Thermography as an innovative diagnostic technique with non-contact temperature measurement is used in many industries – science, industry, medicine, and security. When using thermography in the field of health, images and images sequences obtained from thermal imaging cameras allow to record the temperature distribution in order to further recognize whether the state of the body is consistent with the defined parameters or whether there are deviations. However, it is worth paying attention to the measurement accuracy of thermal imaging cameras, their specification, and image quality of thermograms. In the case of recording stress states, measurement discrepancies between thermal imaging cameras for smartphone may affect the final results. Therefore, this article focuses on the comparison of the possibility of recording and detecting stress using two smartphone thermal imaging cameras: SEEK THERMAL Compact Pro and FLIR ONE Pro. The specifications of both cameras were compared. At the same time, the possibility of recording stress using smartphone thermal imaging cameras was confirmed on the basis of an exemplary study. The results of the comparison and analysis show that smartphone thermography can be a quick registration and diagnostic method in behavioral-biomedical issues.
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned.
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