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Innovating Pedagogy 2015: Open University Innovation Report 4
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This fourth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Center for Technology in Learning at SRI International. We proposed a long list of new educational terms, theories, and practices. We then pared these down to ten that have the potential to provoke major shifts in educational practice, particularly in post-school education. Lastly, we drew on published and unpublished writings to compile the ten sketches of new pedagogies that might transform education. These are summarised below in an approximate order of immediacy and timescale to widespread implementation
A Review of Verbal and Non-Verbal Human-Robot Interactive Communication
In this paper, an overview of human-robot interactive communication is
presented, covering verbal as well as non-verbal aspects of human-robot
interaction. Following a historical introduction, and motivation towards fluid
human-robot communication, ten desiderata are proposed, which provide an
organizational axis both of recent as well as of future research on human-robot
communication. Then, the ten desiderata are examined in detail, culminating to
a unifying discussion, and a forward-looking conclusion
Deep Learning in the Automotive Industry: Applications and Tools
Deep Learning refers to a set of machine learning techniques that utilize
neural networks with many hidden layers for tasks, such as image
classification, speech recognition, language understanding. Deep learning has
been proven to be very effective in these domains and is pervasively used by
many Internet services. In this paper, we describe different automotive uses
cases for deep learning in particular in the domain of computer vision. We
surveys the current state-of-the-art in libraries, tools and infrastructures
(e.\,g.\ GPUs and clouds) for implementing, training and deploying deep neural
networks. We particularly focus on convolutional neural networks and computer
vision use cases, such as the visual inspection process in manufacturing plants
and the analysis of social media data. To train neural networks, curated and
labeled datasets are essential. In particular, both the availability and scope
of such datasets is typically very limited. A main contribution of this paper
is the creation of an automotive dataset, that allows us to learn and
automatically recognize different vehicle properties. We describe an end-to-end
deep learning application utilizing a mobile app for data collection and
process support, and an Amazon-based cloud backend for storage and training.
For training we evaluate the use of cloud and on-premises infrastructures
(including multiple GPUs) in conjunction with different neural network
architectures and frameworks. We assess both the training times as well as the
accuracy of the classifier. Finally, we demonstrate the effectiveness of the
trained classifier in a real world setting during manufacturing process.Comment: 10 page
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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