2,815 research outputs found
Digital Technologies for Teaching English as a Foreign/Second Language: a collective monograph
Колективна монографія розкриває різні аспекти використання цифрових технологій у навчанні англійської мови як іноземної/другої мови (цифровий сторітелінг, мобільні застосунки, інтерактивне навчання і онлайн-ігри, тощо) та надає освітянам і дослідникам ресурс для збагачення їхньої професійної діяльності. Окрема увага приділена цифровим інструментам для впровадження соціально-емоційного навчання та інклюзивної освіти на уроках англійської мови.
Для вчителів англійської мови, методистів, викладачів вищих закладів освіти, науковців, здобувачів вищої освіти
Resource-aware scheduling for 2D/3D multi-/many-core processor-memory systems
This dissertation addresses the complexities of 2D/3D multi-/many-core processor-memory systems, focusing on two key areas: enhancing timing predictability in real-time multi-core processors and optimizing performance within thermal constraints. The integration of an increasing number of transistors into compact chip designs, while boosting computational capacity, presents challenges in resource contention and thermal management. The first part of the thesis improves timing predictability. We enhance shared cache interference analysis for set-associative caches, advancing the calculation of Worst-Case Execution Time (WCET). This development enables accurate assessment of cache interference and the effectiveness of partitioned schedulers in real-world scenarios. We introduce TCPS, a novel task and cache-aware partitioned scheduler that optimizes cache partitioning based on task-specific WCET sensitivity, leading to improved schedulability and predictability. Our research explores various cache and scheduling configurations, providing insights into their performance trade-offs. The second part focuses on thermal management in 2D/3D many-core systems. Recognizing the limitations of Dynamic Voltage and Frequency Scaling (DVFS) in S-NUCA many-core processors, we propose synchronous thread migrations as a thermal management strategy. This approach culminates in the HotPotato scheduler, which balances performance and thermal safety. We also introduce 3D-TTP, a transient temperature-aware power budgeting strategy for 3D-stacked systems, reducing the need for Dynamic Thermal Management (DTM) activation. Finally, we present 3QUTM, a novel method for 3D-stacked systems that combines core DVFS and memory bank Low Power Modes with a learning algorithm, optimizing response times within thermal limits. This research contributes significantly to enhancing performance and thermal management in advanced processor-memory systems
La traduzione specializzata all’opera per una piccola impresa in espansione: la mia esperienza di internazionalizzazione in cinese di Bioretics© S.r.l.
Global markets are currently immersed in two all-encompassing and unstoppable processes: internationalization and globalization. While the former pushes companies to look beyond the borders of their country of origin to forge relationships with foreign trading partners, the latter fosters the standardization in all countries, by reducing spatiotemporal distances and breaking down geographical, political, economic and socio-cultural barriers. In recent decades, another domain has appeared to propel these unifying drives: Artificial Intelligence, together with its high technologies aiming to implement human cognitive abilities in machinery. The “Language Toolkit – Le lingue straniere al servizio dell’internazionalizzazione dell’impresa” project, promoted by the Department of Interpreting and Translation (Forlì Campus) in collaboration with the Romagna Chamber of Commerce (Forlì-Cesena and Rimini), seeks to help Italian SMEs make their way into the global market. It is precisely within this project that this dissertation has been conceived. Indeed, its purpose is to present the translation and localization project from English into Chinese of a series of texts produced by Bioretics© S.r.l.: an investor deck, the company website and part of the installation and use manual of the Aliquis© framework software, its flagship product. This dissertation is structured as follows: Chapter 1 presents the project and the company in detail; Chapter 2 outlines the internationalization and globalization processes and the Artificial Intelligence market both in Italy and in China; Chapter 3 provides the theoretical foundations for every aspect related to Specialized Translation, including website localization; Chapter 4 describes the resources and tools used to perform the translations; Chapter 5 proposes an analysis of the source texts; Chapter 6 is a commentary on translation strategies and choices
Doing Research. Wissenschaftspraktiken zwischen Positionierung und Suchanfrage
Forschung wird zunehmend aus Sicht ihrer Ergebnisse gedacht - nicht zuletzt aufgrund der Umwälzungen im System Wissensschaft. Der Band lenkt den Fokus jedoch auf diejenigen Prozesse, die Forschungsergebnisse erst ermöglichen und Wissenschaft konturieren. Dabei ist der Titel Doing Research als Verweis darauf zu verstehen, dass forschendes Handeln von spezifischen Positionierungen, partiellen Perspektiven und Suchbewegungen geformt ist. So knüpfen alle Beitragenden auf reflexive Weise an ihre jeweiligen Forschungspraktiken an. Ausgangspunkt sind Abkürzungen - die vermeintlich kleinsten Einheiten wissenschaftlicher Aushandlung und Verständigung. Der in den Erziehungs-, Sozial-, Medien- und Kunstwissenschaften verankerte Band zeichnet ein vieldimensionales Bild gegenwärtigen Forschens mit transdisziplinären Anknüpfungspunkten zwischen Digitalität und Bildung. (DIPF/Orig.
Boosting precision crop protection towards agriculture 5.0 via machine learning and emerging technologies: A contextual review
Crop protection is a key activity for the sustainability and feasibility of agriculture in a current context of climate change, which is causing the destabilization of agricultural practices and an increase in the incidence of current or invasive pests, and a growing world population that requires guaranteeing the food supply chain and ensuring food security. In view of these events, this article provides a contextual review in six sections on the role of artificial intelligence (AI), machine learning (ML) and other emerging technologies to solve current and future challenges of crop protection. Over time, crop protection has progressed from a primitive agriculture 1.0 (Ag1.0) through various technological developments to reach a level of maturity closelyin line with Ag5.0 (section 1), which is characterized by successfully leveraging ML capacity and modern agricultural devices and machines that perceive, analyze and actuate following the main stages of precision crop protection (section 2). Section 3 presents a taxonomy of ML algorithms that support the development and implementation of precision crop protection, while section 4 analyses the scientific impact of ML on the basis of an extensive bibliometric study of >120 algorithms, outlining the most widely used ML and deep learning (DL) techniques currently applied in relevant case studies on the detection and control of crop diseases, weeds and plagues. Section 5 describes 39 emerging technologies in the fields of smart sensors and other advanced hardware devices, telecommunications, proximal and remote sensing, and AI-based robotics that will foreseeably lead the next generation of perception-based, decision-making and actuation systems for digitized, smart and real-time crop protection in a realistic Ag5.0. Finally, section 6 highlights the main conclusions and final remarks
Psyche as a Playable Construct in Video Games
The aim of this master’s thesis called Psyche as a Playable Construct in Video Games is to explore how the human mind is reflected in video games and how thus the psyche becomes a playable environment. This study also analyzes whether video games as a medium can promote self-reflection and empathy by portraying the psyche and developing narratives around this theme. These set objectives are achieved by performing medium-specific multimodal discourse analysis of three case studies, as well as comparative game analysis. The purpose is to discover how the psyche nowadays becomes an accessible, interactive, and embodied virtual environment through various modern modes of expression. In addition to the topic of the psyche as a game setting the research also looks at the reflection of the psyche in the theories of psychoanalysts, the principles of creating playable virtual spaces and mental landscapes, and the unique manner of video games in representing phenomena. This thesis includes a review of relevant scholarship into game studies, psychoanalysis and multimodal discourse, as well as an examination of three video games of different scales and genres, all of which render the human psyche psyche a playable construct: Nevermind (2015), When the Darkness comes (2019) and Psychonauts 2 (2021). By showing distinctive approaches to representing the psyche and interaction with it, this research highlights the enormous potential of video games to offer their users experiences that cannot be delivered through any other channel. As well, my thesis demonstrates how game design reflects scientific discoveries about the psyche to the present day: as independent but influenceable; chaotic and multi-layered but deterministic. It also proposes future research suggestions in this context on how likely are games set in the human mind to promote compassion, empathy, and self-analysis in a wide audience.Master's Thesis in Digital CultureDIKULT350MAHF-DIKU
Advances and Applications of DSmT for Information Fusion. Collected Works, Volume 5
This fifth volume on Advances and Applications of DSmT for Information Fusion collects theoretical and applied contributions of researchers working in different fields of applications and in mathematics, and is available in open-access. The collected contributions of this volume have either been published or presented after disseminating the fourth volume in 2015 in international conferences, seminars, workshops and journals, or they are new. The contributions of each part of this volume are chronologically ordered.
First Part of this book presents some theoretical advances on DSmT, dealing mainly with modified Proportional Conflict Redistribution Rules (PCR) of combination with degree of intersection, coarsening techniques, interval calculus for PCR thanks to set inversion via interval analysis (SIVIA), rough set classifiers, canonical decomposition of dichotomous belief functions, fast PCR fusion, fast inter-criteria analysis with PCR, and improved PCR5 and PCR6 rules preserving the (quasi-)neutrality of (quasi-)vacuous belief assignment in the fusion of sources of evidence with their Matlab codes.
Because more applications of DSmT have emerged in the past years since the apparition of the fourth book of DSmT in 2015, the second part of this volume is about selected applications of DSmT mainly in building change detection, object recognition, quality of data association in tracking, perception in robotics, risk assessment for torrent protection and multi-criteria decision-making, multi-modal image fusion, coarsening techniques, recommender system, levee characterization and assessment, human heading perception, trust assessment, robotics, biometrics, failure detection, GPS systems, inter-criteria analysis, group decision, human activity recognition, storm prediction, data association for autonomous vehicles, identification of maritime vessels, fusion of support vector machines (SVM), Silx-Furtif RUST code library for information fusion including PCR rules, and network for ship classification.
Finally, the third part presents interesting contributions related to belief functions in general published or presented along the years since 2015. These contributions are related with decision-making under uncertainty, belief approximations, probability transformations, new distances between belief functions, non-classical multi-criteria decision-making problems with belief functions, generalization of Bayes theorem, image processing, data association, entropy and cross-entropy measures, fuzzy evidence numbers, negator of belief mass, human activity recognition, information fusion for breast cancer therapy, imbalanced data classification, and hybrid techniques mixing deep learning with belief functions as well
Analog Photonics Computing for Information Processing, Inference and Optimisation
This review presents an overview of the current state-of-the-art in photonics
computing, which leverages photons, photons coupled with matter, and
optics-related technologies for effective and efficient computational purposes.
It covers the history and development of photonics computing and modern
analogue computing platforms and architectures, focusing on optimization tasks
and neural network implementations. The authors examine special-purpose
optimizers, mathematical descriptions of photonics optimizers, and their
various interconnections. Disparate applications are discussed, including
direct encoding, logistics, finance, phase retrieval, machine learning, neural
networks, probabilistic graphical models, and image processing, among many
others. The main directions of technological advancement and associated
challenges in photonics computing are explored, along with an assessment of its
efficiency. Finally, the paper discusses prospects and the field of optical
quantum computing, providing insights into the potential applications of this
technology.Comment: Invited submission by Journal of Advanced Quantum Technologies;
accepted version 5/06/202
User-Environment Relations : A Postphenomenology of Virtual Reality
Innen HCI blir interaksjon tradisjonelt forstått som noe som skjer mellom de forhåndsantatte enhetene «menneskelig bruker» og «teknologisk objekt». Særlig tvinger omsluttende VR-teknologi oss til å revurdere disse antagelsene, ettersom den menneskelige brukeren og det virtuelle miljøet former hverandre gjensidig i relasjonene som konstitueres mellom dem. Postfenomenologien ser ut til å være en lovende kandidat for det å redegjøre for kompleksiteten til VR-mediering ettersom den tilbyr et mer helhetlig syn, og tar hensyn til hvordan teknologier tar del i konstitueringen av menneskers livsverdener. Ettersom virtuelle miljøer ikke bare er verktøy vi samhandler med eller bruker, men miljøer hvor vi eksisterer og som vi blir formet gjennom, ser postfenomenologien ut til å tilby et lovende perspektiv for å fremme vår forståelse av hvordan VR tar del i å endre vår opplevelse av hvem vi er i forhold til våre verdener. Denne doktorgradsavhandlingen undersøker hvordan postfenomenologi kan tas i bruk konstruktivt for å få en kvalitativ forståelse av brukeropplevelse i omsluttende VR-teknologi. Avhandlingen presenterer teoretiske, metodiske og empiriske bidrag.
Teoretisk sett introduseres menneske-teknologi-relasjonen som VR utgjør som bruker-miljø-relasjoner. Gjennom en analyse av menneske-teknologi-relasjonen som VR utgjør, demonstreres det hvordan forskere kan dra nytte av en postfenomenologisk forståelse av VR, samt hvordan VR-mediet selv krever en revurdering av tradisjonelle postfenomenologiske kategorier av menneske-teknologi-relasjoner. Metodisk sett, foreslås «VR Go-along»-metoden som en passende tilnærming for å gi kvalitative vurderinger av brukeropplevelsen som mediert i de konstituerte bruker-miljø-relasjonene. Empirisk sett, presenterer avhandlingen en kvalitativ og utforskende «in-the-wild»-studie av omsluttende VR-bruk over to måneder, hvor «VR Go-along»-metoden brukes til å undersøke deltakernes brukeropplevelse slik de er mediert i de konstituerte bruker-miljø-relasjonene.
Denne avhandlingen fungerer som en refleksiv redegjørelse av forfatterens undersøkelse om bruken av postfenomenologi for å gi en forståelse av mediering i omsluttende VR-teknologi. Den demonstrerer det gjensidig fordelaktige forholdet mellom postfenomenologi og omsluttende VR og illustrerer hvordan postfenomenologiske undersøkelser av omsluttende VR-mediering kan gjennomføres. Gjennom avhandlingen argumenteres det for at forskere kan få en mer helhetlig forståelse av hvordan VR medierer brukeropplevelse ved å se på hvordan brukeropplevelsen i omsluttende VR medieres i de konstituerte bruker-miljø-relasjonene. Bidraget til denne avhandlingen fungerer som en foreløpig undersøkelse av hvordan postfenomenologi kan brukes fruktbart innen HCI for å forstå og spørre om brukeropplevelsen i omsluttende VR og relasjonene som omsluttende VR gir opphav til.In HCI, interaction is traditionally understood as something that occurs between the pre-given entities of a human user and a technological object. The technology of Immersive Virtual Reality (VR), in particular, forces us to reconsider these presuppositions, as the human user and the virtual environment mutually shape each other in the relations constituted between them. Postphenomenology seems to be a promising candidate to account for the complexities of VR mediation as it takes a more holistic view, attending to how technologies mediate human beings' lifeworlds. As virtual environments are not just tools we interact with or use, but environments in which we exist and through which we are shaped, postphenomenology seems to offer a promising perspective for furthering our understanding of how VR takes part in altering our experience of who we are in relation to our worlds.
This doctoral dissertation presents an inquiry into how postphenomenology can be constructively used to gain a qualitative understanding of user experience in Immersive VR. The dissertation presents theoretical, methodical and empirical contributions. Theoretically, the human-technology relation that VR constitute is introduced as user-environment relations. Through an analysis of the human-technology relation that VR constitutes, it is demonstrated how researchers can benefit from a postphenomenological understanding of VR as well as how VR prompts a reconsideration of traditional postphenomenological categories of human-technology relations. Methodically, it proposes the VR Go-along method as an approach to qualitatively assessing the user experience as mediated in the constituted user-environment relations. Empirically, this dissertation presents a qualitative and explorative in-the-wild study of Immersive VR use over two months, where the VR Go-along is utilised to inquire into the participants' user experience as mediated in the constituted user-environment relations.
This dissertation serves as a reflexive account of the author's inquiry into the use of postphenomenology to provide an understanding of Immersive VR mediation. It demonstrates the mutually beneficial relationship between postphenomenology and Immersive VR and illustrates how postphenomenological inquiries into Immersive VR mediation can be conducted. Throughout the dissertation, it is argued that researchers can gain a more holistic understanding of how VR mediates user experience by attending to how the user experience in Immersive VR is mediated in the constituted user-environment relations. The contribution of this dissertation serves as a preliminary inquiry into how postphenomenology can be fruitfully employed in HCI to understand and inquire into the user experience in Immersive VR and the relations to which it gives rise.Doktorgradsavhandlin
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