23,523 research outputs found

    AUTOMATIC GENERATION OF LEGO MODELS

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    Master'sMASTER OF SCIENC

    Lego-lego of Alor people in East Nusa Tenggara, Indonesia: The Expression of Ancestor’s Experience and Language Maintenance

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    Guppy: Process-Oriented Programming on Embedded Devices

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    Guppy is a new and experimental process-oriented programming language, taking much inspiration (and some code-base) from the existing occam-pi language. This paper reports on a variety of aspects related to this, specifically language, compiler and run-time system development, enabling Guppy programs to run on desktop and embedded systems. A native code-generation approach is taken, using C as the intermediate language, and with stack-space requirements determined at compile-time

    The Utilisation of LEGO and Other Materials as Prototyping Tools in the Co-Creation Process

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    This paper aims to investigate the usefulness of LEGO and other materials as prototyping tools in the co-creation process involving multiple stakeholders. The results demonstrate that using LEGO and other materials as prototypes in the co-creation process helps designers and stakeholders to explore, evaluate and modify ideas three-dimensionally to validate design solutions, idea generation and evaluation.  This study believes that  LEGO and other materials are efficient co-design prototyping tools to ensure its main purpose for team and strategy building in enhancing participant's ability to deliver more contribution during group discussions. Keywords: Co-creation; prototyping tools; prototypes; LEGO eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bsby e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.254

    Remote Real-Time Collaboration Platform enabled by the Capture, Digitisation and Transfer of Human-Workpiece Interactions

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    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, a platform for global teams to collaborate with each other in real-time to perform complex tasks is highly desirable. This work investigates the design and development of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors borrowed from the gaming industry. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the task environment. This enables teams to remotely work on a common task problem at the same time and also get immediate feedback from each other which is vital for collaborative design, inspection and verifications tasks in the factories of the future

    Learning Stackable and Skippable LEGO Bricks for Efficient, Reconfigurable, and Variable-Resolution Diffusion Modeling

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    Diffusion models excel at generating photo-realistic images but come with significant computational costs in both training and sampling. While various techniques address these computational challenges, a less-explored issue is designing an efficient and adaptable network backbone for iterative refinement. Current options like U-Net and Vision Transformer often rely on resource-intensive deep networks and lack the flexibility needed for generating images at variable resolutions or with a smaller network than used in training. This study introduces LEGO bricks, which seamlessly integrate Local-feature Enrichment and Global-content Orchestration. These bricks can be stacked to create a test-time reconfigurable diffusion backbone, allowing selective skipping of bricks to reduce sampling costs and generate higher-resolution images than the training data. LEGO bricks enrich local regions with an MLP and transform them using a Transformer block while maintaining a consistent full-resolution image across all bricks. Experimental results demonstrate that LEGO bricks enhance training efficiency, expedite convergence, and facilitate variable-resolution image generation while maintaining strong generative performance. Moreover, LEGO significantly reduces sampling time compared to other methods, establishing it as a valuable enhancement for diffusion models

    The Double-Sided Message of The Lego Movie: The Effects of Popular Entertainment on Children in Consumer Culture

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    One of the most popular and highest rated films of 2014, The Lego Movie, has entertained billions of viewers in the past year. Although it has already proven itself to be a favorite of adults, The Lego Movie’s targeted audience is children who will identify with the imaginative and fun characters that take the form of their favorite building toys. Such a strong platform that provides excellent age appropriate entertainment to the world’s most impressionable generation gives The Lego Movie a prime opportunity to communicate to children in an unusually powerful way. For decades, researchers have explored the way entertainment media influences children’s view of their world. It will not be too long until concerned moviewatchers and parents begin to wonder exactly what message The Lego Movie communicates to the children it is so intentionally geared towards. The Lego Movie’s script is fairly clear as to its desire to teach children the value of their own individuality and creativity. But the script is not the only factor that contributes to how children are likely to find meaning in entertainment such as The Lego Movie. The text of the film denounces big business that dominates influential industries and exploits consumer culture, but The Lego Movie in itself might be the largest example of product placement advertising in film history. The film’s protagonists urge the audience to be creative, thoughtful individuals who are not fooled by consumerism’s “one size fits all” facade, but the implication of the brand’s usage is that in order to be a creative individual, every child should buy Lego products. In the following pages, I will explore evidence from various sources to discover exactly what message is truly being portrayed from this beloved film and what children really learn through engaging The Lego Movie as a piece of popular entertainment. Taking all things into consideration, I shall argue that context wins over text in children’s entertainment such as The Lego Movie. Although The Lego Movie displays a message of individualism and creativity, when the marketing advantages and subtle ironies found within its script are examined through the ways by which children find meaning in entertainment media, the film is seen to communicate a message that encourages consumer culture more than it does individuality and creativity. The subtle implications of the film can be potentially unhealthy to children’s view of popular entertainment, themselves, and their role in their world. Nevertheless, popular films like The Lego Movie can still be a helpful tool for parents to use in teaching children how to correctly address consumer culture and its influence on their thinking

    Application of TauSpinner for studies on tau-lepton polarization and spin correlations in Z, W and H decays at LHC

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    The tau-lepton plays an important role in the physics program at LHC. Its spin can be used for separation of signal from background or in measuring properties of New Particles decaying to tau leptons. The TauSpinner package represents a tool to modify tau spin effects in any sample containing tau leptons. Generated events, featuring taus produced from intermediate state W, Z, H bosons can be used as an input. The information on the polarization and spin correlations is reconstructed from the kinematics of the tau lepton(s) (nutau in case of W-mediated processes) and tau decay products. By weights, attributed on the event-by-event basis, it enables numerical evaluation and/or modification of the spin effects. We review distributions to monitor spin effects in leptonic and hadronic tau decays with up to three pions, to provide benchmarks for validation of spin content of the event sample and to visualize the tau lepton spin polarization and correlation effects. The demonstration examples for use of TauSpinner libraries, are documented. New validation methods of such an approach are provided. Other topics, like TauSpinner systematic errors or sensitivity of experimental distributions to spin, are addressed in part only. This approach is of interest for implementation of spin effects in embedded tau lepton samples, where Z to mu mu events from data of muons are replaced by simulated tau leptons. Embedding is used at LHC for estimating Z to tau tau background to H to tau tau signatures.Comment: 1+41 pages, 5 figures in main text, multitude of figures in appendice
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