36 resultados para Real-world

em Deakin Research Online - Australia


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The problem of threat detection in an unstructured environment is considered. Three systems, comprising of robots and sensors, are proposed to form a system of systems (SoS) to find a solution to the problem. System interactions are defined to provide a framework for formulation as an SoS optimization problem. Different cost and objective functions are introduced for optimization of local criteria. Using different weights, a linear combination of the local cost and objective functions is obtained to propose a global objective function. An algorithm is suggested to find an optimum value for the global objective function leading towards optimization of the SoS.

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This paper analyses some of the unique circumstances which confronted a member of the lecturing staff in the Real Estate Valuation course at the Gatton campus of the University of Queensland during the late 1990's. Due to the rapidly changing educational needs of valuation students, and requirements of the respective accreditation bodies, the location of the course in Gatton (a rural town) was recognised as being remote from a major city and although relocating the course was inevitable, this could not happen overnight. From Semester 1, 2000 after several years of planning, the degree course relocates to the Department of Geographical Sciences and Planning, St Lucia. This paper discusses some of the challenges confronted and the strategies employed to simulate a city environment in the bush whilst waiting for the move.

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The novel 'Welcome to the real world' and its exegesis 'Gaps in reality' explore the changing ideas of what it means to be a parent and the member of an extended family in Australia today. Through fiction and critical theory the thesis reflects on the evolving values within contemporary society.

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Background The complexity and cost of treating cancer patients is escalating rapidly and increasingly difficult decisions are being made regarding which interventions provide value for money. BioGrid Australia supports collection and analysis of comprehensive treatment and outcome data across multiple sites. Here we use preliminary data regarding the National Bowel Cancer Screening Program (NBCSP) and stage-specific treatment costs for colorectal cancer (CRC) to demonstrate the potential value of real world data for cost-effectiveness analyses (CEA).

Methods Data regarding the impact of NBCSP on stage at diagnosis was combined with stage-specific CRC treatment costs and existing literature. An incremental CEA was undertaken from a government healthcare perspective, comparing NBCSP to no-screening. The 2008 invited population (n=681,915) was modelled in both scenarios. Effectiveness was expressed as CRC-related life years saved (LYS). Costs and benefits were discounted at 3% per annum.

Results
Over the lifetime and relative to no-screening, NBCSP was predicted to save 1,265 life-years, prevent 225 CRC cases and cost an additional $48.3 million, equivalent to a cost-effectiveness ratio of $38,217 per LYS. A scenario analysis assuming full participation improved this to $23,395.

Conclusions
This preliminary CEA based largely on contemporary real world data suggests population-based FOBT screening for CRC is attractive. Planned ongoing data collection will enable repeated analyses over time, using the same methodology in the same patient populations, permitting an accurate analysis of the impact of new therapies and changing practice. Similar CEA using real world data related to other disease types and interventions appears desirable.

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A convergence of emotions among people in social networks is potentially resulted by the occurrence of an unprecedented event in real world. E.g., a majority of bloggers would react angrily at the September 11 terrorist attacks. Based on this observation, we introduce a sentiment index, computed from the current mood tags in a collection of blog posts utilizing an affective lexicon, potentially revealing subtle events discussed in the blogosphere. We then develop a method for extracting events based on this index and its distribution. Our second contribution is establishment of a new bursty structure in text streams termed a sentiment burst. We employ a stochastic model to detect bursty periods of moods and the events associated. Our results on a dataset of more than 12 million mood-tagged blog posts over a 4-year period have shown that our sentiment-based bursty events are indeed meaningful, in several ways.

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This paper reports on the participation of higher education students and educators in blended immersive multi user virtual (MUVE) environments and real life teaching and learning experiences. Selected next generation technologies engage students and educators within the virtual socially networked elearning landscape of Deakin Arts Education Centre , and support the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to the "through the looking glass" virtual world in which the user’s creative imagination transports them to the “other side“ of their computer screens.

These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools, and represent themselves through avatars, to communicate with other participants and participate in collaborative art learning.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.