950 resultados para Time Machine
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The mining industry presents us with a number of ideal applications for sensor based machine control because of the unstructured environment that exists within each mine. The aim of the research presented here is to increase the productivity of existing large compliant mining machines by retrofitting with enhanced sensing and control technology. The current research focusses on the automatic control of the swing motion cycle of a dragline and an automated roof bolting system. We have achieved: * closed-loop swing control of an one-tenth scale model dragline; * single degree of freedom closed-loop visual control of an electro-hydraulic manipulator in the lab developed from standard components.
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It is by mapping an area that the geographer comes to understand the contours and formations of a place. The “place” in this case is the prison world. This article serves to map moments in prison demonstrating how “old” female bodies are performed under the prison gaze. In this article I will illustrate how older women subvert, negotiate, or invoke discourse as a means of reinscribing the normalizing discourses that serve to confine and define older women's experiences in prison. Female elders in prison become defined and confined by regimes of femininity and ageism. They have to endure symbolic and actual intrusions of physical privacy, which serve to remind them of what they were, where they are, and what they have become. This article will critically explore the complexity and contradictions of time use in prison and how they impact on embodied identities. By incorporating the voices of elders, I hope to draw out the contradictions and dilemmas which they experience, thereby illustrating the relationship between time, their involvement in doing time, and the performance of time in a total institution (see Goffman, 1961), and the relationship between temporality and existence. The stories of the women show how their identities are caught within the movement and motion of time and space, both in terms of the time of “the real” on the outside and within prison time. This is the in-between space of carceral time within which women live and which they negotiate. It is by being caught in this network of carceral time that they are constantly being “remade” as their body/performance of identities alters within it. While only a small percentage of the female prison population in the United Kingdom are in later life, one has to question why criminological and gerontological literature fail to address the needs of a growing significant minority.
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La prima parte del documento contiene una breve introduzione al mondo mobile, cloud computing e social network. La seconda parte si concentra sulla progettazione di un'applicazione per i dispositivi mobili usando le tecnologie Facebook e Parse. Infine, viene implementata un'applicazione Android usando le techiche descritte in precedenza.
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Developers strive to create innovative Artificial Intelligence (AI) behaviour in their games as a key selling point. Machine Learning is an area of AI that looks at how applications and agents can be programmed to learn their own behaviour without the need to manually design and implement each aspect of it. Machine learning methods have been utilised infrequently within games and are usually trained to learn offline before the game is released to the players. In order to investigate new ways AI could be applied innovatively to games it is wise to explore how machine learning methods could be utilised in real-time as the game is played, so as to allow AI agents to learn directly from the player or their environment. Two machine learning methods were implemented into a simple 2D Fighter test game to allow the agents to fully showcase their learned behaviour as the game is played. The methods chosen were: Q-Learning and an NGram based system. It was found that N-Grams and QLearning could significantly benefit game developers as they facilitate fast, realistic learning at run-time.
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As the number of solutions to the Einstein equations with realistic matter sources that admit closed time-like curves (CTC's) has grown drastically, it has provoked some authors [10] to call for a physical interpretation of these seemingly exotic curves that could possibly allow for causality violations. A first step in drafting a physical interpretation would be to understand how CTC's are created because the recent work of [16] has suggested that, to follow a CTC, observers must counter-rotate with the rotating matter, contrary to the currently accepted explanation that it is due to inertial frame dragging that CTC's are created. The exact link between inertialframe dragging and CTC's is investigated by simulating particle geodesics and the precession of gyroscopes along CTC's and backward in time oriented circular orbits in the van Stockum metric, known to have CTC's that could be traversal, so the van Stockum cylinder could be exploited as a time machine. This study of gyroscopeprecession, in the van Stockum metric, supports the theory that CTC's are produced by inertial frame dragging due to rotating spacetime metrics.
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The technological constraints of early British television encouraged drama productions which emphasised the immediate, the enclosed and the close-up, an approach which Jason Jacobs described in the title of his seminal study as 'the intimate screen'. While Jacobs' book showed that this conception of early British television drama was only part of the reality, he did not focus on the role that special effects played in expanding the scope of the early television screen. This article will focus upon this role, showing that special effects were not only of use in expanding the temporal and spatial scope of television, but were also considered to be of interest to the audience as a way of exploring the new medium, receiving coverage in the popular press. These effects included pre-recorded film inserts, pre-recorded narration, multiple sets, model work and animation, combined with the live studio performances. Drawing upon archival research into television production files and scripts as well as audience responses and periodical coverage of television at the time of broadcast, this article will focus on telefantasy. This genre offered particular opportunities for utilising effects in ways that seemed appropriate for the experimentation with the form of television and for the drama narratives. This period also saw a variety of shifts within television as the BBC sought to determine a specific identity and understand the possibilities for the new medium.
This research also incorporates the BBC's own research and internal dialogue concerning audiences and how their tastes should best be met, at a time when the television audience was not only growing in terms of number but was also expanding geographically and socially beyond the moneyed Londoners who could afford the first television sets and were within range of the Alexandra Palace transmissions. The primary case study for this article will be the 1949 production of H.G.Wells’ The Time Machine, which incorporated pre-recorded audio and film inserts, which expanded the narrative out of the live studio performance both temporally and spatially, with the effects work receiving coverage in the popular magazine Illustrated. Other productions considered will be the 1938 and 1948 productions of RUR, the 1948 production of Blithe Spirit, and the 1950 adaptation of The Strange Case of Dr Jekyll and Mr Hyde. Despite the focus on telefantasy, this article will also include examples from other genres, both dramatic and factual, showing how the BBC's response to the changing television audience was to restrict drama to a more 'realistic' aesthetic and to move experimentation with televisual form to non-drama productions such as variety performances.
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A medida que pasa el tiempo; la ciencia, el desarrollo tecnológico y la constante búsqueda de encontrar nuevas verdades, más fehacientes y que logren responder más asertivamente los diferentes cuestionamientos de la humanidad, han logrado redefinir las teorías y los axiomas que, en su momento, se tomaron como el dogma a seguir en diferentes disciplinas y cuestionamientos de la sociedad y la industria. La concepción tradicional que se tiene de la mente y el comportamiento del consumidor tenía vacios importantes en términos de aplicabilidad y generalización de sus teorías, pues pensar que la humanidad desarrolla sus decisiones de compra bajo análisis netamente racionales y apegados a estructuras temporales para manejar su dinero es un supuesto que no se emplea de manera general y concienzuda por el común. Antes que agentes 100% racionales, con un completo flujo de información y en un mercado perfecto bajo todos los preceptos económicos, somos personas de sentimientos y sentidos. Reaccionamos ante situaciones, estados de ánimo y estímulos, donde es nuestro cerebro quien recibe todo el contexto cognitivo que nos brinda el entorno y entonces actúa (y compra) de diferentes maneras. Es allí donde el Neuromarketing nace como un claro ejemplo de esa búsqueda por una nueva verdad. Una donde entender al consumidor no deje de lado su faceta más real; sus reacciones, pues son estas las que realmente definen qué le gusta o no y qué despierta en él un impulso lo suficientemente importante como para incidir en su decisión de compra. Es por ello que el Neuromarketing se ha adentrado a estudiar lo más profundo y verídico del consumidor, su cerebro. Alejándose de las técnicas tradicionales de investigación de mercados, donde el consumidor puede desvirtuar la información que percibe de un producto o una campaña publicitaría por diferentes razones sociales y psicológicas. El Neuromarketing se ha adentrado al estudio del consumidor y su cerebro mediante técnicas biométricas, en las cuales expone al consumidor al marketing y analiza sus reacciones cerebrales en términos de interés, adrenalina, memoria activa y sentimientos, apoyado por técnicas como el ¨eye tracking¨, donde las interacciones visuales del consumidor permiten identificar los puntos calientes y de interés en determinada pieza publicitaria. Pero el estudio, entendido por algunos como ¨invasivo¨ frente a las libertades en términos de privacidad y libertad de elección del consumidor deben ser responsablemente dirigidos y puestos bajo un contexto científico, donde el único fin sea el de generar nuevas hipótesis y teorías que permitan tener un mejor conocimiento del comportamiento del consumidor sin traspasar los límites del control del mismo. El Neuromarketing debate su existencia misma entre la creación de nuevas metodologías de acercamiento al pensamiento del consumidor, la efectividad de sus conocimiento dados a la industria y el yugo social que acarrea esta ciencia debido a la potencial coerción a los consumidores debido a sus hallazgos.
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This paper, first result of a larger research, proposes a query about some aspects of social representation of libraries and librarians, as they appear in literary and cinematographic productions. Little by little, this query, which arose from purposes of organizing catalogues, revealed elements that established different series, in which the narrative genre (literary or cinematographic) has no relevance to either libraries or librarians` representations. The presence of these elements seems to show some expectations and utopias in relation to the common knowledge, independently from narratives being located in the past, in the present or in the future, stimulating reflection on some medieval and baroque traditions about the library universe and its main characters, the librarians. The cinematographic material selected for research was The time machine, Farenheit 451, The day after tomorrow, Star Wars - episode II and the novels Martin Eden, The man without qualities, The time machine and La sombra del viento.
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Deaf people have serious difficulties to access information. The support for sign languages is rarely addressed in Information and Communication Technologies (ICT). Furthermore, in scientific literature, there is a lack of works related to machine translation for sign languages in real-time and open-domain scenarios, such as TV. To minimize these problems, in this work, we propose a solution for automatic generation of Brazilian Sign Language (LIBRAS) video tracks into captioned digital multimedia contents. These tracks are generated from a real-time machine translation strategy, which performs the translation from a Brazilian Portuguese subtitle stream (e.g., a movie subtitle or a closed caption stream). Furthermore, the proposed solution is open-domain and has a set of mechanisms that exploit human computation to generate and maintain their linguistic constructions. Some implementations of the proposed solution were developed for digital TV, Web and Digital Cinema platforms, and a set of experiments with deaf users was developed to evaluate the main aspects of the solution. The results showed that the proposed solution is efficient and able to generate and embed LIBRAS tracks in real-time scenarios and is a practical and feasible alternative to reduce barriers of deaf to access information, especially when human interpreters are not available
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An approach using straight lines as features to solve the photogrammetric space resection problem is presented. An explicit mathematical model relating straight lines, in both object and image space, is used. Based on this model, Kalman Filtering is applied to solve the space resection problem. The recursive property of the filter is used in an iterative process which uses the sequentially estimated camera location parameters to feedback to the feature extraction process in the image. This feedback process leads to a gradual reduction of the image space for feature searching, and consequently eliminates the bottleneck due to the high computational cost of the image segmentation phase. It also enables feature extraction and the determination of feature correspondence in image and object space in an automatic way, i.e., without operator interference. Results obtained from simulated and real data show that highly accurate space resection parameters are obtained as well as a progressive processing time reduction. The obtained accuracy, the automatic correspondence process, and the short related processing time show that the proposed approach can be used in many real-time machine vision systems, making possible the implementation of applications not feasible until now.
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Voice-based user interfaces have been actively pursued aiming to help individuals with motor impairments, providing natural interfaces to communicate with machines. In this work, we have introduced a recent machine learning technique named Optimum-Path Forest (OPF) for voice-based robot interface, which has been demonstrated to be similar to the state-of-the-art pattern recognition techniques, but much faster. Experiments were conducted against Support Vector Machines, Neural Networks and a Bayesian classifier to show the OPF robustness. The proposed architecture provides high accuracy rates allied with low computational times. © 2012 IEEE.
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ACM Computing Classification System (1998): J.2.
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2000 Mathematics Subject Classification: 35Lxx, 35Pxx, 81Uxx, 83Cxx.