30 resultados para augmented
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
Nel 2011, circa 5 milioni di persone usavano regolarmente applicativi mobi-le basati su qualche forma di realtà aumentata. Secondo alcune previsioni entro il 2020 servizi che sfruttano questa tecnologia avranno una base di utenti che rasenta un settimo della popolazione mondiale, rendendo di fatto la realtà aumentata l’ottavo mezzo di comunicazione di massa dopo la stampa, l’audio registrato, il cinema, la radio, la televisione, internet ed infine i servizi multimediali mobile. La tesi si propone di illustrare le caratteristiche di questa tecnologia distinguendo varie tecniche e strumenti a disposizione degli sviluppatori per costruire l’esperienza di augmented reality. Entrando nel merito dello sviluppo software si analizza una architettura di riferimento proposta per sistemi di realtà aumentata e pattern per lo sviluppo dei diversi componenti. Infine vengono confrontati gli SDK oggi più diffusi cercando di evidenziarne caratteristiche comuni e peculiarità.
Resumo:
L’obiettivo della tesi è definire un modello che permetta di realizzare applicazioni che integrino diverse tecnologie come la realtà aumentata, pervasive computing e Internet of Things. In particolare si analizza la nozione di "augmentation" che indica un’estensione e un arricchimento delle funzionalità e delle informazioni che possono essere percepite dai sensi umani e che può essere ritrovata, in modo diverso, nelle tecnologie trattate. A tal proposito, si introduce l’idea di augmented world, il cui scopo è quello di realizzare un livello aumentato collegato ad un livello fisico, attraverso il quale permettere l’interazione tra elementi virtuali ed elementi fisici. In seguito, tramite un'analisi tassonomica si vogliono individuare le caratteristiche ed i requisiti fondanti degli ambiti applicativi trattati per poter definire un modello che possa essere utilizzato come riferimento per le diverse tipologie di applicazioni. Infine il modello proposto è stato applicato a diversi casi di studio che spaziano tra i principali contesti applicativi in cui vengono utilizzate le tecnologie illustrate. La modellazione è fatta prescindendo da alcuni aspetti relativi alla comunicazione o alla sincronizzazione tra livello reale e livello aumentato, in quanto l’obiettivo è esporre una prima validazione del modello che permetta di riscontrarne l’adeguatezza ed eventuali limiti per una futura raffinazione.
Resumo:
Negli ultimi anni il crescere della capacità di calcolo dei dispositivi e il diminuire delle loro dimensioni ha permesso di far nascere idee innovative e di esplorare più in dettaglio alcuni settori. Uno di questi è sicuramente quello della realtà aumentata (Augmented reality), infatti, la discussione su questo argomento nasce già negli anni 40 del novecento, ma, per mancanza di mezzi tecnologici adeguati, solo ora si iniziano a realizzare le prime applicazioni che si basano su questa idea e il grande pubblico inizia ad interessarsi all'argomento. La costruzione di applicazioni di realtà aumentata, al momento, è basata sull'utilizzo di alcuni framework che mettono a disposizione dello sviluppatore alcune funzioni molto comuni in questi software, come il tracking di marker e l'utilizzo di bottoni virtuali. Questi strumenti, seppur comodi, non garantiscono sempre la buona progettazione dell'applicazione e tendono a unire insieme parti di logica applicativa e di grafica. Per questo motivo, anche nella ricerca, si stanno cercando di studiare dei metodi in grado di permettere una divisione ottimale dei compiti in modo da ottenere un software riusabile e facilmente mantenibile, ma che permetta anche di sfruttare appieno le potenzialità dell'AR attraverso, per esempio, sistemi distribuiti. Un framework concettuale che rientra in questa categoria è sicuramente quello degli Augmented Worlds, mondi virtuali collegati a quello fisico che ne incrementano le caratteristiche e le possibilità tramite la presenza di entità aumentate. La tesi, quindi, si propone di sviluppare un prototipo di un framework con le caratteristiche sopra citate di estendibilità, utilizzando le piattaforme in questo momento a disposizione e ispirandosi alla visione degli Augmented Worlds.
Resumo:
The way we've always envisioned computer programs is slowly changing. Thanks to the recent development of wearable technologies we're experiencing the birth of new applications that are no more limited to a fixed screen, but are instead sparse in our surroundings by means of fully fledged computational objects. In this paper we discuss proper techniques and technologies to be used for the creation of "Augmented Worlds", through the design and development of a novel framework that can help us understand how to build these new programs.
Resumo:
In questa tesi si trattano lo studio e la sperimentazione di un modello generativo retrieval-augmented, basato su Transformers, per il task di Abstractive Summarization su lunghe sentenze legali. La sintesi automatica del testo (Automatic Text Summarization) è diventata un task di Natural Language Processing (NLP) molto importante oggigiorno, visto il grandissimo numero di dati provenienti dal web e banche dati. Inoltre, essa permette di automatizzare un processo molto oneroso per gli esperti, specialmente nel settore legale, in cui i documenti sono lunghi e complicati, per cui difficili e dispendiosi da riassumere. I modelli allo stato dell’arte dell’Automatic Text Summarization sono basati su soluzioni di Deep Learning, in particolare sui Transformers, che rappresentano l’architettura più consolidata per task di NLP. Il modello proposto in questa tesi rappresenta una soluzione per la Long Document Summarization, ossia per generare riassunti di lunghe sequenze testuali. In particolare, l’architettura si basa sul modello RAG (Retrieval-Augmented Generation), recentemente introdotto dal team di ricerca Facebook AI per il task di Question Answering. L’obiettivo consiste nel modificare l’architettura RAG al fine di renderla adatta al task di Abstractive Long Document Summarization. In dettaglio, si vuole sfruttare e testare la memoria non parametrica del modello, con lo scopo di arricchire la rappresentazione del testo di input da riassumere. A tal fine, sono state sperimentate diverse configurazioni del modello su diverse tipologie di esperimenti e sono stati valutati i riassunti generati con diverse metriche automatiche.
Resumo:
Augmented reality has been growing extensively over the years in all aspects and multiple fields. My aim in this paper is to present a comprehensive study on augmented reality(AR) hardware and its applications from early developments to the possible future trends. Particularly my research is more focused on last 11 years(2012-2022), where I systematically reviewed 30 research papers per year to get a clear knowledge on trends of AR. A total of 330 publications were reviewed and grouped according to their application. The review's main contribution is to show the entire landscape of AR research and to provide a broad view of how it has evolved. Along with various AR glasses history and specifications are presented in detail. In the penultimate chapter I explained my methodology of research following my analysis from the past to the present along with my thoughts for the future. To conclude my study, In the final chapter I made some statements about possible future with AR, VR and XR(extended reality).
Resumo:
This thesis examines the state of audiovisual translation (AVT) in the aftermath of the COVID-19 emergency, highlighting new trends with regards to the implementation of AI technologies as well as their strengths, constraints, and ethical implications. It starts with an overview of the current AVT landscape, focusing on future projections about its evolution and its critical aspects such as the worsening working conditions lamented by AVT professionals – especially freelancers – in recent years and how they might be affected by the advent of AI technologies in the industry. The second chapter delves into the history and development of three AI technologies which are used in combination with neural machine translation in automatic AVT tools: automatic speech recognition, speech synthesis and deepfakes (voice cloning and visual deepfakes for lip syncing), including real examples of start-up companies that utilize them – or are planning to do so – to localize audiovisual content automatically or semi-automatically. The third chapter explores the many ethical concerns around these innovative technologies, which extend far beyond the field of translation; at the same time, it attempts to revindicate their potential to bring about immense progress in terms of accessibility and international cooperation, provided that their use is properly regulated. Lastly, the fourth chapter describes two experiments, testing the efficacy of the currently available tools for automatic subtitling and automatic dubbing respectively, in order to take a closer look at their perks and limitations compared to more traditional approaches. This analysis aims to help discerning legitimate concerns from unfounded speculations with regards to the AI technologies which are entering the field of AVT; the intention behind it is to humbly suggest a constructive and optimistic view of the technological transformations that appear to be underway, whilst also acknowledging their potential risks.
Resumo:
Augmented reality is an emerging field of interactive design in which virtual material is seamlessly blended with displays of real world environments. The tremendous potential of augmented reality has begun to be explored with the emergence of personal mobile devices capable of constructing engaging augmented reality experiences. This work is part of a project aiming at using augmented reality goggles to bring advance information to the user interacting with switch-gear during automation cabling. In particular we will be focusing on the recognition and definition of the figures of the component on the AR device. In this part we are using standard camera that allows us to get real images and helps us to localize the gearbox in space through ARUCO marker and we can exploit in order to re-project the actual shape of the component that are currently interested in manipulation by exploiting the data provided by the database. The experiments are carried out using the camera to get the images of the real world switch-gear and re-project those images with the component superimposed on it. Using transforms of the database we did localization to re-project the rendered image of component exactly on the real world component, which can be further integrated in AR goggles to see the component superimposed in real-time.
Resumo:
With the development of new technologies, Air Traffic Control, in the nearby of the airport, switched from a purely visual control to the use of radar, sensors and so on. As the industry is switching to the so-called Industry 4.0, also in this frame, it would be possible to implement some of the new tools that can facilitate the work of Air Traffic Controllers. The European Union proposed an innovative project to help the digitalization of the European Sky by means of the Single European Sky ATM Research (SESAR) program, which is the foundation on which the Single European Sky (SES) is based, in order to improve the already existing technologies to transform Air Traffic Management in Europe. Within this frame, the Resilient Synthetic Vision for Advanced Control Tower Air Navigation Service Provision (RETINA) project, which saw the light in 2016, studied the possibility to apply new tools within the conventional control tower to reduce the air traffic controller workload, thanks to the improvements in the augmented reality technologies. After the validation of RETINA, the Digital Technologies for Tower (DTT) project was established and the solution proposed by the University of Bologna aimed, among other things, to introduce Safety Nets in a Head-Up visualization. The aim of this thesis is to analyze the Safety Nets in use within the control tower and, by developing a working concept, implement them in a Head-Up view to be tested by Air Traffic Control Operators (ATCOs). The results, coming from the technical test, show that this concept is working and it could be leading to a future implementation in a real environment, as it improves the air traffic controller working conditions also when low visibility conditions apply.
Resumo:
Introduction 1.1 Occurrence of polycyclic aromatic hydrocarbons (PAH) in the environment Worldwide industrial and agricultural developments have released a large number of natural and synthetic hazardous compounds into the environment due to careless waste disposal, illegal waste dumping and accidental spills. As a result, there are numerous sites in the world that require cleanup of soils and groundwater. Polycyclic aromatic hydrocarbons (PAHs) are one of the major groups of these contaminants (Da Silva et al., 2003). PAHs constitute a diverse class of organic compounds consisting of two or more aromatic rings with various structural configurations (Prabhu and Phale, 2003). Being a derivative of benzene, PAHs are thermodynamically stable. In addition, these chemicals tend to adhere to particle surfaces, such as soils, because of their low water solubility and strong hydrophobicity, and this results in greater persistence under natural conditions. This persistence coupled with their potential carcinogenicity makes PAHs problematic environmental contaminants (Cerniglia, 1992; Sutherland, 1992). PAHs are widely found in high concentrations at many industrial sites, particularly those associated with petroleum, gas production and wood preserving industries (Wilson and Jones, 1993). 1.2 Remediation technologies Conventional techniques used for the remediation of soil polluted with organic contaminants include excavation of the contaminated soil and disposal to a landfill or capping - containment - of the contaminated areas of a site. These methods have some drawbacks. The first method simply moves the contamination elsewhere and may create significant risks in the excavation, handling and transport of hazardous material. Additionally, it is very difficult and increasingly expensive to find new landfill sites for the final disposal of the material. The cap and containment method is only an interim solution since the contamination remains on site, requiring monitoring and maintenance of the isolation barriers long into the future, with all the associated costs and potential liability. A better approach than these traditional methods is to completely destroy the pollutants, if possible, or transform them into harmless substances. Some technologies that have been used are high-temperature incineration and various types of chemical decomposition (for example, base-catalyzed dechlorination, UV oxidation). However, these methods have significant disadvantages, principally their technological complexity, high cost , and the lack of public acceptance. Bioremediation, on the contrast, is a promising option for the complete removal and destruction of contaminants. 1.3 Bioremediation of PAH contaminated soil & groundwater Bioremediation is the use of living organisms, primarily microorganisms, to degrade or detoxify hazardous wastes into harmless substances such as carbon dioxide, water and cell biomass Most PAHs are biodegradable unter natural conditions (Da Silva et al., 2003; Meysami and Baheri, 2003) and bioremediation for cleanup of PAH wastes has been extensively studied at both laboratory and commercial levels- It has been implemented at a number of contaminated sites, including the cleanup of the Exxon Valdez oil spill in Prince William Sound, Alaska in 1989, the Mega Borg spill off the Texas coast in 1990 and the Burgan Oil Field, Kuwait in 1994 (Purwaningsih, 2002). Different strategies for PAH bioremediation, such as in situ , ex situ or on site bioremediation were developed in recent years. In situ bioremediation is a technique that is applied to soil and groundwater at the site without removing the contaminated soil or groundwater, based on the provision of optimum conditions for microbiological contaminant breakdown.. Ex situ bioremediation of PAHs, on the other hand, is a technique applied to soil and groundwater which has been removed from the site via excavation (soil) or pumping (water). Hazardous contaminants are converted in controlled bioreactors into harmless compounds in an efficient manner. 1.4 Bioavailability of PAH in the subsurface Frequently, PAH contamination in the environment is occurs as contaminants that are sorbed onto soilparticles rather than in phase (NAPL, non aqueous phase liquids). It is known that the biodegradation rate of most PAHs sorbed onto soil is far lower than rates measured in solution cultures of microorganisms with pure solid pollutants (Alexander and Scow, 1989; Hamaker, 1972). It is generally believed that only that fraction of PAHs dissolved in the solution can be metabolized by microorganisms in soil. The amount of contaminant that can be readily taken up and degraded by microorganisms is defined as bioavailability (Bosma et al., 1997; Maier, 2000). Two phenomena have been suggested to cause the low bioavailability of PAHs in soil (Danielsson, 2000). The first one is strong adsorption of the contaminants to the soil constituents which then leads to very slow release rates of contaminants to the aqueous phase. Sorption is often well correlated with soil organic matter content (Means, 1980) and significantly reduces biodegradation (Manilal and Alexander, 1991). The second phenomenon is slow mass transfer of pollutants, such as pore diffusion in the soil aggregates or diffusion in the organic matter in the soil. The complex set of these physical, chemical and biological processes is schematically illustrated in Figure 1. As shown in Figure 1, biodegradation processes are taking place in the soil solution while diffusion processes occur in the narrow pores in and between soil aggregates (Danielsson, 2000). Seemingly contradictory studies can be found in the literature that indicate the rate and final extent of metabolism may be either lower or higher for sorbed PAHs by soil than those for pure PAHs (Van Loosdrecht et al., 1990). These contrasting results demonstrate that the bioavailability of organic contaminants sorbed onto soil is far from being well understood. Besides bioavailability, there are several other factors influencing the rate and extent of biodegradation of PAHs in soil including microbial population characteristics, physical and chemical properties of PAHs and environmental factors (temperature, moisture, pH, degree of contamination). Figure 1: Schematic diagram showing possible rate-limiting processes during bioremediation of hydrophobic organic contaminants in a contaminated soil-water system (not to scale) (Danielsson, 2000). 1.5 Increasing the bioavailability of PAH in soil Attempts to improve the biodegradation of PAHs in soil by increasing their bioavailability include the use of surfactants , solvents or solubility enhancers.. However, introduction of synthetic surfactant may result in the addition of one more pollutant. (Wang and Brusseau, 1993).A study conducted by Mulder et al. showed that the introduction of hydropropyl-ß-cyclodextrin (HPCD), a well-known PAH solubility enhancer, significantly increased the solubilization of PAHs although it did not improve the biodegradation rate of PAHs (Mulder et al., 1998), indicating that further research is required in order to develop a feasible and efficient remediation method. Enhancing the extent of PAHs mass transfer from the soil phase to the liquid might prove an efficient and environmentally low-risk alternative way of addressing the problem of slow PAH biodegradation in soil.
Resumo:
Questa trattazione verterà sull'analisi di un sistema di gioco tra due individui, tra loro interagenti mediante handeld device, in un contesto immersivo posto in un luogo chiuso di natura museale. L'intera struttura, sviluppata nell'ambito del Corso di Sistemi ed Applicazioni Multimediali nell'anno 2010-2011, vuole porre un'innovazione rispetto agli scenari esistenti: laddove un'interazione museale richieda spesso la staticità dell'utilizzatore del servizio, il mezzo del gioco richiede invece la manipolazione e il movimento all'interno del luogo, garantendo un coinvolgimento maggiormente accentuato rispetto alla normale fruizione dei contenuti. Inoltre, la scelta alla base della realizzazione realizzazione si affida allo strumento multimediale e sempre più diffuso costituito dalle tecniche di Realtà Aumentata, che appongono aggiunte digitali all'ambiente circostante e permettono di modellare strutture d'informazione e manipolazione percepibili solo tramite apposite interfacce, ma pienamente inserite in un tessuto reale. La componente innovativa in questo schema è però portata da un'ulteriore aspetto, quello della cooper- azione di due dispositivi in contemporanea attori dell'interazione che, attraverso l'azione sulle informazioni esistenti, consentono di produrre modifiche rilevabili da ciascuno dei coinvolti.
Resumo:
X-ray absorption spectroscopy (XAS) is a powerful means of investigation of structural and electronic properties in condensed -matter physics. Analysis of the near edge part of the XAS spectrum, the so – called X-ray Absorption Near Edge Structure (XANES), can typically provide the following information on the photoexcited atom: - Oxidation state and coordination environment. - Speciation of transition metal compounds. - Conduction band DOS projected on the excited atomic species (PDOS). Analysis of XANES spectra is greatly aided by simulations; in the most common scheme the multiple scattering framework is used with the muffin tin approximation for the scattering potential and the spectral simulation is based on a hypothetical, reference structure. This approach has the advantage of requiring relatively little computing power but in many cases the assumed structure is quite different from the actual system measured and the muffin tin approximation is not adequate for low symmetry structures or highly directional bonds. It is therefore very interesting and justified to develop alternative methods. In one approach, the spectral simulation is based on atomic coordinates obtained from a DFT (Density Functional Theory) optimized structure. In another approach, which is the object of this thesis, the XANES spectrum is calculated directly based on an ab – initio DFT calculation of the atomic and electronic structure. This method takes full advantage of the real many-electron final wavefunction that can be computed with DFT algorithms that include a core-hole in the absorbing atom to compute the final cross section. To calculate the many-electron final wavefunction the Projector Augmented Wave method (PAW) is used. In this scheme, the absorption cross section is written in function of several contributions as the many-electrons function of the finale state; it is calculated starting from pseudo-wavefunction and performing a reconstruction of the real-wavefunction by using a transform operator which contains some parameters, called partial waves and projector waves. The aim of my thesis is to apply and test the PAW methodology to the calculation of the XANES cross section. I have focused on iron and silicon structures and on some biological molecules target (myoglobin and cytochrome c). Finally other inorganic and biological systems could be taken into account for future applications of this methodology, which could become an important improvement with respect to the multiscattering approach.
Resumo:
I moderni sistemi computazionali hanno reso applicazioni e dispositivi sempre più complessi e versatili, integrando in essi un numero crescente di funzioni. Da qui si avverte la necessità di un design d’interfaccia utente efficace e pratico che renda il rapporto uomo/macchina semplice ed intuitivo. Negli ultimi anni questo proposito è stato accolto da sviluppatori e progettisti che si sono affacciati nel mondo della “Realtà Aumentata”, una nuova visione d’insieme nel rapporto tra mondo reale e virtuale. Augmented Reality (AR), propone infatti di sviluppare nuove interfacce uomo-computer, che invece di mostrare le informazioni digitali su display isolati, immergano i dati stessi nell’ambiente concreto. Sfuma così una distinzione marcata tra il reale e il virtuale, ma anzi si cerca di combinare in modo naturale la coesistenza di quest’ultimi, permettendo la creazione di interfacce utente semplici e intuitive anche per applicazioni complesse. Il proposito che la tesi vuole andare ad affrontare è proprio quello di indagare lo sviluppo di nuove applicazioni basate su questa tecnologia. Nel primo capitolo verrà analizzatala storia, i campi di applicazione, i device più importanti sui quali è implementata e le varie tecniche di Tracciamento. Nella seconda parte della tesi andremo a interessarci del sistema vero e proprio sul quale regge questa tecnologia. Quindi nel successivo capitolo vedremo esempi di architetture e di piattaforme che offrono questa realtà di sviluppo, soffermandoci su un particolare caso di studio: Metaio; di cui nel terzo e ultimo capitolo indagheremo framework, SDK e API messe a disposizione.