14 resultados para Androids


Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper describes the use of the Chimera Architecture as the basis for a generative rhythmic improvisation system that is intended for use in ensemble contexts. This interactive soft- ware system learns in real time based on an audio input from live performers. The paper describes the components of the Chimera Architecture including a novel analysis engine that uses prediction to robustly assess the rhythmic salience of the input stream. Analytical results are stored in a hierarchical structure that includes multiple scenarios which allow ab- stracted and alternate interpretations of the current metrical context. The system draws upon this Chimera Architecture when generating a musical response. The generated rhythms are intended to have a particular ambiguity in relation to the music performance by other members of the ensemble. Ambi- guity is controlled through alternate interpretations of the Chimera. We describe an implementation of the Chimera Ar- chitecture that focuses on rhythmic material, and present and discuss initial experimental results of the software system playing along with recordings of a live performance.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal

Relevância:

20.00% 20.00%

Publicador:

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper discusses human and post-human relationships with nature and animals, using the work e. Menura Superba1 as a focal point. This interactive artwork takes the form of a Lyre bird in a cage, that mimics it’s audience in evocative ways. It is inspired by the historical practice of displaying taxidermy specimens and live species as trophies of travels to distant lands, and as symbols of wealth and status. In both form and intent the work hybridises elements from Enlightenment culture, with materials that conjure associations with dystopic post human futures (wire, post consumer electronic & other waste, as well working parts such as mobile phone screens, LED’s, camera, and cabling etc). Speculative science fiction, such as Phillip K Dick in Do Androids Dream of Electric Sheep? (Blade Runner), provides prescient stories about future (post) human worlds. This novel remains thought provoking as it describes a world that is all to rapidly approaching: where human activity has caused the destruction of most large animal species. In this fictional world, care for animals is not only a civic duty, it is one of the ways humans distinguish themselves from androids. As in Enlightenment times, ownership of animals (real, taxidermies, ersatz) is a form of commodity fetishism indicative of social status. Though whilst well heeled Victorians may have owned an elephant or have been proud of a trophy specimen, the wealthy in Dick’s future must be content with once common, even ersatz, animals such as sheep and owls, and would be repulsed to the core by the notion of killing an animal, even an ersatz animal, for sport. In becoming post human, humans have sought to separate themselves from the natural world, destroying much of it in the process. No technical prothesis will bring back to life the species we have rendered extinct. This (evolving) relationship between humanity and other species, therefore forms a central question in this work, providing a way of approaching the post human, and problematising anthropocentric perspectives. The world promised by post-human technology is indeed rich with possibility, but without corresponding steps to ensure the sustainability of technology (human society), this paper asks whether the richness of that experience will continue to be mirrored by the richness of the environments within which we exist?

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Comments on an article entitled `No Good News for DATA,' by Norman Lillegard in the Spring 1994 issue of `Cross Currents' magazine. Lillegard's stand that the android Commander Data in `Star Trek' fails to satisfy the biblical conception of persons; Lillegard's presentation of models that espouse functionalist theories of mind; Views of the essence of the human person.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

La problématique à l’étude dans ce mémoire est la représentation et conceptualisation de la notion de posthumanité dans trois romans de Philip K.Dick : The Three Stigmata Of Palmer Eldritch, Do Androids Dream Of Electric Sheep? et Ubik. L’analyse de ces romans nous permettra de montrer que l’auteur américain focalise sa réflexion sur le posthumain sur la subjectivité transcendante de personnages qui absorbent, et se substituent à la réalité d’autres personnages dans leur environnement. Nous montrerons également que l’écriture de Dick a évolué vers une vision plus spirituelle ou mystique en se détachant graduellement du récit de science-fiction traditionnel. Ce développement aura des répercussions significatives sur sa postérité cyberpunk.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Recent investigations have determined that many Android applications in both official and non-official online markets expose details of the user's mobile phone without user consent. In this paper, for the first time in the research literature, we provide a full investigation of why such applications leak, how they leak and where the data is leaked to. In order to achieve this, we employ a combination of static and dynamic analysis based on examination of Java classes and application behaviour for a data set of 123 samples, all pre-determined as being free from malicious software. Despite the fact that anti-virus vendor software did not flag any of these samples as malware, approximately 10% of them are shown to leak data about the mobile phone to a third-party; applications from the official market appear to be just as susceptible to such leaks as applications from the non-official markets.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In the collective imaginaries a robot is a human like machine as any androids in science fiction. However the type of robots that you will encounter most frequently are machinery that do work that is too dangerous, boring or onerous. Most of the robots in the world are of this type. They can be found in auto, medical, manufacturing and space industries. Therefore a robot is a system that contains sensors, control systems, manipulators, power supplies and software all working together to perform a task. The development and use of such a system is an active area of research and one of the main problems is the development of interaction skills with the surrounding environment, which include the ability to grasp objects. To perform this task the robot needs to sense the environment and acquire the object informations, physical attributes that may influence a grasp. Humans can solve this grasping problem easily due to their past experiences, that is why many researchers are approaching it from a machine learning perspective finding grasp of an object using information of already known objects. But humans can select the best grasp amongst a vast repertoire not only considering the physical attributes of the object to grasp but even to obtain a certain effect. This is why in our case the study in the area of robot manipulation is focused on grasping and integrating symbolic tasks with data gained through sensors. The learning model is based on Bayesian Network to encode the statistical dependencies between the data collected by the sensors and the symbolic task. This data representation has several advantages. It allows to take into account the uncertainty of the real world, allowing to deal with sensor noise, encodes notion of causality and provides an unified network for learning. Since the network is actually implemented and based on the human expert knowledge, it is very interesting to implement an automated method to learn the structure as in the future more tasks and object features can be introduced and a complex network design based only on human expert knowledge can become unreliable. Since structure learning algorithms presents some weaknesses, the goal of this thesis is to analyze real data used in the network modeled by the human expert, implement a feasible structure learning approach and compare the results with the network designed by the expert in order to possibly enhance it.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Este proyecto consiste en crear una serie de tres pequeños videojuegos incluidos en una sola aplicación, para plataformas móviles Android, que permitan en cualquier lugar entrenar la estética de la voz del paciente con problemas de fonación. Dependiendo de los aspectos de la voz (sonidos sonoros y sordos, el pitch y la intensidad) a trabajar se le asignará un ejercicio u otro. En primer lugar se introduce el concepto de rehabilitación de la voz y en qué casos es necesario. Seguidamente se realiza un trabajo de búsqueda en el que se identifican las distintas plataformas de desarrollo de videojuegos que son compatibles con los sistemas Android, así como para la captura de audio y las librerías de procesado de señal. A continuación se eligen las herramientas que presentan las mejores capacidades y con las que se va a trabajar. Estas son el motor de juego Andengine, para la parte gráfica, el entorno Java específico de Android, para la captura de muestras de audio y la librería JTransforms que realiza transformadas de Fourier permitiendo procesar el audio para la detección de pitch. Al desarrollar y ensamblar los distintos bloques se prioriza el funcionamiento en tiempo real de la aplicación. Las líneas de mejora y conclusiones se comentan en el último capítulo del trabajo así como el manual de usuario para mayor comprensión. ABSTRACT. The main aim of this project is to create an application for mobile devices which includes three small speech therapy videogames for the Android OS. These videogames allow patients to train certain voice parameters (such as voice and unvoiced sounds, pitch and intensity) wherever they want and need to. First, an overview of the concept of voice rehabilitation and its uses for patients with speech disorders is given. Secondly a study has been made to identify the most suitable video game engine for the Android OS, the best possible way to capture audio from the device and the audio processing library which will combine with the latter. Therefore, the chosen tools are exposed. Andengine has been selected regarding the game engine, Android’s Java framework for audio capture and the fast Fourier transform library, JTransforms, for pitch detection. Real time processing is vital for the proper functioning of the application. Lines of improvement and other conclusions are discussed in the last part of this dissertation paper.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Since the early days of cinema the creation of artificial life with its various implications has been a popular topic on screen. Amongst the large number of films that deal with the theme of androids Bryan Forbes’ "The Stepford Wives" (1975) is noticeable for its focus on questions of gender and the relationship between the sexes. The film is set in a contemporary small suburban town where frustrated husbands have found a special way of dealing with their emancipated wives by replacing them with docile life-like robots. Mixing elements of the thriller and horror genres with farce and comedy "The Stepford Wives" was the first American mainstream film to deal explicitly with Women’s Lib. Unlike Ira Levin in his much more ambivalent novel that the film was based on, Forbes and his actors deliberately set out to make a feminist satire, and according to some critics succeeded in producing an important document of second wave feminism which soon acquired cult status. However, it also provoked a number of negative reactions from feminists who were very uncomfortable with a film in which men get away with murdering the female population of an entire town. A closer inspection reveals that the satirical element of the film is indeed not prominent and frequently counteracted, at times facilitating a misogynist rather than a feminist interpretation. This is mainly due to the ending of the film which implies the murderous elimination of the female protagonist. Unlike all other cinematic and literary works that feature androids "The Stepford Wives" shows the successful creation of artificial life which does not backfire. In addition, the film which clearly categorises itself as a thriller and horror movie, and specifically alludes to the tradition of threatened yet strong female characters in these genres, at the same time defies this convention in favour of a seemingly misogynist ending. Thus the way in which "The Stepford Wives" refuses to comply with the traditions of both the android theme and the horror genre, involuntarily serves to undermine its intention as a feminist social satire.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Examensarbetet beskriver utvecklingen av säkerhetsapplikationen BeSafe vilken utvecklats för IT-konsulttjänsteverksamheten Sogeti. BeSafe kommer i framtiden integreras med två andra applikationer för att tillsammans bilda en större friluftsapplikation. Den färdiga applikationen besvarar de verifierbara målen och därmed även problemformuleringen. Applikationen erbjuder användaren möjlighet att stärka den egna säkerheten. Muntliga intervjuer genomfördes för att bestämma design, färger och logotyp för applikationen. Intervjuerna resulterade i en användarvänligare applikation där undersökningen riktade in arbetet mot det gränssnitt BeSafe nu har. BeSafe är utvecklad genom en iterativ process i utvecklingsmiljön Android Studios och riktar sig till enheter baserade på Androids OS. Vidareutveckling av applikationen skulle kunna ske i form av nya funktioner där användaren exempelvis kan tillåta anhöriga få live feedback på vart användaren befinner sig. Det har tagits hänsyn till etiska aspekter under arbetets gång för att värna om användarens integritet. Detta genom notifikationer, minimering av risk för spridning av data genom lagrings- och kommunikationssätt inom applikationen.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Målet med det här arbetet har varit att utveckla en friluftsapplikation för människor som rör sig i skog och mark antingen i arbetet eller i privatlivet. Med syfte att låta de skapa och placera ut markörer på en karta med aktivt uppdaterande gps positionering. För att uppnå detta har Google Maps använts som gränssnitt för att hämta och hantera kartinformation och en applikation har designats i flödesscheman utefter kravspecifikationen och i enlighet med Jacob Nielsens användbarhetsprinciper. Hallway test metoden har använts för att utvärdera hur väl användbarhetsdesignen har uppnått sina mål. Applikationen har sedan konstruerats i Java och Android Studio mot Androids mobila plattform. Utvecklingen har följt den planerade designen och uppnått samtliga konkreta mål som specificerades och i synnerhet användbarhetsmålen. Flera funktionella mål har identifierats att kunna optimeras ytterligare och en rad förslag på vidareutveckling av applikationen har tagits fram för eventuella framtida arbeten.