868 resultados para Debugging in computer science.
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Demo paper about the booth
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Full paper presented at EC-TEL 2016
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[ES]This paper describes an analysis performed for facial description in static images and video streams. The still image context is first analyzed in order to decide the optimal classifier configuration for each problem: gender recognition, race classification, and glasses and moustache presence. These results are later applied to significant samples which are automatically extracted in real-time from video streams achieving promising results in the facial description of 70 individuals by means of gender, race and the presence of glasses and moustache.
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[EN]This paper describes an approach for detection of frontal faces in real time (20-35Hz) for further processing. This approach makes use of a combination of previous detection tracking and color for selecting interest areas. On those areas, later facial features such as eyes, nose and mouth are searched based on geometric tests, appearance veri cation, temporal and spatial coherence. The system makes use of very simple techniques applied in a cascade approach, combined and coordinated with temporal information for improving performance. This module is a component of a complete system designed for detection, tracking and identi cation of individuals [1].
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In this extended abstract, we discuss recent research at Worcester into the inclusion of AI into ‘Serious Games’. Serious Games research intends to harness the power of computer game technology to produce educational and training materials. We prefer the name ‘Immersive Environments’ (IEs) since this emphasises the human psychological dimension. Creation of compelling and convincing learning software requires a rich engagement of the learner, and a convincing learning experience. We believe that various aspects of the AI tradition can inform the production of such learning.
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On an increasingly populated planet, with decreasing biodiversity and limited new opportunities to tap unexploited natural resources, there is a clear need to adjust aspects of marine management and governance. Although sectarian management has succeeded in addressing and managing some important threats to marine ecosystems, unintended consequences are often associated with overlooking nonlinear interactions and cumulative impacts that increase the risk of surprises in social-ecological systems. In this paper, we begin to untangle science-governance-society (SGS) interdependencies in marine systems by considering how to recognize the risk of surprise in social and ecological dynamics. Equally important is drawing attention to our state of preparedness, adaptation, and timeliness of response in ecosystem governance and society, which involve fostering transformations away from rigid and nonintegrated structures of governance. More inclusive decision-making processes, deeper understanding of complexity, and colearning across SGS can help to build constructive solutions that are likely to benefit multiple stakeholders and build capacity to understand and respond to change.
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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?
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We present an Integrated Environment suitable for learning and teaching computer programming which is designed for both students of specialised Computer Science courses, and also non-specialist students such as those following Liberal Arts. The environment is rich enough to allow exploration of concepts from robotics, artificial intelligence, social science, and philosophy as well as the specialist areas of operating systems and the various computer programming paradigms.
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The longitudinal study focuses on the success of cegep science students at one college who were accepted into the science program although their secondary school grades in chemistry and/or physics did not meet the admission requirements, These less prepared students were admitted into the science program because they were placed in remedial classes that offered support through extra class time in their introductory college science courses. The main research question addressed in this study was to determine whether accepting less prepared students is beneficial to the student in terms of academic success.
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A dissertation submitted in fulfillment of the requirements to the degree of Master in Computer Science and Computer Engineering
The role of musical aptitude in the pronunciation of English vowels among Polish learners of English
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It has long been held that people who have musical training or talent acquire L2 pronunciation more successfully than those that do not. Indeed, there have been empirical studies to support this hypothesis (Pastuszek-Lipińska 2003, Fonseca-Mora et al. 2011, Zatorre and Baum 2012). However, in many of such studies, musical abilities in subjects were mostly verified through questionnaires rather than tested in a reliable, empirical manner. Therefore, we run three different musical hearing tests, i.e. pitch perception test, musical memory test, and rhythm perception test (Mandell 2009) to measure the actual musical aptitude in our subjects. The main research question is whether a better musical ear correlates with a higher rate of acquisition of English vowels in Polish EFL learners. Our group consists of 40 Polish university students studying English as their major who learn the British pronunciation model during an intense pronunciation course. 10 male and 30 female subjects with mean age of 20.1 were recorded in a recording studio. The procedure comprised spontaneous conversations, reading passages and reading words in isolation. Vowel measurements were conducted in Praat in all three speech styles and several consonantal contexts. The assumption was that participants who performed better in musical tests would produce vowels that are closer to the Southern British English model. We plotted them onto vowel charts and calculated the Euclidean distances. Preliminary results show that there is potential correlation between specific aspects of musical hearing and different elements of pronunciation. The study is a longitudinal project and will encompass two more years, during which we will repeat the recording procedure twice to measure the participants’ progress in mastering the English pronunciation and comparing it with their musical aptitude.