944 resultados para indivisible objects


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Past multisensory experiences can influence current unisensory processing and memory performance. Repeated images are better discriminated if initially presented as auditory-visual pairs, rather than only visually. An experience's context thus plays a role in how well repetitions of certain aspects are later recognized. Here, we investigated factors during the initial multisensory experience that are essential for generating improved memory performance. Subjects discriminated repeated versus initial image presentations intermixed within a continuous recognition task. Half of initial presentations were multisensory, and all repetitions were only visual. Experiment 1 examined whether purely episodic multisensory information suffices for enhancing later discrimination performance by pairing visual objects with either tones or vibrations. We could therefore also assess whether effects can be elicited with different sensory pairings. Experiment 2 examined semantic context by manipulating the congruence between auditory and visual object stimuli within blocks of trials. Relative to images only encountered visually, accuracy in discriminating image repetitions was significantly impaired by auditory-visual, yet unaffected by somatosensory-visual multisensory memory traces. By contrast, this accuracy was selectively enhanced for visual stimuli with semantically congruent multisensory pasts and unchanged for those with semantically incongruent multisensory pasts. The collective results reveal opposing effects of purely episodic versus semantic information from auditory-visual multisensory events. Nonetheless, both types of multisensory memory traces are accessible for processing incoming stimuli and indeed result in distinct visual object processing, leading to either impaired or enhanced performance relative to unisensory memory traces. We discuss these results as supporting a model of object-based multisensory interactions.

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A multiple-partners assignment game with heterogeneous sales and multiunit demands consists of a set of sellers that own a given number of indivisible units of (potentially many different) goods and a set of buyers who value those units and want to buy at most an exogenously fixed number of units. We define a competitive equilibrium for this generalized assignment game and prove its existence by using only linear programming. In particular, we show how to compute equilibrium price vectors from the solutions of the dual linear program associated to the primal linear program defined to find optimal assignments. Using only linear programming tools, we also show (i) that the set of competitive equilibria (pairs of price vectors and assignments) has a Cartesian product structure: each equilibrium price vector is part of a competitive equilibrium with all optimal assignments, and vice versa; (ii) that the set of (restricted) equilibrium price vectors has a natural lattice structure; and (iii) how this structure is translated into the set of agents' utilities that are attainable at equilibrium.

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We study two cooperative solutions of a market with indivisible goods modeled as a generalized assignment game: Set-wise stability and Core. We first establish that the Set-wise stable set is contained in the Core and it contains the non-empty set of competitive equilibrium payoffs. We then state and prove three limit results for replicated markets. First, the sequence of Cores of replicated markets converges to the set of competitive equilibrium payoffs when the number of replicas tends to infinity. Second, the Set-wise stable set of a two-fold replicated market already coincides with the set of competitive equilibrium payoffs. Third, for any number of replicas there is a market with a Core payoff that is not a competitive equilibrium payoff.

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The usual way to investigate the statistical properties of finitely generated subgroups of free groups, and of finite presentations of groups, is based on the so-called word-based distribution: subgroups are generated (finite presentations are determined) by randomly chosen k-tuples of reduced words, whose maximal length is allowed to tend to infinity. In this paper we adopt a different, though equally natural point of view: we investigate the statistical properties of the same objects, but with respect to the so-called graph-based distribution, recently introduced by Bassino, Nicaud and Weil. Here, subgroups (and finite presentations) are determined by randomly chosen Stallings graphs whose number of vertices tends to infinity. Our results show that these two distributions behave quite differently from each other, shedding a new light on which properties of finitely generated subgroups can be considered frequent or rare. For example, we show that malnormal subgroups of a free group are negligible in the raph-based distribution, while they are exponentially generic in the word-based distribution. Quite surprisingly, a random finite presentation generically presents the trivial group in this new distribution, while in the classical one it is known to generically present an infinite hyperbolic group.

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In this paper we describe an open learning object repository on Statistics based on DSpace which contains true learning objects, that is, exercises, equations, data sets, etc. This repository is part of a large project intended to promote the use of learning object repositories as part of the learning process in virtual learning environments. This involves the creation of a new user interface that provides users with additional services such as resource rating, commenting and so. Both aspects make traditional metadata schemes such as Dublin Core to be inadequate, as there are resources with no title or author, for instance, as those fields are not used by learners to browse and search for learning resources in the repository. Therefore, exporting OAI-PMH compliant records using OAI-DC is not possible, thus limiting the visibility of the learning objects in the repository outside the institution. We propose an architecture based on ontologies and the use of extended metadata records for both storing and refactoring such descriptions.

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The field of laser application to the restoration and cleaning of cultural assets is amongst the most thriving developments of recent times. Ablative laser technological systems are able to clean and protect inestimable works of art subject to atmospheric agents and degradation over time. This new technology, which has been developing for the last forty year, is now available to restorers and has received a significant success all over Europe. An important contribution in the process of laser innovation has been carried out in Florence by local actors belonging to a creative cluster. The objects of the analysis are the genesis of this innovation in this local Florentine context, and the relationships among the main actors who have contributed in it. The study investigates how culture can play a part in the generation of ideas and innovations, and which are the creative environments that can favour it. In this context, the issue of laser technologies for the restoration of cultural heritage has been analysed as a case study in the various paths taken by the Creative Capacity of the Culture (CCC).

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Abstract : This thesis investigated the spatio-temporal brain mechanisms of three processes involved in recognizing environmental sounds produced by living (animal vocalisations) and man-made (manufactured) objects: their discrimination, their plasticity, and the involvement of action representations. Results showed rapid brain discrimination between these categories beginning at ~70ms. Then, beginning at ~150ms, effects of plasticity are observed, without any influence of the categories of sounds. Both of these processes of discrimination and repetition priming involved brain structures located in temporal and frontal lobes. Activation of brain areas BA21 and BA22 suggest an access to semantic representations and/or linked to object manipulation. To investigate the involvement of action representations in sound recognition, analyses were restricted to sounds produced by man-made objects. Results suggest an access to representations linked to action functionally related to sound rather than to representations linked to action that produced sound. These effects occurred at ~300ms post-stimulus onset and involved differential activity brain regions attributed to the mirror neuron system. These data are discussed in regard to motor preparation of actions functionally linked to sounds. Collectively these data showed a sequential progression of cerebral activity underlying the recognizing of environmental sounds. The processes occurred firstly in a shared network of brain areas before propagating elsewhere and/or leading to differential activity in these structures. Cerebral responses observed in this work allowed establishing a dynamic model of discrimination of sounds produced by living and man-made objects.

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We aimed to determine whether human subjects' reliance on different sources of spatial information encoded in different frames of reference (i.e., egocentric versus allocentric) affects their performance, decision time and memory capacity in a short-term spatial memory task performed in the real world. Subjects were asked to play the Memory game (a.k.a. the Concentration game) without an opponent, in four different conditions that controlled for the subjects' reliance on egocentric and/or allocentric frames of reference for the elaboration of a spatial representation of the image locations enabling maximal efficiency. We report experimental data from young adult men and women, and describe a mathematical model to estimate human short-term spatial memory capacity. We found that short-term spatial memory capacity was greatest when an egocentric spatial frame of reference enabled subjects to encode and remember the image locations. However, when egocentric information was not reliable, short-term spatial memory capacity was greater and decision time shorter when an allocentric representation of the image locations with respect to distant objects in the surrounding environment was available, as compared to when only a spatial representation encoding the relationships between the individual images, independent of the surrounding environment, was available. Our findings thus further demonstrate that changes in viewpoint produced by the movement of images placed in front of a stationary subject is not equivalent to the movement of the subject around stationary images. We discuss possible limitations of classical neuropsychological and virtual reality experiments of spatial memory, which typically restrict the sensory information normally available to human subjects in the real world.

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En este trabajo se explica cuáles fueron las estrategias utilizadas y los resultados obtenidos en la primera exposición del nuevo esquema museográfico del Museo de Historia Natural de Londres, concebido por Roger Miles, Jefe del Departamento de Servicios Públicos de esa prestigiada institución. Esta iniciativa pretendía atraer a un mayor número de visitantes a partir de exposiciones basadas en modelos y módulos interactivos que relegaban a los objetos de las colecciones a un segundo plano. La exposición se tituló Human Biology y fue inaugurada el 24 de mayo de 1977. El tema de la exposición fue la biología humana, pero como se argumenta en este trabajo, Human Biology sirvió también como medio para legitimar el discurso modernizador de la biología humana, en tanto disciplina más rigurosa por las herramientas y técnicas más precisas que las utilizadas por la antropología física tradicional. Se buscaba también generar una audiencia para reforzar el campo interdisciplinario de la ciencia cognitiva y en particular la inteligencia artificial. El equipo de asesores científicos de la exposición contó entre sus miembros con personalidades que jugaron un papel protagónico en el desarrollo de esas disciplinas, y necesitaban demostrar su validez y utilidad ante los no especialistas y el público en general.

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La plataforma d’e-learning: COMalaWEB és una eina multimedia de suport a l’estudi, l’experimentació i l’adquisició de tècniques d’autoaprenentatge. COMalaWEB s’ofereix com a punt de trobada entre estudiants, professors i altres professionals relacionats amb el mon de les telecomunicacions i/o de la docència universitària. Mitjançant el present projecte s’ha dut a terme la consolidació de la plataforma COMalaWEB com a eina WWW d'autoaprenentatge per a l'EEES (Estudis de Bachelor i de Màster): Dins de la plataforma s’hi ha integrat un Laboratori Virtual per a comunicacions analògiques i digitals (LaViCAD) que ofereix activitats experimentals amb un gran ventall de possibilitats que van des de les demostracions teòriques fins a l’emulació de sistemes de comunicacions quotidians com per exemple la televisió digital o el sistema Wifi dels sistemes WLAN. L’altre gran component de la plataforma es la base de dades de continguts empaquetada en unitats bàsiques anomenades objectes de coneixement, organitzada en cursos, integren tant continguts teòrics com un conjunt d’exercicis proposats per a aprofundir cadascun dels temes tractats. Amb l’actual projecte s’ha treballat en les següents línies d’actuació: - Integració dels simuladors del laboratori LAVICAD a la plataforma d’autoaprenentatge. - Creació de base de dades de recursos docents basats en paquets SCORM per a oferir materials docents de tipus teòric i col·leccions d’exercicis resolts en el marc de les diferents assignatures participants en el projecte. - Creació de base de dades de tipus qüestionari per a oferir exercicis a treballar en el marc de les diferents assignatures participants en el projecte. - Inserció de metodologies docents basades en els anteriors recursos en diferents assignatures d’estudis d’enginyeria i de màster.

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OdACAV és un banc electrònic d’objectes d’aprenentatge (OdA) que te com a finalitat principal servir als docents de les assignatures troncals dels Estudis de Comunicació Audiovisual (CAV) de la UB (obert també a altres universitats catalanes) implicats o que es vulguin implicar en la innovació docent i pretén facilitar i potenciar la documentació per a la investigació i la recerca a l’entorn del paper innovador dels OdA digitals; així com la patrimonialització dels mateixos. Què és i que no és un OdA de CAV? És tot allò que serveix en un procés d'ensinistrament, d'aprenentatge, de formació - que en els cas que ens ocupa, es tradueix en una col·lecció d'imatges fixes, en un hipertext, en una hipermèdia, un vídeo, etc.-, i la missió dels quals és suscitar l’interès i l'aprofitament en el transvasament dels continguts de les assignatures dels estudis actuals (de la Llicenciatura) i futurs (del Grau) de Comunicació Audiovisual. El projecte sorgeix com a necessitat orgànica de la mateixa naturalesa de l'ensenyament de Comunicació Audiovisual, on en el pla dels continguts els exemples, els referents, els models no són encara prou desenvolupats i costa molt disposar d'OdAs suficientment competents. Les fonts documentals del cinema, de la televisió i dels mitjans en general són la base sobre la que s’han bastit els OdA de la base de dades del web http://www.lmi.ub.es/repositori/ amb l’esperança que resultin adequats a la innovació en els Estudis de Comunicació Audiovisual. És, doncs, un repositori de condició cooperativa, dinàmic i flexible; amb esperit blog/wiki, els objectius del qual són: la creació d'un sistema de dipositació dels OdA; l'establiment d'un sistema de recuperació dels mateixos; la implantació de fluxos d'entrada i sortida; la consolidació d'un observatori d'investigació i de recerca sobre la innovació dels OdA en els entorns i els sistemes educatius actuals; l’articulació de possibles accions patrimonials al voltant de la creació i preservació d’aquests.

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Aquest projecte és una anàlisi d'algunes tècniques de reconeixement d'objectes en 2D, la seva comparació i equivalència. La solució presentada en aquesta memòria ha estat implementada en C++ per a poder avaluar els resultats així com les diferents problemàtiques aparegudes durant tot el procés. La resolució de puzzles és tan sols un exemple dels múltiples casos d'objectes bidimensionals que ens podem trobar que necessiten tècniques de matching per obtenir un objecte global.

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We characterize double adjunctions in terms of presheaves and universal squares, and then apply these characterizations to free monads and Eilenberg-Moore objects in double categories. We improve upon an earlier result of Fiore-Gambino-Kock in [7] to conclude: if a double category with cofolding admits the construction of free monads in its horizontal 2-category, then it also admits the construction of free monads as a double category horizontally and vertically, and also in its vertical 2-category. We also prove that a double category admits Eilenberg-Moore objects if and only if a certain parameterized presheaf is representable. Along the way, we develop parameterized presheaves on double categories and prove a double Yoneda Lemma.

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Embarcarse en la aventura de componer una ópera y llegar a materializarla con los mínimos recursos requiere de mucha imaginación e ilusión, de un trabajo constante y meditado, de un buen equipo de colaboradores, de fe ciega en que todo acabará funcionando y de lo más básico: un buen libreto. La serva padrona de Pergolesi nos demuestra cómo una historia sencilla y de recursos austeros puede llegar a ser tan tremendamente fresca, divertida y entretenida. Este intermezzo representará el punto de partida de una creación en la que la escena teatral y el discurso musical se fundirán de manera indivisible. Al fin y al cabo, la creación de una ópera supone asimilar desde buen principio que en ella convergen diferentes artes de índole muy diversa. Conseguir trabajar dentro de este marco de encuentro multidisciplinar es un privilegio que, sin duda, se debe aprovechar.

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Etiologic research in psychiatry relies on an objectivist epistemology positing that human cognition is specified by the "reality" of the outer world, which consists of a totality of mind-independent objects. Truth is considered as some sort of correspondence relation between words and external objects, and mind as a mirror of nature. In our view, this epistemology considerably impedes etiologic research. Objectivist epistemology has been recently confronting a growing critique from diverse scientific fields. Alternative models in neurosciences (neuronal selection), artificial intelligence (connectionism), and developmental psychology (developmental biodynamics) converge in viewing living organisms as self-organizing systems. In this perspective, the organism is not specified by the outer world, but enacts its environment by selecting relevant domains of significance that constitute its world. The distinction between mind and body or organism and environment is a matter of observational perspective. These models from empirical sciences are compatible with fundamental tenets of philosophical phenomenology and hermeneutics. They imply consequences for research in psychopathology: symptoms cannot be viewed as disconnected manifestations of discrete localized brain dysfunctions. Psychopathology should therefore focus on how the person's self-coherence is maintained and on the understanding and empirical investigation of the systemic laws that govern neurodevelopment and the organization of human cognition.