855 resultados para Statistics|Electrical engineering|Computer science


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4 examples of student reflections

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Tuesday 22nd April 2014 Speaker(s): Sue Sentance Organiser: Leslie Carr Time: 22/04/2014 15:00-16:00 Location: B32/3077 File size: 698 Mb Abstract Until recently, "computing" education in English schools mainly focused on developing general Digital Literacy and Microsoft Office skills. As of this September, a new curriculum comes into effect that provides a strong emphasis on computation and programming. This change has generated some controversy in the news media (4-year-olds being forced to learn coding! boss of the government’s coding education initiative cannot code shock horror!!!!) and also some concern in the teaching profession (how can we possibly teach programming when none of the teachers know how to program)? Dr Sue Sentance will explain the work of Computing At School, a part of the BCS Academy, in galvanising universities to help teachers learn programming and other computing skills. Come along and find out about the new English Computing Revolution - How will your children and your schools be affected? - How will our University intake change? How will our degrees have to change? - What is happening to the national perception of Computer Science?

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Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young people’s education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.

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Resumen tomado de la publicación

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In Information Visualization, adding and removing data elements can strongly impact the underlying visual space. We have developed an inherently incremental technique (incBoard) that maintains a coherent disposition of elements from a dynamic multidimensional data set on a 2D grid as the set changes. Here, we introduce a novel layout that uses pairwise similarity from grid neighbors, as defined in incBoard, to reposition elements on the visual space, free from constraints imposed by the grid. The board continues to be updated and can be displayed alongside the new space. As similar items are placed together, while dissimilar neighbors are moved apart, it supports users in the identification of clusters and subsets of related elements. Densely populated areas identified in the incSpace can be efficiently explored with the corresponding incBoard visualization, which is not susceptible to occlusion. The solution remains inherently incremental and maintains a coherent disposition of elements, even for fully renewed sets. The algorithm considers relative positions for the initial placement of elements, and raw dissimilarity to fine tune the visualization. It has low computational cost, with complexity depending only on the size of the currently viewed subset, V. Thus, a data set of size N can be sequentially displayed in O(N) time, reaching O(N (2)) only if the complete set is simultaneously displayed.

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While watching TV, viewers use the remote control to turn the TV set on and off, change channel and volume, to adjust the image and audio settings, etc. Worldwide, research institutes collect information about audience measurement, which can also be used to provide personalization and recommendation services, among others. The interactive digital TV offers viewers the opportunity to interact with interactive applications associated with the broadcast program. Interactive TV infrastructure supports the capture of the user-TV interaction at fine-grained levels. In this paper we propose the capture of all the user interaction with a TV remote control-including short term and instant interactions: we argue that the corresponding captured information can be used to create content pervasively and automatically, and that this content can be used by a wide variety of services, such as audience measurement, personalization and recommendation services. The capture of fine grained data about instant and interval-based interactions also allows the underlying infrastructure to offer services at the same scale, such as annotation services and adaptative applications. We present the main modules of an infrastructure for TV-based services, along with a detailed example of a document used to record the user-remote control interaction. Our approach is evaluated by means of a proof-of-concept prototype which uses the Brazilian Digital TV System, the Ginga-NCL middleware.

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The pervasive and ubiquitous computing has motivated researches on multimedia adaptation which aims at matching the video quality to the user needs and device restrictions. This technique has a high computational cost which needs to be studied and estimated when designing architectures and applications. This paper presents an analytical model to quantify these video transcoding costs in a hardware independent way. The model was used to analyze the impact of transcoding delays in end-to-end live-video transmissions over LANs, MANs and WANs. Experiments confirm that the proposed model helps to define the best transcoding architecture for different scenarios.

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A novel mathematical framework inspired on Morse Theory for topological triangle characterization in 2D meshes is introduced that is useful for applications involving the creation of mesh models of objects whose geometry is not known a priori. The framework guarantees a precise control of topological changes introduced as a result of triangle insertion/removal operations and enables the definition of intuitive high-level operators for managing the mesh while keeping its topological integrity. An application is described in the implementation of an innovative approach for the detection of 2D objects from images that integrates the topological control enabled by geometric modeling with traditional image processing techniques. (C) 2008 Published by Elsevier B.V.

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Reusable and evolvable Software Engineering Environments (SEES) are essential to software production and have increasingly become a need. In another perspective, software architectures and reference architectures have played a significant role in determining the success of software systems. In this paper we present a reference architecture for SEEs, named RefASSET, which is based on concepts coming from the aspect-oriented approach. This architecture is specialized to the software testing domain and the development of tools for that domain is discussed. This and other case studies have pointed out that the use of aspects in RefASSET provides a better Separation of Concerns, resulting in reusable and evolvable SEEs. (C) 2011 Elsevier Inc. All rights reserved.

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Ubiquitous computing aims at providing services to users in everyday environments such as the home. One research theme in this area is that of building capture and access applications which support information to be recorded ( captured) during a live experience toward automatically producing documents for review (accessed). The recording demands instrumented environments with devices such as microphones, cameras, sensors and electronic whiteboards. Since each experience is usually related to many others ( e. g. several meetings of a project), there is a demand for mechanisms supporting the automatic linking among documents relative to different experiences. In this paper we present original results relative to the integration of our previous efforts in the Infrastructure for Capturing, Accessing, Linking, Storing and Presenting information (CALiSP). Ubiquitous computing aims at providing services to users in everyday environments such as the home. One research theme in this area is that of building capture and access applications which support information to be recorded (captured) during a live experience toward automatically producing documents for review (accessed). The recording demands instrumented environments with devices such as microphones, cameras, sensors and electronic whiteboards. Since each experience is usually related to many others (e.g. several meetings of a project), there is a demand for mechanisms supporting the automatic linking among documents relative to different experiences. In this paper we present original results relative to the integration of our previous efforts in the Infrastructure for Capturing, Accessing, Linking, Storing and Presenting information (CALiSP).

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Large-scale simulations of parts of the brain using detailed neuronal models to improve our understanding of brain functions are becoming a reality with the usage of supercomputers and large clusters. However, the high acquisition and maintenance cost of these computers, including the physical space, air conditioning, and electrical power, limits the number of simulations of this kind that scientists can perform. Modern commodity graphical cards, based on the CUDA platform, contain graphical processing units (GPUs) composed of hundreds of processors that can simultaneously execute thousands of threads and thus constitute a low-cost solution for many high-performance computing applications. In this work, we present a CUDA algorithm that enables the execution, on multiple GPUs, of simulations of large-scale networks composed of biologically realistic Hodgkin-Huxley neurons. The algorithm represents each neuron as a CUDA thread, which solves the set of coupled differential equations that model each neuron. Communication among neurons located in different GPUs is coordinated by the CPU. We obtained speedups of 40 for the simulation of 200k neurons that received random external input and speedups of 9 for a network with 200k neurons and 20M neuronal connections, in a single computer with two graphic boards with two GPUs each, when compared with a modern quad-core CPU. Copyright (C) 2010 John Wiley & Sons, Ltd.

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In recent years, it has been observed that software clones and plagiarism are becoming an increased threat for one?s creativity. Clones are the results of copying and using other?s work. According to the Merriam – Webster dictionary, “A clone is one that appears to be a copy of an original form”. It is synonym to duplicate. Clones lead to redundancy of codes, but not all redundant code is a clone.On basis of this background knowledge ,in order to safeguard one?s idea and to avoid intentional code duplication for pretending other?s work as if their owns, software clone detection should be emphasized more. The objective of this paper is to review the methods for clone detection and to apply those methods for finding the extent of plagiarism occurrence among the Swedish Universities in Master level computer science department and to analyze the results.The rest part of the paper, discuss about software plagiarism detection which employs data analysis technique and then statistical analysis of the results.Plagiarism is an act of stealing and passing off the idea?s and words of another person?s as one?s own. Using data analysis technique, samples(Master level computer Science thesis report) were taken from various Swedish universities and processed in Ephorus anti plagiarism software detection. Ephorus gives the percentage of plagiarism for each thesis document, from this results statistical analysis were carried out using Minitab Software.The results gives a very low percentage of Plagiarism extent among the Swedish universities, which concludes that Plagiarism is not a threat to Sweden?s standard of education in computer science.This paper is based on data analysis, intelligence techniques, EPHORUS software plagiarism detection tool and MINITAB statistical software analysis.