7,083 research outputs found
TensorLayer: A Versatile Library for Efficient Deep Learning Development
Deep learning has enabled major advances in the fields of computer vision,
natural language processing, and multimedia among many others. Developing a
deep learning system is arduous and complex, as it involves constructing neural
network architectures, managing training/trained models, tuning optimization
process, preprocessing and organizing data, etc. TensorLayer is a versatile
Python library that aims at helping researchers and engineers efficiently
develop deep learning systems. It offers rich abstractions for neural networks,
model and data management, and parallel workflow mechanism. While boosting
efficiency, TensorLayer maintains both performance and scalability. TensorLayer
was released in September 2016 on GitHub, and has helped people from academia
and industry develop real-world applications of deep learning.Comment: ACM Multimedia 201
The Engineering Hubs and Spokes Project - institutional cooperation in educational design and delivery
The emergence of blended learning techniques that embrace a combination of face-to-face and
online learning environments offers a raft of opportunity for flexibility in education. While much
writing has focused on the opportunities for flexibility for the students and teachers, this paper
focuses on the opportunities for effective sharing of expertise and effort between institutions.
The Engineering 'Hubs and Spokes' project is a collaboration between The Australian National
University and the University of South Australia. It draws on the strengths of each to improve the
range and quality of educational opportunities for students. Two components of the project are
underpinned by blended teaching and learning techniques: sharing of courses at the advanced
undergraduate level; and development of an integrated graduate development program.
We describe choices made, benefits identified, and the challenges encountered in the early stages
of the project. We discuss recommendations for the future of cooperation in educational design
and delivery, and comment on the opportunities that arise for structural reform of the higher
education sector
Considerations in Designing Human-Computer Interfaces for Elderly People
As computing devices continue to become more heavily integrated into our lives, proper design of human-computer interfaces becomes a more important topic of discussion. Efficient and useful human-computer interfaces need to take into account the abilities of the humans who will be using such interfaces, and adapt to difficulties that different users may face – such as the difficulties that elderly users must deal with. Interfaces that allow for user-specific customization, while taking into account the multiple difficulties that older users might face, can assist the elderly in properly using these newer computing devices, and in doing so possibly achieving a better quality of life through the advanced technological support that these devices offer. In this paper, we explore common problems the elderly face when using computing devices and solutions developed for these problems. Difficulties ultimately fall into several categories: cognition, auditory, haptic, visual, and motor-based troubles. We also present an idea for a new adaptive operating system with advanced customizations that would simplify computing for older users
Teaching with infographics: practising new digital competencies and visual literacies
This position paper examines the use of infographics as a teaching assignment in the online college classroom. It argues for the benefits of adopting this type of creative assignment for teaching and learning, and considers the pedagogic and technical challenges that may arise in doing so. Data and insights are drawn from two case studies, both from the communications field, one online class and a blended one, taught at two different institutions. The paper demonstrates how incorporating a research-based graphic design assignment into coursework challenges and encourages students' visual digital literacies. The paper includes practical insights and identifies best practices emerging from the authors' classroom experience with the infographic assignment, and from student feedback. The paper suggests that this kind of creative assignment requires students to practice exactly those digital competencies required to participate in an increasingly visual digital culture
Not a Prediction of the Future: Believable Sci-fi Character Design Based on Present Day Technology
In recent years, many character designs made for movies and video games have been carried out using complex computer-based processes. User-friendly software has made it easier to produce high computation artwork and multiple texture maps.
With higher graphic performance provided by rapidly improving hardware, the continuing demand for innovation poses new requirements for the entertainment industry.
Science fiction (sci-fi) in video games and movies has limitless capabilities, and can be created to achieve a wide variety of visual goals.
One important argument presented in this thesis is that science fiction stories, unlike the related genre of fantasy, have historically intended to have at least a faint grounding in science-based fact or theory at the time the story was created. However, this connection has become tenuous, or even non-existent, in much of today’s science fiction.
The author of this paper studied character design, and analyzed examples from the fields of robotics and prosthetics, as well as innovations in military technology, followed by experiments with different approaches to construct better detail and character elements in 3D.
This research aims to explore the combining of the need for innovation in character design, with the possibilities derived from 3D art and other substantive technologies
Impacts of directed tutorial activities in computer conferencing: a case study
This paper describes a qualitative study of asynchronous electronic conferencing by three tutorial groups on the same postgraduate course (Teaching English to Speakers of Other Languages Worldwide), forming part of an MA in Applied Linguistics (via Distance Education) at the Open University, UK. The groups varied in the degree to which the tutor participated in the discussion and in whether the tutor's input took the form of responding to student posts or the setting of tasks to scaffold the learners' development of academic skills. It is argued that the least interventionist strategy in terms of tutor response and task-setting resulted in the least productive conference discussion in terms of both communicative interaction and academic development, while a more interventionist role by the tutor depended for its success on characteristics of the tutor input and the task set
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