People counting is a challenging task with many applications. We propose a method with a fixed stereo camera that is based on projecting a template onto the depth image. The method was tested on a challenging outdoor dataset with good results and runs in real time.
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This paper describes the work that is done by a group of I3 students at Philips CFT in Eindhoven, Netherlands. I3 is an initiative of Fontys University of Professional Education also located in Eindhoven. The work focuses on the use of computer vision in motion control. Experiments are done with several techniques for object recognition and tracking, and with the guidance of a robot movement by means of computer vision. These experiments involve detection of coloured objects, object detection based on specific features, template matching with automatically generated templates, and interaction of a robot with a physical object that is viewed by a camera mounted on the robot.
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This article deals with automatic object recognition. The goal is that in a certain grey-level image, possibly containing many objects, a certain object can be recognized and localized, based upon its shape. The assumption is that this shape has no special characteristics on which a dedicated recognition algorithm can be based (e.g. if we know that the object is circular, we could use a Hough transform or if we know that it is the only object with grey level 90, we can simply use thresholding). Our starting point is an object with a random shape. The image in which the object is searched is called the Search Image. A well known technique for this is Template Matching, which is described first.
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In this paper, we address the problem of people detection and tracking in crowded scenes using range cameras. We propose a new method for people detection and localisation based on the combination of background modelling and template matching. The method uses an adaptive background model in the range domain to characterise the scene without people. Then a 3D template is placed in possible people locations by projecting it in the background to reconstruct a range image that is most similar to the observed range image. We tested the method on a challenging outdoor dataset and compared it to two methods that each shares one characteristic with the proposed method: a similar template-based method that works in 2D and a well-known baseline method that works in the range domain. Our method performs significantly better, does not deteriorate in crowded environments and runs in real time.
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The Sport Empowers Disabled Youth 2 (SEDY2) project encourages inclusion and equal opportunities in sport for youth with a disability by raising their sports and exercise participation in inclusive settings. The SEDY2 Collection of Inclusion Best Practices report contains good examples of inclusion on youth with a disability in sport at the community and institutional level. This report includes a detailed description of the process of building and using the SEDY2 approach for collection international best practices in sport, the criteria and template used to collect the SEDY2 best practices and the list of SEDY2 international best practices on inclusion in sport for youth with a disability.
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The context of a societal challenge provides insight into the complexity of the (eco-)system surrounding the current problematic situation: the environment, the stakeholders (including nature), the highlights and frustrations, the conflicts and dilemmas, and the opportunities for change. Why is this co-design session arranged? What problematic situation is encountered? Who (individual or group) took the initiative to act? Is there a specific reason to collaboratively start taking up this societal challenge? Does everyone in this session recognise the problematic situation? Why or why not?
MULTIFILE
This article seeks to contribute to the literature on circular business model innovation in fashion retail. Our research question is which ‘model’—or combination of models—would be ideal as a business case crafting multiple value creation in small fashion retail. We focus on a qualitative, single in-depth case study—pop-up store KLEER—that we operated for a duration of three months in the Autumn of 2020. The shop served as a ‘testlab’ for action research to experiment with different business models around buying, swapping, and borrowing second-hand clothing. Adopting the Business Model Template (BMT) as a conceptual lens, we undertook a sensory ethnography which led to disclose three key strategies for circular business model innovation in fashion retail: Fashion-as-a-Service (F-a-a-S) instead of Product-as-a-Service (P-a-a-S) (1), Place-based value proposition (2) and Community as co-creator (3). Drawing on these findings, we reflect on ethnography in the context of a real pop-up store as methodological approach for business model experimentation. As a practical implication, we propose a tailor-made BMT for sustainable SME fashion retailers. Poldner K, Overdiek A, Evangelista A. Fashion-as-a-Service: Circular Business Model Innovation in Retail. Sustainability. 2022; 14(20):13273. https://doi.org/10.3390/su142013273
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Er zijn veel verschillende sensoren beschikbaar die gebruikt kunnen worden om data in te winnen. Daarnaast zijn er veel verschillende werkwijzen om aan de slag te gaan met sensoren. Om een gestandaardiseerde werkwijze op te stellen, is een groep 4e-jaars AGIS studenten van de HAS green academy in het kader van het SURF project SMART sensordata infrastructuur aan de slag gegaan met het proces omtrent het inwinnen van data met sensoren. Hier is een werkwijze uit komen rollen die voor iedereen en overal werkt. In deze handleiding wordt de werkwijze stap voor stap uitgelegd.
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The methodology should be a uniform approach that also is flexible enough to accommodate all combinations that make up the different solutions in 6 OPs. For KPIs A and B this required the use of sub-KPIs to differentiate the effects of each (individual and combination of) implemented solutions and prevent double counting of results. This approach also helped to ensure that all 6 OPs use a common way and scope to calculate the various results. Consequently, this allowed the project to capture the results per OP and the total project in one ‘measurement results’ template. The template is used in both the individual OP reports and the ‘KPI Results: Baseline & Final results’ report where all results are accumulated; each instance providing a clear overview of what is achieved. This report outlines the details of the methodology used and applied. It is not just meant to provide a clarification of the results of the project, but is also meant to allow others who are embarking on adopting similar solutions for the purpose of CO2 reduction, becoming more energy autonomous or avoid grid stress or investments to learn about and possibly use the same methodology.
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Within NHL Stenden University of Applied Science, a choice for a new virtual learning environment was made in mid-2021, primarily on policy and management grounds. Early in the migration process, it became clear that this approach could perturb the further rollout of the Design-Based Education (DBE, https://edu.nl/mwp8j) educational concept. Four templates were developed to intertwine technological and educational processes that structure different ways of "blended" learning and teaching within DBE. Initial user experiences show that the templates’ structures help teachers reconsider online learning activities to shape and facilitate blended DBE learning processes.
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