551 research outputs found

    Neue ErzÀhlformen in dynamischen Bildtechnologien - Formprobleme zwischen PopulÀrkommunikation und autonomer Kunst

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    Jeder Fortschritt, jede Neuerung grĂ¶ĂŸeren Ausmaßes in verschiedenen Medien provoziert nach einer kurzen Phase spielerischen Experiments eine erneute Konsolidierung wie deren Ă€sthetische Reflexion: Diese DualitĂ€t kennen wir spĂ€testens seit den Tagen industrieller Kommunikation als eine Trennung zwischen Massenkommunikation und Kunst. Dies lĂ€sst sich gleichermaßen bei der Entwicklung des zentralperspektivischen Bildes, der frĂŒhen Fotografie oder ganz besonders der Kinematografie beobachten. Nach einer ersten Phase des Kinos der Attraktionen entwickelte sich eine neue und einzigartige Formensprache des Classical Style als konventionalisierte Gestaltungsregel des Films, die zugleich und teilweise in scharfer Opposition verschiedene Gegenbewegungen auslöste oder als deren explizite Reflexion durch individuelle kĂŒnstlerische Formensprachen ĂŒberformt wurde. Aktuell stehen wir vor einer Ă€hnlichen Situation, der Erfindung und Verbreitung dreidimensionaler dynamischer Techniken mit Datenbrille und anderen Technologien, die neue Formen der Virtual Production und damit des ErzĂ€hlens ermöglichen - sogenanntes 'spatial' oder 'environmental storytelling'. Der Band widmet sich diesem neuen ErzĂ€hlen auf drei Ebenen: Raumbild und -ton (Film), Bewegung im Raum (Computerspiel und VR) und Raum als Kontext (AR)

    New perspectives on A.I. in sentencing. Human decision-making between risk assessment tools and protection of humans rights.

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    The aim of this thesis is to investigate a field that until a few years ago was foreign to and distant from the penal system. The purpose of this undertaking is to account for the role that technology could plays in the Italian Criminal Law system. More specifically, this thesis attempts to scrutinize a very intricate phase of adjudication. After deciding on the type of an individual's liability, a judge must decide on the severity of the penalty. This type of decision implies a prognostic assessment that looks to the future. It is precisely in this field and in prognostic assessments that, as has already been anticipated in the United, instruments and processes are inserted in the pre-trial but also in the decision-making phase. In this contribution, we attempt to describe the current state of this field, trying, as a matter of method, to select the most relevant or most used tools. Using comparative and qualitative methods, the uses of some of these instruments in the supranational legal system are analyzed. Focusing attention on the Italian system, an attempt was made to investigate the nature of the element of an individual's ‘social dangerousness’ (pericolosità sociale) and capacity to commit offences, types of assessments that are fundamental in our system because they are part of various types of decisions, including the choice of the best sanctioning treatment. It was decided to turn our attention to this latter field because it is believed that the judge does not always have the time, the means and the ability to assess all the elements of a subject and identify the best 'individualizing' treatment in order to fully realize the function of Article 27, paragraph 3 of the Constitution

    Visual Guidance for Unmanned Aerial Vehicles with Deep Learning

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    Unmanned Aerial Vehicles (UAVs) have been widely applied in the military and civilian domains. In recent years, the operation mode of UAVs is evolving from teleoperation to autonomous flight. In order to fulfill the goal of autonomous flight, a reliable guidance system is essential. Since the combination of Global Positioning System (GPS) and Inertial Navigation System (INS) systems cannot sustain autonomous flight in some situations where GPS can be degraded or unavailable, using computer vision as a primary method for UAV guidance has been widely explored. Moreover, GPS does not provide any information to the robot on the presence of obstacles. Stereo cameras have complex architecture and need a minimum baseline to generate disparity map. By contrast, monocular cameras are simple and require less hardware resources. Benefiting from state-of-the-art Deep Learning (DL) techniques, especially Convolutional Neural Networks (CNNs), a monocular camera is sufficient to extrapolate mid-level visual representations such as depth maps and optical flow (OF) maps from the environment. Therefore, the objective of this thesis is to develop a real-time visual guidance method for UAVs in cluttered environments using a monocular camera and DL. The three major tasks performed in this thesis are investigating the development of DL techniques and monocular depth estimation (MDE), developing real-time CNNs for MDE, and developing visual guidance methods on the basis of the developed MDE system. A comprehensive survey is conducted, which covers Structure from Motion (SfM)-based methods, traditional handcrafted feature-based methods, and state-of-the-art DL-based methods. More importantly, it also investigates the application of MDE in robotics. Based on the survey, two CNNs for MDE are developed. In addition to promising accuracy performance, these two CNNs run at high frame rates (126 fps and 90 fps respectively), on a single modest power Graphical Processing Unit (GPU). As regards the third task, the visual guidance for UAVs is first developed on top of the designed MDE networks. To improve the robustness of UAV guidance, OF maps are integrated into the developed visual guidance method. A cross-attention module is applied to fuse the features learned from the depth maps and OF maps. The fused features are then passed through a deep reinforcement learning (DRL) network to generate the policy for guiding the flight of UAV. Additionally, a simulation framework is developed which integrates AirSim, Unreal Engine and PyTorch. The effectiveness of the developed visual guidance method is validated through extensive experiments in the simulation framework

    Mixed Reality Images: Trilogy of Synthetic Realities III

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    The interplay of physical reality and digital media technologies is getting enhanced by new interfaces. The age of hyper-reality turns into the age of hyper-aesthetics and immersive image technologies - like mixed reality - enable a completely novel form of interaction and user relation with the virtual image structures, the different screen technologies, and embedded physical artefacts for interaction. "Mixed Reality Images" contributes to the wide range of the hyper-aesthetic image discourse to connect the concept of mixed reality images with the approaches in modern media theory, philosophy, perceptual theory, aesthetics, computer graphics and art theory as well as the complex range of image science. This volume monitors and discusses the relation of images and technological evolution in the context of mixed reality within the perspective of an autonomous image science

    Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaft im Computerspiel

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    Welche Rolle spielen Algorithmen fĂŒr den Bildbau und die Darstellung von Welt und Wetter in Computerspielen? Wie beeinflusst die Gestaltung der RĂ€ume, Level und Topografien die Entscheidungen und das Verhalten der Spieler_innen? Ist der Brutalismus der erste genuine Architekturstil der Computerspiele? Welche Bedeutung haben LandschaftsgĂ€rten und Nationalparks im Strukturieren von Spielwelten? Wie wird Natur in Zeiten des Klimawandels dargestellt? Insbesondere in den letzten 20 Jahren adaptieren digitale Spielwelten akribischer denn je Merkmale der physisch-realen Welt. Durch aufwĂ€ndige Produktionsverfahren und komplexe Visualisierungsstrategien wird die Angleichung an unsere ĂŒbrige Alltagswelt stets in AbhĂ€ngigkeit von Spielmechanik und Weltlichkeit erzeugt. Wie sich spĂ€testens am Beispiel der Open-World-Spiele zeigt, fĂŒhrt die Übernahme bestimmter Weltbilder und Bildtraditionen zu ideologischen Implikationen, die weit ĂŒber die bisher im Fokus der Forschung stehenden, aus anderen Medienformaten transferierten ErzĂ€hlkonventionen hinausgehen. Mit seiner Theorie der Architektur als medialem Scharnier legt der Autor offen, dass digitale Spielwelten medienspezifische Eigenschaften aufweisen, die bisher nicht zu greifen waren und der Erforschung harrten. Durch VerschrĂ€nken von Konzepten aus u.a. Medienwissenschaft, Game Studies, Philosophie, Architekturtheorie, Humangeografie, Landschaftstheorie und Kunstgeschichte erarbeitet Bonner ein transdisziplinĂ€res Theoriemodell und ermöglicht anhand der daraus entwickelten analytischen Methoden erstmals, die komplexe Struktur heutiger Computerspiele - vom Indie Game bis zur AAA Open World - zu verstehen und zu benennen. Mit "Offene-Welt-Strukturen" wird die Architektonik digitaler Spielwelten umfassend zugĂ€nglich

    The grammar of immersion: a social semiotic study of nonfiction cinematic virtual reality

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    Cinematic virtual reality (CVR) is an audio-visual form viewed in a virtual reality headset. Its novelty lies in the way it immerses its audience in highly realistic 360° visual representations. Being camera-based, CVR facilitates many of the practices of conventional filmmaking but fundamentally alters them through its lack of a rectangular frame. As such, CVR has garnered scholarly attention as a ‘frameless’ storytelling medium yet to develop its own language. The form has gained traction with producers of nonfiction who recognize CVR’s capacity to transport audiences to remote social worlds, leading to claims that equate CVR’s immersion with a social and emotional response to its filmed subjects. A strand of CVR scholarship has emerged, grounding nonfiction CVR theoretically and critiquing such deterministic claims. Broadly speaking, these parallel strands of inquiry point to a common concern with CVR’s semiotics; as the meaning potential of the 360° format, and the social aspects of its use in documenting reality. Currently however, there appears to be a lack of systematic analyses that foreground CVR’s semiotics. This study addresses this gap by using social semiotic methods to complement these threads of inquiry, subsuming them into a holistic account of CVR’s semantics. Utilizing systemic functional methods, multimodal discourse analyses were performed on nonfiction CVR texts addressing core research objectives. The first objective is the systematic description of CVR as a semiotic technology, and the configuring of discourse through its novel 360° modality. The CVR spectator is described for their role in the real-time construction of low-level meanings. Higher-level concepts further characterize CVR texts as technologically enabled, virtual sites of social discourse. The second research objective concerns clarifying the implications of CVR for nonfiction practitioners. Nonfiction discourse is conceptualized as the negotiation of semiotic autonomy, independence, and control, between viewing spectator, filmed subject, and CVR author respectively. The third objective concerns the development of an analytical approach tailored specifically for CVR. Extant systems from image, text, film, and action analyses are reflexively applied, appraised, and adapted for use in the study of CVR and new frames are presented to cater for the 360° modality. The findings show CVR to be an inherently logical, contextualizing form, where the spectator has a degree of sense-making autonomy in the construction of representational and social meanings. This semantic autonomy is found to camouflage the deeper textual constructions in what appear as ‘reality experiences’. The repercussions for the CVR producer are the indeterminacy of meanings which are ‘at risk’ in particular ways when conventional framing methods cannot be utilized, and when the spectator is given reflexive agency to make meaningful connections across the 360° image. Systemic functional analytical methods prove flexible enough to be applied to the texts, and open enough for the study to present additional systems and frames for a more fulsome approach to the analysis of CVR

    Geographic information extraction from texts

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    A large volume of unstructured texts, containing valuable geographic information, is available online. This information – provided implicitly or explicitly – is useful not only for scientific studies (e.g., spatial humanities) but also for many practical applications (e.g., geographic information retrieval). Although large progress has been achieved in geographic information extraction from texts, there are still unsolved challenges and issues, ranging from methods, systems, and data, to applications and privacy. Therefore, this workshop will provide a timely opportunity to discuss the recent advances, new ideas, and concepts but also identify research gaps in geographic information extraction

    Hands-on Science. Celebrating Science and Science Education

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    The book herein aims to contribute to the improvement of Science Education in our schools and to an effective implementation of a sound widespread scientific literacy at all levels of society

    Workplace-Based Learning: A Study in BIM-enabled Construction Projects

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    Building Information Modelling (BIM) is a fast-emerging technology that has promoted digital transformation in the construction project lifecycle through changing the ways in which people work. However, empirical studies show that professionals in the construction industry are still reluctant to adopt BIM in their construction projects due to a lack of skills and suitable learning approaches. Furthermore, embracing an appropriate learning approach is still challenging in built environment projects, which are generally complex, temporary, unique and uncertain due to their fragmented nature. To achieve more successful BIM-enabled construction projects, a flexible and relevant learning approach for the workplace needs to be determined. Consequently, resolving this issue requires identification of the key learning aspects that influence creation of a suitable learning approach. The aim of this doctoral study is to explore how workplace-based learning could be designed and implemented in BIM enabled-construction projects. Learning that takes place in construction projects is predominantly determined by complex social practices. On the other hand, BIM – which professionals desire to adopt in construction projects – is interwoven with both interactions with humans and artefacts. To holistically investigate the learning in BIM-enabled construction projects, ‘Connectivism’, a new learning approach for the digital age, is adopted in this study. This explains the complex learning that happens in the work environment through a combination of principles by understanding the unrelated unseen events (chaos), exploring the learning as a collective (network), investigating the position between order and disorder (complexity) and analysing unpredictable and uncontrollable learning that occurs due to non-linear interactions (self-organising). Understanding the continuous learning in both human and non-human activities through Connectivism has helped to identify the links between the key learning aspects in the workplace. Examining the identified learning aspects in a connected way has encouraged professionals to figure out the most suitable learning approach for their project team. This study has been conducted in three phases: literature review, semi-structured interviews and a case study approach, in order to understand the learning that occurs in BIM-enabled construction projects. Semi-structured interviews were conducted with 20 professionals working in BIM-enabled construction projects. Two case studies were selected to analyse BIM-enabled construction projects in the £30-60 million scale. Furthermore, six case studies within those selected projects were chosen for an in-depth investigation on the in-project learning. Data within the case studies were collected through project documents, semi-structured interviews and meeting observations. Nvivo was used to evaluate, interpret, explain and analyse the data collected from both semi-structured interviews and case studies. The study reveals that BIM-enabled construction projects are largely involved with information that is digitally linked with federated 3D models and project participants. Investigation shows that learning in in these projects is continuous, networked and depends on participation in addition to knowledge accumulation and knowledge creation. ‘Participation’ and ‘Interpretation’ as a combination have significant impacts on this complex learning that takes place in work environments. ‘Participation’ at work shows how each individual wants to get involved, interpret and learn in each situation that they participate. On the other hand, the multidisciplinary nature of BIM-enabled construction projects confirms that project participants need to focus on interpretation to agree on a common meaning of artefacts and information. Therefore, ‘Interpretation’ is identified as a form of thinking that comprises planning, monitoring one’s activities and problem-solving. Interpretation, which is enabled via thinking and sharing experience, helps to shape the decisions and solutions during Participation. To help construction projects in achieving a suitable learning approach which is vital for a success of a project, a model for learning in the workplace has been developed through merging the learning aspects that have been identified from chosen BIM-enabled construction projects. The novel model for workplace-based learning is a combination of participation and interpretation which is linked through three learning modes: Alignment, Insight and Engagement. The combination of these learning modes has contributed to interpret the ideas while participating at work. Consequently, it enabled project participants to align on a common meaning in an informative collaborative environment. The proposed model of learning in the workplace presents a systematic approach for achieving suitable learning in BIM-enabled projects by connecting the key learning aspects at the project level. Furthermore, this can be also used to employ skilled people and promote common standards on skills expectations associated with BIM-enabled projects

    Knowledge on the Move: Studies on Mobile Social Education

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    This book draws on work undertaken by colleagues involved with the Erasmus+ project called SoMoveED, or Social Education on the Move. The broader aim of the project is to develop, implement, and disseminate innovation in the form of a model of mobile social education in higher education, of which this book makes up one small part.The project draws together institutions and organizations from ten European countries (Croatia, the Czech Republic, France, Italy, the Netherlands, Poland, Portugal, Romania, Turkey, and the United Kingdom), including eight universities, two non-governmental organizations and one social enterprise. Approximately 40 people are working on the project, including academic teachers and researchers, entrepreneurs, and social activists. The project’s main objective is to explore and develop ways in which the teaching process can be organized in motion, outside the university walls, with the participation of stakeholders from outside the academic community (citizens, representatives of institutions and organizations, activists, people at risk of marginalization). This model incorporates three important features into the educational process: (1) mobility; (2) participation; and (3) inclusion
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