983 resultados para vision for Computer


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Hur arbetar en framgångsrik programmerare? Uppgifterna att programmera datorspel och att programmera industriella, säkerhetskritiska system verkar tämligen olika. Genom en noggrann empirisk undersökning jämför och kontrasterar avhandlingen dessa två former av programmering och visar att programmering innefattar mer än teknisk förmåga. Med utgångspunkt i hermeneutisk och retorisk teori och med hjälp av både kulturvetenskap och datavetenskap visar avhandlingen att programmerarnas tradition och värderingar är grundläggande för deras arbete, och att båda sorter av programmering kan uppfattas och analyseras genom klassisk texttolkningstradition. Dessutom kan datorprogram betraktas och analyseras med hjälp av klassiska teorier om talproduktion i praktiken - program ses då i detta sammanhang som ett slags yttranden. Allt som allt förespråkar avhandlingen en återkomst till vetenskapens grunder, vilka innebär en ständig och oupphörlig cyklisk rörelse mellan att erfara och att förstå. Detta står i kontrast till en reduktionistisk syn på vetenskapen, som skiljer skarpt mellan subjektivt och objektivt, och på så sätt utgår från möjligheten att uppnå fullständigt vetande. Ofullständigt vetande är tolkandets och hermeneutikens domän. Syftet med avhandlingen är att med hjälp av exempel demonstrera programmeringens kulturella, hermeneutiska och retoriska natur.

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As the world becomes more technologically advanced and economies become globalized, computer science evolution has become faster than ever before. With this evolution and globalization come the need for sustainable university curricula that adequately prepare graduates for life in the industry. Additionally, behavioural skills or “soft” skills have become just as important as technical abilities and knowledge or “hard” skills. The objective of this study was to investigate the current skill gap that exists between computer science university graduates and actual industry needs as well as the sustainability of current computer science university curricula by conducting a systematic literature review of existing publications on the subject as well as a survey of recently graduated computer science students and their work supervisors. A quantitative study was carried out with respondents from six countries, mainly Finland, 31 of the responses came from recently graduated computer science professionals and 18 from their employers. The observed trends suggest that a skill gap really does exist particularly with “soft” skills and that many companies are forced to provide additional training to newly graduated employees if they are to be successful at their jobs.

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This thesis studies the use of machine vision in RDF quality assurance and manufacturing. Currently machine vision is used in recycling and material detection and some commer- cial products are available in the market. In this thesis an on-line machine vision system is proposed for characterizing particle size. The proposed machine vision system is based on the mapping between image segmenta- tion and the ground truth of the particle size. The results shows that the implementation of such machine vision system is feasible.

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Object detection is a fundamental task of computer vision that is utilized as a core part in a number of industrial and scientific applications, for example, in robotics, where objects need to be correctly detected and localized prior to being grasped and manipulated. Existing object detectors vary in (i) the amount of supervision they need for training, (ii) the type of a learning method adopted (generative or discriminative) and (iii) the amount of spatial information used in the object model (model-free, using no spatial information in the object model, or model-based, with the explicit spatial model of an object). Although some existing methods report good performance in the detection of certain objects, the results tend to be application specific and no universal method has been found that clearly outperforms all others in all areas. This work proposes a novel generative part-based object detector. The generative learning procedure of the developed method allows learning from positive examples only. The detector is based on finding semantically meaningful parts of the object (i.e. a part detector) that can provide additional information to object location, for example, pose. The object class model, i.e. the appearance of the object parts and their spatial variance, constellation, is explicitly modelled in a fully probabilistic manner. The appearance is based on bio-inspired complex-valued Gabor features that are transformed to part probabilities by an unsupervised Gaussian Mixture Model (GMM). The proposed novel randomized GMM enables learning from only a few training examples. The probabilistic spatial model of the part configurations is constructed with a mixture of 2D Gaussians. The appearance of the parts of the object is learned in an object canonical space that removes geometric variations from the part appearance model. Robustness to pose variations is achieved by object pose quantization, which is more efficient than previously used scale and orientation shifts in the Gabor feature space. Performance of the resulting generative object detector is characterized by high recall with low precision, i.e. the generative detector produces large number of false positive detections. Thus a discriminative classifier is used to prune false positive candidate detections produced by the generative detector improving its precision while keeping high recall. Using only a small number of positive examples, the developed object detector performs comparably to state-of-the-art discriminative methods.

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The computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept. In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model. It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.

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Internationalization represents a complex topic that has been researched for quite some time. However, since it continues to be extremely current a topic, its significance has not diminished, but maybe even increased in importance. Companies today face extreme pressure to enter new markets in the hope of growing, becoming more profitable, increasing market share, attracting new customers and meeting the requirements of its share- and stakeholders. In the increasingly global business environment of today, companies are facing both challenges and possible advantages of internationalization. Few companies are not operating internationally and it is becoming the question of ‘Why not?’ rather than ‘Why?’ to internationalize business operations. Internationalization and the importance of strategy are discussed in this research from the viewpoint of three case companies that were interviewed about internationalization strategies. This research project is a qualitative study that answers the research question of How is a business strategy constructed for entering a new market? The sub-questions are • How are goals set and what indicators are used to monitor the achievement of these goals? • What are the key characteristics of a strategy implementation process? The research method chosen for this study is a multiple-case study. Three case companies were chosen for the interviews in order to gain in-depth data of internationalization strategies within the construction industry.

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Kilpailu osaavasta työvoimasta on saanut yritykset panostamaan työnantajabrandiinsa. Työnantajabrandi yhtenä yrityksen brandipääoman osa-alueena auttaa yrityksiä erottumaan kilpailijoista ja siten houkuttelemaan yritykseen sopivia työntekijöitä sekä säilyttämään jo olemassa olevat työntekijät. Työnantajabrandi ei aina näyttäydy yrityksen työntekijöille tai –hakijoille niin kuin yritys sen haluaisi näyttäytyvän. Henkilöstöhallinnon ja johdon visio saattaa siis olla ristiriidassa sen kanssa, miten brandi todellisuudessa koetaan. Mikäli yritys ei pysty viestittämään oikeanlaista brandi-imagoa tai säilyttämään brandilupauksiaan vaikuttaa tämä yrityksen työntekijöiden sitoutumiseen ja tyytyväisyyteen negatiivisesti. Lisäksi yritykseen hakeutuu töihin yrityksen arvomaailmaan sopimattomia työntekijöitä. Tutkimuksen tarkoituksena on selvittää työnantajabrandin vision suhdetta todellisuuteen case-yrityksen kautta. Case-yritykseksi on valittu kansainvälinen konsultointiyritys, jolle osaava työvoima on elinehto. Tutkimusmenetelmäksi valittiin puolistrukturoidut haastattelut eli aihetta on lähestytty laadullisen menetelmän kautta. Tutkimukseen haastateltiin vision selvittämiseksi case-yrityksen henkilöstöhallintoa sekä perehdyttiin olemassa olevaan materiaaliin yrityksen brandista. Vision toteutumisen selvittämiseksi haastateltiin 19 työntekijää yrityksen kahdesta eri liiketoimintayksiköstä. Teorian pohjalta tarkentunut teoreettinen viitekehys pitää sisällään yrityksen psykologisen sopimuksen, sisäisen ja ulkoisen brandiviestinnän sekä organisaatiokulttuurin. Haastattelut rakennettiin näiden teemojen ympärille. Empiirisen osuuden tulokset vahvistavat teoreettista viitekehystä, jonka mukaan psykologisella sopimuksella, brandiviestinnällä ja organisaatiokulttuurilla on vaikutusta siihen, miten työnantajabrandi koetaan yrityksen työntekijöiden keskuudessa. Organisaatiokulttuurin ja sitä ilmentävän brandipersoonallisuuden osalta korostuu yrityksen työntekijöiden sopivuus ja yhtäläisyys yrityksen organisaatiokulttuuriin voimistamaan haluttua brandimielikuvaa. Psykologisen sopimuksen osalta empiria tukee todenmukaisen kuvan luomisen merkitystä yrityksen brandiviestinnässä. Lisäksi psykologisen sopimuksen osalta sosiaaliset edut nähdään tärkeänä tekijänä työnantajassa. Ihmisistä välittämisellä ja työilmapiirillä voidaan nähdä olevan suuri merkitys työntekijöiden työssä viihtymiselle. Työntekijät myös odottavat nykypäivänä nopeaa urakehitystä ja koulutukseen panostamista uraltaan. Lisäksi joustavuus ja vapaa-ajan ja työn tasapainottaminen koetaan tärkeiksi. Haastattelut tukevat myös teoreettisen viitekehyksen oletusta, että yrityksen visio työnantajabrandista eroaa usein siitä kuvasta, joka työntekijöille välittyy

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The review of intelligent machines shows that the demand for new ways of helping people in perception of the real world is becoming higher and higher every year. This thesis provides information about design and implementation of machine vision for mobile assembly robot. The work has been done as a part of LUT project in Laboratory of Intelligent Machines. The aim of this work is to create a working vision system. The qualitative and quantitative research were done to complete this task. In the first part, the author presents the theoretical background of such things as digital camera work principles, wireless transmission basics, creation of live stream, methods used for pattern recognition. Formulas, dependencies and previous research related to the topic are shown. In the second part, the equipment used for the project is described. There is information about the brands, models, capabilities and also requirements needed for implementation. Although, the author gives a description of LabVIEW software, its add-ons and OpenCV which are used in the project. Furthermore, one can find results in further section of considered thesis. They mainly represented by screenshots from cameras, working station and photos of the system. The key result of this thesis is vision system created for the needs of mobile assembly robot. Therefore, it is possible to see graphically what was done on examples. Future research in this field includes optimization of the pattern recognition algorithm. This will give less response time for recognizing objects. Presented by author system can be used also for further activities which include artificial intelligence usage.

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Today, the user experience and usability in software application are becoming a major design issue due to the adaptation of many processes using new technologies. Therefore, the study of the user experience and usability might be included in every software development project and, thus, they should be tested to get traceable results. As a result of different testing methods to evaluate the concepts, a non-expert on the topic might have doubts on which option he/she should opt for and how to interpret the outcomes of the process. This work aims to create a process to ease the whole testing methodology based on the process created by Seffah et al. and a supporting software tool to follow the procedure of these testing methods for the user experience and usability.

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