902 resultados para Math Applications in Computer Science


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[EN]Enabling natural human-robot interaction using computer vision based applications requires fast and accurate hand detection. However, previous works in this field assume different constraints, like a limitation in the number of detected gestures, because hands are highly complex objects difficult to locate. This paper presents an approach which integrates temporal coherence cues and hand detection based on wrists using a cascade classifier. With this approach, we introduce three main contributions: (1) a transparent initialization mechanism without user participation for segmenting hands independently of their gesture, (2) a larger number of detected gestures as well as a faster training phase than previous cascade classifier based methods and (3) near real-time performance for hand pose detection in video streams.

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Con la crescita in complessità delle infrastrutture IT e la pervasività degli scenari di Internet of Things (IoT) emerge il bisogno di nuovi modelli computazionali basati su entità autonome capaci di portare a termine obiettivi di alto livello interagendo tra loro grazie al supporto di infrastrutture come il Fog Computing, per la vicinanza alle sorgenti dei dati, e del Cloud Computing per offrire servizi analitici complessi di back-end in grado di fornire risultati per milioni di utenti. Questi nuovi scenarii portano a ripensare il modo in cui il software viene progettato e sviluppato in una prospettiva agile. Le attività dei team di sviluppatori (Dev) dovrebbero essere strettamente legate alle attività dei team che supportano il Cloud (Ops) secondo nuove metodologie oggi note come DevOps. Tuttavia, data la mancanza di astrazioni adeguata a livello di linguaggio di programmazione, gli sviluppatori IoT sono spesso indotti a seguire approcci di sviluppo bottom-up che spesso risulta non adeguato ad affrontare la compessità delle applicazione del settore e l'eterogeneità dei compomenti software che le formano. Poichè le applicazioni monolitiche del passato appaiono difficilmente scalabili e gestibili in un ambiente Cloud con molteplici utenti, molti ritengono necessaria l'adozione di un nuovo stile architetturale, in cui un'applicazione dovrebbe essere vista come una composizione di micro-servizi, ciascuno dedicato a uno specifica funzionalità applicativa e ciascuno sotto la responsabilità di un piccolo team di sviluppatori, dall'analisi del problema al deployment e al management. Poichè al momento non si è ancora giunti a una definizione univoca e condivisa dei microservices e di altri concetti che emergono da IoT e dal Cloud, nè tantomento alla definzione di linguaggi sepcializzati per questo settore, la definzione di metamodelli custom associati alla produzione automatica del software di raccordo con le infrastrutture potrebbe aiutare un team di sviluppo ad elevare il livello di astrazione, incapsulando in una software factory aziendale i dettagli implementativi. Grazie a sistemi di produzione del sofware basati sul Model Driven Software Development (MDSD), l'approccio top-down attualmente carente può essere recuperato, permettendo di focalizzare l'attenzione sulla business logic delle applicazioni. Nella tesi viene mostrato un esempio di questo possibile approccio, partendo dall'idea che un'applicazione IoT sia in primo luogo un sistema software distribuito in cui l'interazione tra componenti attivi (modellati come attori) gioca un ruolo fondamentale.

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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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Thesis (Ph.D.)--University of Washington, 2016-08

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Owing to their capability of merging the properties of metals and conventional polymers, Conducting Polymers (CPs) are a unique class of carbon-based materials capable of conducting electrical current. A conjugated backbone is the hallmark of CPs, which can readily undergo reversible doping to different extents, thus achieving a wide range of electrical conductivities, while maintaining mechanical flexibility, transparency and high thermal stability. Thanks to these inherent versatility and attracting properties, from their discovery CPs have experienced incessant widespread in a great plethora of research fields, ranging from energy storage to healthcare, also encouraging the spring and growth of new scientific areas with highly innovative content. Nowadays, Bioelectronics stands out as one of the most promising research fields, dealing with the mutual interplay between biology and electronics. Among CPs, the polyelectrolyte complex poly (3,4-ethylenedioxythiophene): poly (styrenesulfonate) (PEDOT:PSS), especially in the form of thin films, has been emphasized as ideal platform for bioelectronic applications. Indeed, in the last two decades PEDOT:PSS has played a key role in the sensing of bioanalytes and living cells interfacing and monitoring. In the present work, development and characterization of two kinds of PEDOT:PSS-based devices for applications in Bioelectronics are discussed in detail. In particular, a low-cost amperometric sensor for the selective detection of Dopamine in a ternary mixture was optimized, taking advantage of the electrocatalytic and antifouling properties that render PEDOT:PSS thin films appealing tools for electrochemical sensing of bioanalytes. Moreover, the potentialities of this material to interact with live cells were explored through the fabrication of a microfluidic trapping device for electrical monitoring of 3D spheroids using an impedance-based approach.

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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

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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.

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Magnetic theory and application to a complex volcanic area located in Southern Italy are here discussed showing the example of the Gulf of Naples, located at Southern Italy Tyrrhenian margin. A magnetic anomaly map of the Gulf of Naples has been constructed aimed at highlighting new knowledge on geophysics and volcanology of this area of the Eastern Tyrrhenian margin, characterized by a complex geophysical setting, strongly depending on sea bottom topography. The theoretical aspects of marine magnetometry and multibeam bathymetry have been discussed. Magnetic data processing included the correction of the data for the diurnal variation, the correction of the data for the offset and the leveling of the data as a function of the correction at the cross-points of the navigation lines. Multibeam and single-beam bathymetric data processing has been considered. Magnetic anomaly fields in the Naples Bay have been discussed through a detailed geological interpretation and correlated with main morpho-structural features recognized through morphobathymetric interpretation. Details of magnetic anomalies have been selected, represented and correlated with significant seismic profiles, recorded on the same navigation lines of magnetometry. They include the continental shelf offshore the Somma-Vesuvius volcanic complex, the outer shelf of the Gulf of Pozzuoli offshore the Phlegrean Fields volcanic complex, the relict volcanic banks of Pentapalummo, Nisida and Miseno, the Gaia volcanic bank on the Naples slope, the western slope of the Dohrn canyon, the Magnaghi canyon’s head and the magnetic anomalies among the Ischia and Procida islands.