243,466 research outputs found

    An open-access platform for camera-trapping data

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    In southern Mexico, local communities have been playing important roles in the design and collection of wildlife data through camera-trapping in community-based monitoring of biodiversity projects. However, the methods used to store the data have limited their use in matters of decision-making and research. Thus, we present the Platform for Community-based Monitoring of Biodiversity (PCMB), a repository, which allows storage, visualization, and downloading of photographs captured by community-based monitoring of biodiversity projects in protected areas of southern Mexico. The platform was developed using agile software development with extensive interaction between computer scientists and biologists. System development included gathering data, design, built, database and attributes creation, and quality control. The PCMB currently contains 28,180 images of 6478 animals (69.4% mammals and 30.3% birds). Of the 32 species of mammals recorded in 18 PA since 2012, approximately a quarter of all photographs were of white-tailed deer (Odocoileus virginianus). Platforms permitting access to camera-trapping data are a valuable step in opening access to data of biodiversity; the PCMB is a practical new tool for wildlife management and research with data generated through local participation. Thus, this work encourages research on the data generated through the community-based monitoring of biodiversity projects in protected areas, to provide an important information infrastructure for effective management and conservation of wildlife

    Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications

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    Although smart glasses allow hands-free interaction with information systems and can enhance business processes, they face problems with the adoption in businesses. Implementation challenges arise due to specific hardware conditions e.g. computational power, limited battery, small screen size and privacy issues caused by the camera. In addition, not many programmers are specialized for the development of smart glasses-based applications to conquer the mentioned challenges. We address this issue with a generation tool for smart glasses-based information systems. A BPMN extension for smart glasses applications allows the abstract specification. Specified processes are then integrated into a model-driven software development approach that transforms processes directly into smart glasses applications. This paper covers the design and development phase of the abstract and concrete syntax of the BPMN extension and the representation of the architecture to generate smart glasses-based information systems with the new developed BPMN extension

    Proviola: A Tool for Proof Re-animation

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    To improve on existing models of interaction with a proof assistant (PA), in particular for storage and replay of proofs, we in- troduce three related concepts, those of: a proof movie, consisting of frames which record both user input and the corresponding PA response; a camera, which films a user's interactive session with a PA as a movie; and a proviola, which replays a movie frame-by-frame to a third party. In this paper we describe the movie data structure and we discuss a proto- type implementation of the camera and proviola based on the ProofWeb system. ProofWeb uncouples the interaction with a PA via a web- interface (the client) from the actual PA that resides on the server. Our camera films a movie by "listening" to the ProofWeb communication. The first reason for developing movies is to uncouple the reviewing of a formal proof from the PA used to develop it: the movie concept enables users to discuss small code fragments without the need to install the PA or to load a whole library into it. Other advantages include the possibility to develop a separate com- mentary track to discuss or explain the PA interaction. We assert that a combined camera+proviola provides a generic layer between a client (user) and a server (PA). Finally we claim that movies are the right type of data to be stored in an encyclopedia of formalized mathematics, based on our experience in filming the Coq standard library.Comment: Accepted for the 9th International Conference on Mathematical Knowledge Management (MKM 2010), 15 page

    Calibration and Validation of A Shared space Model: A Case Study

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    Shared space is an innovative streetscape design that seeks minimum separation between vehicle traffic and pedestrians. Urban design is moving toward space sharing as a means of increasing the community texture of street surroundings. Its unique features aim to balance priorities and allow cars and pedestrians to coexist harmoniously without the need to dictate behavior. There is, however, a need for a simulation tool to model future shared space schemes and to help judge whether they might represent suitable alternatives to traditional street layouts. This paper builds on the authors’ previously published work in which a shared space microscopic mixed traffic model based on the social force model (SFM) was presented, calibrated, and evaluated with data from the shared space link typology of New Road in Brighton, United Kingdom. Here, the goal is to explore the transferability of the authors’ model to a similar shared space typology and investigate the effect of flow and ratio of traffic modes. Data recorded from the shared space scheme of Exhibition Road, London, were collected and analyzed. The flow and speed of cars and segregation between pedestrians and cars are greater on Exhibition Road than on New Road. The rule-based SFM for shared space modeling is calibrated and validated with the real data. On the basis of the results, it can be concluded that shared space schemes are context dependent and that factors such as the infrastructural design of the environment and the flow and speed of pedestrians and vehicles affect the willingness to share space

    The effect of a computer-based cartooning tool on children’s cartoons and written stories

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    This paper reports a study assessing a new computer tool for cartoon storytelling, created by the authors for a target audience in the upper half of the English and Welsh Key Stage 2 (Years 5 and 6, covering ages 9 to 11 years). The tool attempts to provide users with more opportunities for expressive visualisation than previous educational software; its design was motivated by earlier work connecting “moving image literacy” with print literacy, and it was used here in storywriting preparation work: users first visualised a known story, then wrote their versions of it based on the cartoons they had made. The stories produced are compared with stories written using two other preparation activities, one a pencil-and-paper cartooning exercise and the other a teacher’s normal planning session, which also resulted in a retelling of a known story. The study finds that no one preparation process had a noticeably different effect on the final written stories; however, the cartoons produced with the software are found to be quite different to their paper counterparts, showing a greater variety of character action, pose and interaction, slightly more variety of camera shot distance, and more pictures. Children’s and teachers’ reactions to the software tool are also discussed

    Interacting with Acoustic Simulation and Fabrication

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    Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos, the faithful reproduction of surrounding audios is required to bring the immersion to the next level. Similarly, as personal fabrication is made possible with accessible 3D printers, more intuitive tools that respect the physical constraints can help artists to prototype designs. One main hurdle is the sheer amount of computation complexity to accurately reproduce the real-world phenomena through physics-based simulation. In my thesis research, I develop interactive tools that implement efficient physics-based simulation algorithms for automatic optimization and intuitive user interaction.Comment: ACM UIST 2017 Doctoral Symposiu
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