984 resultados para art evaluation


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La evaluación de ontologías, incluyendo diagnóstico y reparación de las mismas, es una compleja actividad que debe llevarse a cabo en cualquier proyecto de desarrollo ontológico para comprobar la calidad técnica de las ontologías. Sin embargo, existe una gran brecha entre los enfoques metodológicos sobre la evaluación de ontologías y las herramientas que le dan soporte. En particular, no existen enfoques que proporcionen guías concretas sobre cómo diagnosticar y, en consecuencia, reparar ontologías. Esta tesis pretende avanzar en el área de la evaluación de ontologías, concretamente en la actividad de diagnóstico. Los principales objetivos de esta tesis son (a) ayudar a los desarrolladores en el diagnóstico de ontologías para encontrar errores comunes y (b) facilitar dicho diagnóstico reduciendo el esfuerzo empleado proporcionando el soporte tecnológico adecuado. Esta tesis presenta las siguientes contribuciones: • Catálogo de 41 errores comunes que los ingenieros ontológicos pueden cometer durante el desarrollo de ontologías. • Modelo de calidad para el diagnóstico de ontologías alineando el catálogo de errores comunes con modelos de calidad existentes. • Diseño e implementación de 48 métodos para detectar 33 de los 41 errores comunes en el catálogo. • Soporte tecnológico OOPS!, que permite el diagnstico de ontologías de forma (semi)automática. De acuerdo con los comentarios recibidos y los resultados de los test de satisfacción realizados, se puede afirmar que el enfoque desarrollado y presentado en esta tesis ayuda de forma efectiva a los usuarios a mejorar la calidad de sus ontologías. OOPS! ha sido ampliamente aceptado por un gran número de usuarios de formal global y ha sido utilizado alrededor de 3000 veces desde 60 países diferentes. OOPS! se ha integrado en software desarrollado por terceros y ha sido instalado en empresas para ser utilizado tanto durante el desarrollo de ontologías como en actividades de formación. Abstract Ontology evaluation, which includes ontology diagnosis and repair, is a complex activity that should be carried out in every ontology development project, because it checks for the technical quality of the ontology. However, there is an important gap between the methodological work about ontology evaluation and the tools that support such an activity. More precisely, not many approaches provide clear guidance about how to diagnose ontologies and how to repair them accordingly. This thesis aims to advance the current state of the art of ontology evaluation, specifically in the ontology diagnosis activity. The main goals of this thesis are (a) to help ontology engineers to diagnose their ontologies in order to find common pitfalls and (b) to lessen the effort required from them by providing the suitable technological support. This thesis presents the following main contributions: • A catalogue that describes 41 pitfalls that ontology developers might include in their ontologies. • A quality model for ontology diagnose that aligns the pitfall catalogue to existing quality models for semantic technologies. • The design and implementation of 48 methods for detecting 33 out of the 41 pitfalls defined in the catalogue. • A system called OOPS! (OntOlogy Pitfall Scanner!) that allows ontology engineers to (semi)automatically diagnose their ontologies. According to the feedback gathered and satisfaction tests carried out, the approach developed and presented in this thesis effectively helps users to increase the quality of their ontologies. At the time of writing this thesis, OOPS! has been broadly accepted by a high number of users worldwide and has been used around 3000 times from 60 different countries. OOPS! is integrated with third-party software and is locally installed in private enterprises being used both for ontology development activities and training courses.

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National Highway Safety Bureau, Washington, D.C.

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Mode of access: Internet.

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National Highway Traffic Safety Administration, Washington, D.C.

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National Highway Traffic Safety Administration, Washington, D.C.

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National Highway Traffic Safety Administration, Washington, D.C.

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To exploit the popularity of TCP as still the dominant sender and protocol of choice for transporting data reliably across the heterogeneous Internet, this thesis explores end-to-end performance issues and behaviours of TCP senders when transferring data to wireless end-users. The theme throughout is on end-users located specifically within 802.11 WLANs at the edges of the Internet, a largely untapped area of work. To exploit the interests of researchers wanting to study the performance of TCP accurately over heterogeneous conditions, this thesis proposes a flexible wired-to-wireless experimental testbed that better reflects conditions in the real-world. To exploit the transparent functionalities between TCP in the wired domain and the IEEE 802.11 WLAN protocols, this thesis proposes a more accurate methodology for gauging the transmission and error characteristics of real-world 802.11 WLANs. It also aims to correlate any findings with the functionality of fixed TCP senders. To exploit the popularity of Linux as a popular operating system for many of the Internet’s data servers, this thesis studies and evaluates various sender-side TCP congestion control implementations within the recent Linux v2.6. A selection of the implementations are put under systematic testing using real-world wired-to-wireless conditions in order to screen and present a viable candidate/s for further development and usage in the modern-day heterogeneous Internet. Overall, this thesis comprises a set of systematic evaluations of TCP senders over 802.11 WLANs, incorporating measurements in the form of simulations, emulations, and through the use of a real-world-like experimental testbed. The goal of the work is to ensure that all aspects concerned are comprehensively investigated in order to establish rules that can help to decide under which circumstances the deployment of TCP is optimal i.e. a set of paradigms for advancing the state-of-the-art in data transport across the Internet.

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This paper advances a philosophically informed rationale for the broader, reflexive and practical application of arts-based methods to benefit research, practice and pedagogy. It addresses the complexity and diversity of learning and knowing, foregrounding a cohabitative position and recognition of a plurality of research approaches, tailored and responsive to context. Appreciation of art and aesthetic experience is situated in the everyday, underpinned by multi-layered exemplars of pragmatic visual-arts narrative inquiry undertaken in the third, creative and communications sectors. Discussion considers semi-guided use of arts-based methods as a conduit for topic engagement, reflection and intersubjective agreement; alongside observation and interpretation of organically employed approaches used by participants within daily norms. Techniques span handcrafted (drawing), digital (photography), hybrid (cartooning), performance dimensions (improvised installations) and music (metaphor and structure). The process of creation, the artefact/outcome produced and experiences of consummation are all significant, with specific reflexivity impacts. Exploring methodology and epistemology, both the "doing" and its interpretation are explicated to inform method selection, replication, utility, evaluation and development of cross-media skills literacy. Approaches are found engaging, accessible and empowering, with nuanced capabilities to alter relationships with phenomena, experiences and people. By building a discursive space that reduces barriers; emancipation, interaction, polyphony, letting-go and the progressive unfolding of thoughts are supported, benefiting ways of knowing, narrative (re)construction, sensory perception and capacities to act. This can also present underexplored researcher risks in respect to emotion work, self-disclosure, identity and agenda. The paper therefore elucidates complex, intricate relationships between form and content, the represented and the representation or performance, researcher and participant, and the self and other. This benefits understanding of phenomena including personal experience, sensitive issues, empowerment, identity, transition and liminality. Observations are relevant to qualitative and mixed methods researchers and a multidisciplinary audience, with explicit identification of challenges, opportunities and implications.

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The seminal multiple view stereo benchmark evaluations from Middlebury and by Strecha et al. have played a major role in propelling the development of multi-view stereopsis methodology. Although seminal, these benchmark datasets are limited in scope with few reference scenes. Here, we try to take these works a step further by proposing a new multi-view stereo dataset, which is an order of magnitude larger in number of scenes and with a significant increase in diversity. Specifically, we propose a dataset containing 80 scenes of large variability. Each scene consists of 49 or 64 accurate camera positions and reference structured light scans, all acquired by a 6-axis industrial robot. To apply this dataset we propose an extension of the evaluation protocol from the Middlebury evaluation, reflecting the more complex geometry of some of our scenes. The proposed dataset is used to evaluate the state of the art multiview stereo algorithms of Tola et al., Campbell et al. and Furukawa et al. Hereby we demonstrate the usability of the dataset as well as gain insight into the workings and challenges of multi-view stereopsis. Through these experiments we empirically validate some of the central hypotheses of multi-view stereopsis, as well as determining and reaffirming some of the central challenges.

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The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

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Purpose – This paper consolidates the servitization knowledge base from an organisational change perspective, identifying developed, developing and undeveloped topics to provide a platform that directs future research. Design/methodology/approach – This paper addresses three objectives : a) it comprehensively examines organisational change management literature for selection of a theoretical framework, b) it classifies extant studies within the framework through a systemic literature review, and (c) it analyses 232 selected papers and proposes a research agenda. Findings – Analysis suggests increasing global awareness of the importance of services to manufacturers. However, some topics, especially related to servitization transformation, remain undeveloped. Research limitations/implications – Although the authors tried to include all publications relevant to servitization, some might not have been captured. Evaluation and interpretation relied on the research team and subsequent research workshops. Practical implications - One of the most significant challenges for practitioners of servitization is how to transform a manufacturing organisation to exploit the opportunity. This paper consolidates literature regarding servitization, identifying progress concerning key research topics and contributing a platform for future research. The goal is to inform research to result eventually in a roadmap for practitioners seeking to servitize. Originality/value - Although extant reviews of servitization identify themes that are examined well, they struggle to identify unanswered questions. This paper addresses this gap by focusing on servitization as a process of organisational change.