148 research outputs found
Classification and detection of various geographical features from satellite imagery
It is a challenging task to classify and detect various geographical features from the
satellite imagery of the Earth as well as the celestial bodies. This paper puts forward
several pixel based classification algorithms to classify geographical features from
the satellite images of the Earth. The recorded experimental results, from a total of
606 satellite images to classify miscellaneous geographical features, demonstrate that
the maximum algorithmic performances can approximate to 87%. This paper also
addresses a simple algorithm based on edge approximation and circular Hough transformation
to detect craters from the satellite imagery of celestial bodies. An online
available dataset to detect craters evaluates the performance of the algorithm. In general,
all the proposed algorithms are straightforward but in many ways effective
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Teaching with style: computer aided instruction, personality and design education
The investigation reported in this thesis concerns the possibility of automatically matching the learning styles of design students with appropriate styles of computer aided instruction (CAl).
Individual adult learners exhibit preferences for the way information is presented and for the ways in which they are taught. These preferences arise from characteristics known as cognitive styles which are associated with personality. Cognitive dissonance occurs when there is a mismatch between styles of teaching and styles of learning. Under these conditions some students will be discouraged. A survey of students on typical design courses showed them to have particular learning preferences. In this respect they are differentiated from tutors who may prefer to teach in a different style.
CAl systems also exhibit styles. These are manifest in features such as the computer's control of learning interactions and the form of information which the system delivers. Computer-based training has often been of a sequential, drill-andpractice kind which encourages rote learning. This style has met with limited success, and it is shown to be unsuitable for most design students.
The Myers-Briggs Type Indicator (MBTI) is used to classify the psychological types of design students. Evidence of learning preferences from the MBTI and from related sources is given. From a theoretical description of learning episodes, a computer-based model is developed that provides CAl treatments matched to sixteen learning styles.
It is concluded that CAl-based teaching of technological information to design students can be more optimally matched. The principles established have wider implications for communications between designers and others
Mental Health - Atmospheres - Video Games: New Directions in Game Research II
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions
Mental Health | Atmospheres | Video Games
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions
Ferocious Logics: Unmaking the Algorithm
Contemporary power manifests in the algorithmic. And yet this power seems incomprehensible: understood as code, it becomes apolitical; understood as a totality, it becomes overwhelming. This book takes an alternate approach, using it to unravel the operations of Uber and Palantir, Airbnb and Amazon Alexa. Moving off the whiteboard and into the world, the algorithmic must negotiate with frictions - the 'merely' technical routines of distributing data and running tasks coming together into broader social forces that shape subjectivities, steer bodies, and calibrate relationships. Driven by the imperatives of capital, the algorithmic exhausts subjects and spaces, a double move seeking to both exhaustively apprehend them and exhaust away their productivities. But these on-the-ground encounters also reveal that force is never guaranteed. The irreducibility of the world renders logic inadequate and control gives way to contingency
Ferocious Logics
Contemporary power manifests in the algorithmic. And yet this power seems incomprehensible: understood as code, it becomes apolitical; understood as a totality, it becomes overwhelming. This book takes an alternate approach, using it to unravel the operations of Uber and Palantir, Airbnb and Amazon Alexa. Moving off the whiteboard and into the world, the algorithmic must negotiate with frictions—the ‘merely’ technical routines of distributing data and running tasks coming together into broader social forces that shape subjectivities, steer bodies, and calibrate relationships. Driven by the imperatives of capital, the algorithmic exhausts subjects and spaces, a double move seeking to both exhaustively apprehend them and exhaust away their productivities. But these on-the-ground encounters also reveal that force is never guaranteed. The irreducibility of the world renders logic inadequate and control gives way to contingency
Mental Health | Atmospheres | Video Games
Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions
I believe in Sherlock Holmes : Fans, Readers, and the Problem of Serial Character
Through the connections between Arthur Conan Doyle’s Sherlock Holmes short stories and Mark Gatiss and Steven Moffat’s series Sherlock, this thesis examines the phenomenon of fan fictions and fan works, which constitutes a type of seriality distinct from serial fictions and television series.The project pursues the phenomenon of Sherlock Holmes in order to better understand fan culture and the “virtual reality” created by original fans of the written works and fans of Sherlock. Sherlock Holmes represents a different model of characterization; he is presented across timelines, although he doesn’t always bear the name “Sherlock Holmes,” he is just as recognizable in whatever form he takes. Thus, the Phenomenon of Sherlock Holmes is not just this character; Holmes glimpses a different notion of modern subjectivity and a different notion of the philosophical Event. The following short stories will be analyzed in 3-4 sections: “The Final Problem,” “The Musgrave Ritual,” “The Empty House,” and “His Last Bow” and interchapters featuring Sherlock episodes “The Great Game,” “The Reichenbach Fall” “The Abominable Bride,” and “The Empty Hearse.” In addition to simply making the case that fan fiction and fan works are worthy of academic study, this paper creates a greater understanding of such works
I believe in Sherlock Holmes : Fans, Readers, and the Problem of Serial Character
Through the connections between Arthur Conan Doyle’s Sherlock Holmes short stories and Mark Gatiss and Steven Moffat’s series Sherlock, this thesis examines the phenomenon of fan fictions and fan works, which constitutes a type of seriality distinct from serial fictions and television series.The project pursues the phenomenon of Sherlock Holmes in order to better understand fan culture and the “virtual reality” created by original fans of the written works and fans of Sherlock. Sherlock Holmes represents a different model of characterization; he is presented across timelines, although he doesn’t always bear the name “Sherlock Holmes,” he is just as recognizable in whatever form he takes. Thus, the Phenomenon of Sherlock Holmes is not just this character; Holmes glimpses a different notion of modern subjectivity and a different notion of the philosophical Event. The following short stories will be analyzed in 3-4 sections: “The Final Problem,” “The Musgrave Ritual,” “The Empty House,” and “His Last Bow” and interchapters featuring Sherlock episodes “The Great Game,” “The Reichenbach Fall” “The Abominable Bride,” and “The Empty Hearse.” In addition to simply making the case that fan fiction and fan works are worthy of academic study, this paper creates a greater understanding of such works
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