The idea of security is as old as humanity itself. Between oldest methods of security were included simple mechanical locks whose authentication element was the key. At first, a universal-simple type, later unique for each lock. A long time had mechanical locks been the sole option for protection against unauthorized access. The boom of biometrics has come in the 20th century, and especially in recent years, biometrics is much expanded in the various areas of our life. Opposite of traditional security methods such as passwords, access cards, and hardware keys, it offers many benefits. The main benefits are the uniqueness and the impossibility of their loss. The main benefits are the uniqueness and the impossibility of their loss. Therefore we focussed in this paper on the the design of low cost biometric fingerprint system and subsequent implementation of this system in praxtise. Our main goal was to create a system that is capable of recognizing fingerprints from a user and then processing them. The main part of this system is the microcontroller Arduino Yun with an external interface to the scan of the fingerprint with a name Adafruit R305 (special reader). This microcontroller communicates with the external database, which ensures the exchange of data between Arduino Yun and user application. This application was created for (currently) most widespread mobile operating system-Android.
The Internet of Things (IoT) is becoming a regular part of our lives. The devices can be used in many sectors, such as education and in the learning process. The article describes the possibilities of using commonly available devices such as smart wristbands (watches) and eye tracking technology, i.e., using existing technical solutions and methods that rely on the application of sensors while maintaining non-invasiveness. By comparing the data from these devices, we observed how the students’ attention affects their results. We looked for a correlation between eye tracking, heart rate, and student attention and how it all impacts their learning outcomes. We evaluate the obtained data in order to determine whether there is a degree of dependence between concentration and heart rate of students.
This paper focuses on the analysis of reactions captured by the face analysis system. The experiment was conducted on a sample of 50 university students. Each student was shown 100 random images and the student´s reaction to every image was recorded. The recorded reactions were subsequently compared to the reaction of the image that was expected. The results of the experiment have shown several imperfections of the face analysis system. The system has difficulties classifying expressions and cannot detect and identify inner emotions that a person may experience when shown the image. Face analysis systems can only detect emotions that are expressed externally on a face by physiological changes in certain parts of the face.
The following case study was carried out on a sample of one experimental and one control group. The participants of the experimental group watched the movie section from the standardized LATEMO-E database via virtual reality (VR) on Oculus Rift S and HTC Vive Pro devices. In the control group, the movie section was displayed on the LCD monitor. The movie section was categorized according to Ekman's and Russell's classification model of evoking an emotional state. The range of valence and arousal was determined in both observed groups. Valence and arousal were measured in each group using a Self-Assessment Manikin (SAM). The control group was captured by a camera and evaluated by Affdex software from Affectiva in order to compare valence values. The control group showed a very high correlation (0.92) between SAM and Affdex results. Having considered the Affdex results as a reference value, it can be concluded that SAM participants evaluated their emotions objectively. The results from both groups show that the movie section is supposed to evoke negative emotion. Negative emotion was perceived more intensely than its counterpart, positive emotion. Using virtual reality to evoke negative emotion (anger) has confirmed that VR triggers a significantly stronger intensity of emotion than LCD.
Nowadays is automation a permanent part of ordinary households and subject to constant evolution. Standard of home automation is a smart (intelligent) home that meets the requirements of the owner and gives him considerable comfort. To the offer of solutions, the intelligent home includes, are control of lighting and temperature, camera system or irrigation system. Technologies of an irrigation system are being developed with an emphasis on smart management of water, advanced features and remote control of the irrigation system. The aim of this paper is to point out the new trends in irrigation systems. In this paper, we describe our own design, implementation and statistical evaluation of low-cost solutions for a smart irrigation system. This is a higher level of automation through intelligent devices with the requirements for user experience and quality of life. This device is according to our design and subsequent testing able to autonomously control three independent irrigation areas and the user experience is ensured by using the web interface (application runs on smartphones with system Android)..
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