1,026 research outputs found
On a Service-Oriented Approach for an Engineering Knowledge Desktop
Increasingly, manufacturing companies are shifting their focus from selling products to providing services. As a result, when designing new products, engineers must increasingly consider the life cycle costs in addition to any design requirements. To identify possible areas of concern, designers are required to consult existing maintenance information from identical products. However, in a large engineering company, the amount of information available is significant and in wide range of formats. This paper presents a prototype knowledge desktop suitable for the design engineer. The Engineering Knowledge Desktop analyses and suggests relevant information from ontologically marked-up heterogeneous web resources. It is designed using a Service-Oriented Architecture, with an ontology to mediate between Web Services. It has been delivered to the user community for evaluation
Augmented Reality in Astrophysics
Augmented Reality consists of merging live images with virtual layers of
information. The rapid growth in the popularity of smartphones and tablets over
recent years has provided a large base of potential users of Augmented Reality
technology, and virtual layers of information can now be attached to a wide
variety of physical objects. In this article, we explore the potential of
Augmented Reality for astrophysical research with two distinct experiments: (1)
Augmented Posters and (2) Augmented Articles. We demonstrate that the emerging
technology of Augmented Reality can already be used and implemented without
expert knowledge using currently available apps. Our experiments highlight the
potential of Augmented Reality to improve the communication of scientific
results in the field of astrophysics. We also present feedback gathered from
the Australian astrophysics community that reveals evidence of some interest in
this technology by astronomers who experimented with Augmented Posters. In
addition, we discuss possible future trends for Augmented Reality applications
in astrophysics, and explore the current limitations associated with the
technology. This Augmented Article, the first of its kind, is designed to allow
the reader to directly experiment with this technology.Comment: 15 pages, 11 figures. Accepted for publication in Ap&SS. The final
publication will be available at link.springer.co
RegCLR: A Self-Supervised Framework for Tabular Representation Learning in the Wild
Recent advances in self-supervised learning (SSL) using large models to learn
visual representations from natural images are rapidly closing the gap between
the results produced by fully supervised learning and those produced by SSL on
downstream vision tasks. Inspired by this advancement and primarily motivated
by the emergence of tabular and structured document image applications, we
investigate which self-supervised pretraining objectives, architectures, and
fine-tuning strategies are most effective. To address these questions, we
introduce RegCLR, a new self-supervised framework that combines contrastive and
regularized methods and is compatible with the standard Vision Transformer
architecture. Then, RegCLR is instantiated by integrating masked autoencoders
as a representative example of a contrastive method and enhanced Barlow Twins
as a representative example of a regularized method with configurable input
image augmentations in both branches. Several real-world table recognition
scenarios (e.g., extracting tables from document images), ranging from standard
Word and Latex documents to even more challenging electronic health records
(EHR) computer screen images, have been shown to benefit greatly from the
representations learned from this new framework, with detection
average-precision (AP) improving relatively by 4.8% for Table, 11.8% for
Column, and 11.1% for GUI objects over a previous fully supervised baseline on
real-world EHR screen images.Comment: To be presented at the 36th Conference on Neural Information
Processing Systems, New Orleans, USA, on December 2, 2022, at the First Table
Representation Learning (TRL) Worksho
SENSAREA, a general public video editing application
International audienceIn this demonstration, we present an advanced prototype of a novel general public software application that provides the user with a set of interactive tools to select and accurately track multiple objects in a video. The originality of the proposed software is that it doesn't impose a rigid modus operandi and that automatic and manual tools can be used at any moment for any object. Moreover, it is the first time that powerful video object segmentation tools are integrated in a friendly, industrial and non commercial application dedicated to accurate object tracking. With our software, special effects can be applied to the tracked objects and saved to a video file, and the object masks can also be exported for applications that need ground truth data or that want to improve the user experience with clickable videos
ASSESSING THE USER EXPERIENCE WHEN USING MOBILE AUGMENTED REALITY IN ADVERTISING
Facing huge profits brought by applying augmented reality (AR) to advertising on mobile devices, this study investigated the user experience from four dimensions as emotional, instrumental, motivational and social experience when using AR as an advertising tool. It aims to help designers understand that how the user experience emerges during the use of AR advertising tool. In addition, providing some design suggestions to AR designer. Eighteen participants were recruited and the data were collected through observation and interviews. According to the results, users evaluated their emotional experience higher than the other three dimensions. The AR\u27s value in building brand awareness was more effective than persuading users to buy a product. Social functions were advised by users but should be more diverse than just share function. Participants hoped to see how creatively and widely AR can be used in future. Results also indicated that novice and experienced AR users evaluate this AR advertising tool differently, which could be a future direction for this research. Finally, suggestions are provided to AR developers on three categories: contents and interface, interaction and functionality
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A New Blended Course Architecture for the Modern University
University-level instructors work in an environment where new technology-based teaching tools are created daily. Most instructors are not formally trained in these technologies, so they must determine by trial-and-error which tools are effective. This paper describes a research project that develops a new blended course architecture that combines the best traditional and online tools. The architecture was implemented into two classes and students were surveyed. The results of the survey show that 87.7% of the students perceive the new architecture to be effective. Further, key components in the design are shown to be very useful individually and in combination
Visual communication in urban planning and urban design
This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
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