DSpace Collection:http://hdl.handle.net/20.500.11861/66512024-03-29T01:04:43Z2024-03-29T01:04:43ZMarket analytics for providing better consumer servicesDr. YUEN Man-Ching, ConnieYung, Chi-WaiLyu, XueqingHao, YaxuanChung, Ze Kinhttp://hdl.handle.net/20.500.11861/90252024-03-14T06:21:50Z2024-01-01T00:00:00ZTitle: Market analytics for providing better consumer services
Authors: Dr. YUEN Man-Ching, Connie; Yung, Chi-Wai; Lyu, Xueqing; Hao, Yaxuan; Chung, Ze Kin
Abstract: Prologic Robotics is a local brand based in Hong Kong, established in 2010. The Prologic Robotics brand team focuses on developing cutting-edge intelligent automatic robots and launched the intelligent automatic vacuuming robot in the same year, committed to simplifying people’s lives through technology. In order to expand its influence in the market, we have conducted market analysis of Prologic using IBM data analysis technology. Firstly, we collected and organized a large amount of market data, including market share, consumer demand, and competitors’ information, based on its target market (Hong Kong). Secondly, we conducted descriptive statistical analysis to help Prologic understand the basic features of the data, such as mean, median, standard deviation, and the distribution of the data, in order to better understand market trends and consumer demand. Then, we used time series analysis, regression analysis, and machine learning algorithms to conduct predictive analysis, which helps the Prologic brand predict future market trends. Finally, we conducted market data mining for Prologic, helping the company discover patterns and relationships hidden in the data. In the future, in order to expand Prologic’s market competitiveness, we will continue to collect and organize market data from foreign markets (such as Seoul, Tokyo, Taipei, and Singapore) that Prologic benchmarks against, and continue to track and analyze Prologic’s market performance using IBM data analysis technology, providing more specific and accurate market analysis reports for the company. We believe that through these market analysis efforts, Prologic will be able to better meet consumer demand, improve market competitiveness, and achieve sustainable development.2024-01-01T00:00:00ZHuman voice analysis and virtual teacher for speech therapyDr. YUEN Man-Ching, ConnieYung, Chi-WaiZhang, LinjingSong, JiaerLi, XingziLi, Yinlinhttp://hdl.handle.net/20.500.11861/90242024-03-14T06:21:37Z2024-01-01T00:00:00ZTitle: Human voice analysis and virtual teacher for speech therapy
Authors: Dr. YUEN Man-Ching, Connie; Yung, Chi-Wai; Zhang, Linjing; Song, Jiaer; Li, Xingzi; Li, Yinlin
Abstract: Based on the literature review, researchers reported that at most, 24.6% of young children in the world were estimated to have speech delay or speech sound disorder (SSD). Once children with SSD are identified, speech-language pathologists (SLPs) select initial therapy programs for children with regular review and adjustments on therapy. The success of therapy highly relies on the effectiveness of long-term home training. In this project, we carry out human voice analysis and design and implement a virtual teacher for home training in speech therapy. For the first part of this project, we conduct sound analysis research to see if children’s Cantonese pronunciation is correct. Once the children’s voices are captured, human voices can be automatically transferred for waveform analysis, allowing a large number of tasks to be completed quickly. The created waveform is compared to the standard waveform. If the majority of the waveform is inconsistent, it suggests that the pronunciation of children is not standard. As a result, it points out children’s pronunciation problems and generates feedback quickly. Through the waveform diagram, our system can accurately process and analyze the sound, as well as eliminate the inaccuracy caused by varied timbres of children, making the analysis more accurate and effective. For the second part of this project, we implement a virtual teacher by using Blender and Audio2Face technology. Blender technology is often useful in areas such as live streaming and business, but it also has great potential in education. Therefore, it provides a more convenient way to conduct speech imitation and language learning for implementation of a virtual teacher. It can achieve low-cost popularization, timely correction of children’s pronunciation problems.2024-01-01T00:00:00Z“Fun2Write”: Portable immersive environment applicationDr. YUEN Man-Ching, ConnieYung, Chi-WaiChung, Ze KinHuang, RuitaoLou, Zetaohttp://hdl.handle.net/20.500.11861/90232024-03-14T06:21:19Z2024-01-01T00:00:00ZTitle: “Fun2Write”: Portable immersive environment application
Authors: Dr. YUEN Man-Ching, Connie; Yung, Chi-Wai; Chung, Ze Kin; Huang, Ruitao; Lou, Zetao
Abstract: Nowadays, mobile games are commonly used for children’s training and therapy. Literature shows that multisensory activities help raise the children’s interest in their learning, raise their concentration and reinforce their memories. Portable multi-sensory games can provide an immersive training environment for children anywhere. In this paper, we design and develop a portable multisensory educational game, Fun2Write, to help children to learn and recognize Traditional Chinese words. It could also help to evaluate how effective it is on encouraging children to learn and effectiveness of game-based interactive teaching methods. The game mechanism is based on whack-a-mole game, each mole holds a card with a Chinese character, players have to whack the correct mole in order to gain points, which is the metric to assess how well does the player recognize Chinese characters. Unlike conventional controls such as mouse, keyboard or screen tapping, Fun2Write utilizes a controller that has an in-built gyro system (Such as Nintendo’s Joycon) to simulate real life mole-whacking experience. The controller’s mechanism is similar to laser-pointer, which allows pointer movement in 3D space, and accurately tracks the movement of the player’s hand and adjusts the pointer’s position accordingly. When the pointer hovers above the mole. Upon locking onto the target, the player can then perform swinging gestures to simulate swinging a hammer. This design is intuitive and helps reduce cognitive load on re-learning controls. The game can be accessed on most hardware such as smart phones and computers. To extend the portability, we design and develop a low-cost portable cave by using projectors. The output results demonstrate the effectiveness of a portable immersive environment application.2024-01-01T00:00:00ZCyber behavior of the net generationProf. LEUNG Wing Chi, LouisChen, Chenghttp://hdl.handle.net/20.500.11861/90362024-03-15T01:25:51Z2024-01-01T00:00:00ZTitle: Cyber behavior of the net generation
Authors: Prof. LEUNG Wing Chi, Louis; Chen, Cheng2024-01-01T00:00:00Z