48 resultados para Field expanded Arts Architecture


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Dissertação para obtenção do Grau de Mestre em Engenharia Biomédica

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Existe actualmente um crescente desenvolvimento de sistemas de armazenamento e pesquisa de imagens. Uma aproximação adoptada nesses sistemas é a recuperação de imagens baseada em conteúdo (CBIR, Content-Based Image Retrieval). No âmbito destas aplicações existem utilizadores que pretendem utilizar imagens clip art para os seus trabalhos e apresentações. Existem muitas imagens clip art espalhadas por diversas bases de dados em sítios na Internet ou em colecções vendidas em dispositivos ópticos. A pesquisa de imagens nestas bases de dados leva os utilizadores a percorrem várias listas de imagens manualmente ou por métodos de pesquisa por texto, muitas vezes ineficientes. Essas bases de dados de clip arts são representadas por imagens vectoriais e imagens raster. Existem várias tecnologias de pesquisa e recuperação de ambos os tipos de imagens clip art, raster e vectoriais, contudo, a investigação tem sido realizada em separado sem retirar partido das duas áreas de investigação em conjunto, no problema de recuperar e explorar colecções de clip arts. O objectivo deste trabalho é implementar um motor de busca para encontrar clip arts em base de dados compostas por imagens vectoriais e imagens raster. O trabalho envolve um conversor de imagens raster em vectoriais, a extracção de características das imagens raster e vectoriais e a avaliação do sistema de recuperação de clip arts.

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Dissertação para obtenção do Grau de Doutor em Nanotecnologias e Nanociências

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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Dissertação para obtenção do Grau de Doutor em Media Digitais

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Finance from the NOVA – School of Business and Economics

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics

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Research Project submited as partial fulfilment for the Master Degree in Statistics and Information Management

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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores

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The limitations of access to finance in Africa, together with the recent boom in cell phone use in that continent, created high expectations regarding the introduction of mobile money in many African countries. The success story of M-PESA in Kenya raised the bar further. We designed and conducted a field experiment to assess the impact of randomized mobile money dissemination in rural Mozambique. For this purpose we benefit from the fact that mobile money was only recently launched in the country, allowing for the identification of a pure control group. This paper reports on the first results of this ongoing project after the first wave of dissemination efforts in rural locations, which included the recruitment and training of mobile money agents, community meetings and theaters, as well as individual rural campaigning. Administrative and behavioral data both show clear adherence to the services in the treatment group. Financial literacy and trust outcomes are also positively affected by the treatment. We present behavioral evidence that the marginal willingness to remit was increased by the availability of mobile money. Finally, we observe a tendency for mobile money to substitute traditional alternatives for both savings and remittances.

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Vitamin A deficiency is a widespread public health problem in Sub-Saharan Africa. This paper analyzes the impact of a food-based intervention to fight vitamin A deficiency using orange-fleshed sweet potato (OFSP). We conducted a randomized evaluation of OFSP-related training to female farmers in Mozambique, in which the treatment group was taught basic concepts of nutrition, and OFSP-planting and cooking skills. We found encouraging evidence of changes in behavior and attitudes towards OFSP consumption and planting, and considerable increases in nutrition-related knowledge, as well as knowledge on cooking and planting OFSP.

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Dissertação para obtenção do Grau de Doutor em Engenharia Electrotécnica e de Computadores Especialidade: Robótica e Manufactura Integrada

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Economics from the NOVA – School of Business and Economics

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This paper uses a field experiment to investigate the quality of individuals’ forecasts of relative performance in tournaments. We ask players in luck-based (poker) and skill-based (chess) tournaments to make point forecasts of rank. The main finding of the paper is that players’ forecasts in both types of tournaments are biased towards overestimation of relative performance. However, the size of the biases found is not as large as the ones often reported in the psychology literature. We also find support for the “unskilled and unaware hypothesis” in chess: high skilled chess players make better forecasts than low skilled chess players. Finally, we find that chess players’ forecasts of relative performance are not efficient.

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Considering Alan Turing’s challenge in «Computing Machinery and Intelligence» (1950) – can machines play the «imitation game»? – it is proposed that the requirements of the Turing test are already implicitly being used for checking the credibility of virtual characters and avatars. Like characters, Avatars aim to visually express emotions (the exterior signs of the existence of feeling) and its creators have to resort to emotion codes. Traditional arts have profusely contributed for this field and, together with the science of anatomy, shaped the grounds for current Facial Action Coding System (FACS) and their databases. However, FACS researchers have to improve their «instruction tables» so that the machines will be able, in a near future, to be programmed to carry out the operation of recognizing human expressions (face and body) and classify them adequately. For the moment, the reproductions have to resort to the copy of real life expressions, and the presente smile of avatars comes from mirroring their human users.