1,231 research outputs found

    Exigencies for engaging undergraduates in rhetorical problem solving : insights from engineering managers and A3 report analyses

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    Undergraduate education has a historical tradition of preparing students to meet the problem-solving challenges they will encounter in work, civic, and personal contexts. This thesis research was conducted to study the role of rhetoric in engineering problem solving and decision making and to pose pedagogical strategies for preparing undergraduate students for workplace problem solving. Exploratory interviews with engineering managers as well as the heuristic analyses of engineering A3 project planning reports suggest that Aristotelian rhetorical principles are critical to the engineer\u27s success: Engineers must ascertain the rhetorical situation surrounding engineering problems; apply and adapt invention heuristics to conduct inquiry; draw from their investigation to find innovative solutions; and influence decision making by navigating workplace decision-making systems and audiences using rhetorically constructed discourse. To prepare undergraduates for workplace problem solving, university educators are challenged to help undergraduates understand the exigence and realize the kairotic potential inherent in rhetorical problem solving. This thesis offers pedagogical strategies that focus on mentoring learning communities in problem-posing experiences that are situated in many disciplinary, work, and civic contexts. Undergraduates build a flexible rhetorical technĂȘ for problem solving as they navigate the nuances of relevant problem-solving systems through the lens of rhetorical practice

    Automation and robotics for the Space Exploration Initiative: Results from Project Outreach

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    A total of 52 submissions were received in the Automation and Robotics (A&R) area during Project Outreach. About half of the submissions (24) contained concepts that were judged to have high utility for the Space Exploration Initiative (SEI) and were analyzed further by the robotics panel. These 24 submissions are analyzed here. Three types of robots were proposed in the high scoring submissions: structured task robots (STRs), teleoperated robots (TORs), and surface exploration robots. Several advanced TOR control interface technologies were proposed in the submissions. Many A&R concepts or potential standards were presented or alluded to by the submitters, but few specific technologies or systems were suggested

    Collision warning design in automotive head-up displays

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    Abstract. In the last few years, the automotive industry has experienced a large growth in the hardware and the underlying electronics. The industry benefits from both Human Machine Interface (HMI) research and modern technology. There are many applications of the Advanced Driver Assistant System (ADAS) and their positive impact on drivers is even more. Forward Collision Warning (FCW) is one of many applications of ADAS. In the last decades, different approaches and tools are used to implement FCW systems. Current Augmented Reality (AR) applications are feasible to integrate in modern cars. In this thesis work, we introduce three different FCW designs: static, animated and 3D animated warnings. We test the proposed designs in three different environments: day, night and rain. The designs static and animated achieve a minimum response time 0.486 s whereas the 3D animated warning achieves 1.153 s

    Distributed cognition and businesses as 'mental institutions'

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    This thesis explores distributed cognition within the context of business and argues that businesses can be considered ‘mental institutions’. It therefore defends a liberal view of cognition, recognising the integration of stakeholders within a larger business structure that contains multiple cognitive schemas that conduct, constrain, and amplify one’s thoughts and affectivity in relation to the organisation. The aim of this thesis is therefore to broaden the scope of investigation regarding the socially extended mind and demonstrate the real-world applicability of these discussions to business consultancy. Following a revision of how the ‘mental institution’ should be considered and a deconstruction of the concept of ‘business’, the thesis picks out six institutional artefacts and structures that are common features of business organisations. These are logos, products, shops, offices, hierarchies, and narratives. Mental business institutions are designed with cognition in mind, and thus these institutional features can become integral parts of thought for both employees within business organisations and external consumers. Chapters individually explore the various ways we can become coupled to these artefacts and structures as internal or external stakeholders, and thus integrated within the cognitive niche of the business institution. Finally, an empirical study of a large UK-based utility company provides an example of how one can investigate the collaborative efforts of employees within an organisation through the lens of distributed cognition. Ultimately, an application of distributed cognition and mental institutions to business within this text brings to fruition new additional conceptual resources for management and marketing studies

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    This thesis uses the exclamation point to represent a way of thinking and working methodology. The exclamation point in mathematics represents a factorial function, an operation for determining all possible orders of a set. Colloquially, the meaning of the exclamation point relies entirely on context. Within a yellow triangle, it means caution or danger, but at the end of a sentence delivering good news, it means excitement. In the context of this thesis, the exclamation point represents enthusiastically and exhaustively reordering objects, words, and processes to highlight shifting meaning

    Visual Propaganda and Extremism in the Online Environment

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    Visual images have been a central component of propaganda for as long as propaganda has been produced. But recent developments in communication and information technologies have given terrorist and extremist groups options and abilities they never would have been able to come close to even 5 or 10 years ago. There are terrorist groups who, with very little initial investment, are making videos that are coming so close to the quality of BBC or CNN broadcasts that the difference is meaningless, and with access to the web they have instantaneous access to a global audience. Given the broad social science consensus on the power of visual images relative to that of words, the strategic implications of these groups’ sophistication in the use of images in the online environment is carefully considered in a variety of contexts by the authors in this collection.https://press.armywarcollege.edu/monographs/1942/thumbnail.jp

    Interactive exploration of historic information via gesture recognition

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    Developers of interactive exhibits often struggle to ïżœnd appropriate input devices that enable intuitive control, permitting the visitors to engage eïżœectively with the content. Recently motion sensing input devices like the Microsoft Kinect or Panasonic D-Imager have become available enabling gesture based control of computer systems. These devices present an attractive input device for exhibits since the user can interact with their hands and they are not required to physically touch any part of the system. In this thesis we investigate techniques to enable the raw data coming from these types of devices to be used to control an interactive exhibit. Object recognition and tracking techniques are used to analyse the user's hand where movement and clicks are processed. To show the eïżœectiveness of the techniques the gesture system is used to control an interactive system designed to inform the public about iconic buildings in the centre of Norwich, UK. We evaluate two methods of making selections in the test environment. At the time of experimentation the technologies were relatively new to the image processing environment. As a result of the research presented in this thesis, the techniques and methods used have been detailed and published [3] at the VSMM (Virtual Systems and Multimedia 2012) conference with the intention of further forwarding the area

    A Survey on Physical Adversarial Attack in Computer Vision

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    Over the past decade, deep learning has revolutionized conventional tasks that rely on hand-craft feature extraction with its strong feature learning capability, leading to substantial enhancements in traditional tasks. However, deep neural networks (DNNs) have been demonstrated to be vulnerable to adversarial examples crafted by malicious tiny noise, which is imperceptible to human observers but can make DNNs output the wrong result. Existing adversarial attacks can be categorized into digital and physical adversarial attacks. The former is designed to pursue strong attack performance in lab environments while hardly remaining effective when applied to the physical world. In contrast, the latter focus on developing physical deployable attacks, thus exhibiting more robustness in complex physical environmental conditions. Recently, with the increasing deployment of the DNN-based system in the real world, strengthening the robustness of these systems is an emergency, while exploring physical adversarial attacks exhaustively is the precondition. To this end, this paper reviews the evolution of physical adversarial attacks against DNN-based computer vision tasks, expecting to provide beneficial information for developing stronger physical adversarial attacks. Specifically, we first proposed a taxonomy to categorize the current physical adversarial attacks and grouped them. Then, we discuss the existing physical attacks and focus on the technique for improving the robustness of physical attacks under complex physical environmental conditions. Finally, we discuss the issues of the current physical adversarial attacks to be solved and give promising directions

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
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