compared to Data Gloves in
Human Hand Tracking. Proceedings of the 24th International Conference on Robotics in Alpe
AdriaDanube Region (RAAD), Part 4, 195202 pp.
УДК 537.86/.87:530.182
BaimenshinaG.K.
1
, Kumekov S.E.
2
, Aipenova A.
3
1
MSc.,cт. преп. Университет имени Сулеймана Демиреля, Алматы, Казахстан
e-mail: gulnaz.baimenshina@sdu.edu.kz
2
DS, проф.,д.ф-м.н. Казахский Национальный Исследовательский Технический
Университет им. Сатпаева, Алматы, Казахстан, e-mail: kumekov_s@mail.ru
3
PhD.,cт. преп. Университет имени Сулеймана Демиреля, Алматы, Казахстан
e-mail: aziza.aipenova@sdu.edu.kz
2
QUALITATIVE AND NUMERICAL ANALYSIS OF LASERMODEL WITH
OPTICAL INJECTION
Abstract: The nonlinear processes plays important role in the development of new
communication systems and computing elements. Understanding of laser instabilities is
necessary for developing control techniques. From a dynamical systems point of view,
semiconductor laser systems are very attractive due to the fact that they show an intriguing
variety of complicated dynamics. Lasers including semiconductor, solidstate with the
additional external perturbation produce temporal and spatial instability. An optical injection is
an example of such perturbation. External perturbations may destabilize or induce the sustain
intensity oscillation.
38
In this paper, we study the dynamics of a semiconductor laser with optical injection.
The time behavior of solutions of a system of three coupled nonlinear rate equations,
describing the electric field amplitude and the carrier concentration and the phase difference
within the resonator, is discussed both qualitatively and numerically. We then concentrate on
the periodic orbits that emanate from Hopf bifurcations. Depending on the injection strength
and the phase difference, two types of oscillations can be found, such as relaxation and
periodic oscillations.
Key words: Semiconductor, optical injection, laser system, nonlinear dynamics
methods;
1. Introduction
The first unstable fluctuations instead of continuous wave emission were observed in a
continuously pumped maser by Makhov, etc. (1958). The connection between laser and
instabilities was published by Haken (1975). It was shown that a set of nonlinear differential
equations from Maxwell Bloch equations for a laser model resembles the Lorentz equations
that are the basic model for deterministic chaos. Instabilities in lasers have become broad
subject in quantum optics by Boyd, Raymer, and Narducci (1986) and Weiss, Godone, and
Olafsson ( 1983).
In the following research paper we consider the laser rate equations with an optical
injection.
One of the first studies on the effects of the laser with optical injection was carried out
by Sacher et al. (1992). Since then, several papers have discussed the instabilities associated
with optical injection, mainly Lee et al. (1993), AnnovazziLodi, etc. (1994), Simpson et al.
(1995), Kovanis et al. (1995) and Gavrielide, etc. (1997). The recent books chapters by
Eurnex& Glorieux (2010), Uchida (2012), and Ohtsubo (2008) give an excellent overview of
the dynamical instabilities in lasers.
The objective of this work is to investigate the effects of main parameters, such as
detuning and the injection level on dynamical behavior of laser system using numerical and
nonlinear dynamics methods.
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