115,671 research outputs found
Wittgenstein on the foundations of language : A non foundational narration
The primary objective of this paper is to show that for later Wittgenstein, language cannot be based on a pre-linguistic foundation. Following closely on the tracks of the philosopher, it argues that none of the proposed foundations that are claimed to relate language to reality - viz. verbal definitions, ostensive techniques, mental images, quantitative measurement , Fregean thought or intention - is able to sustain its assumed pre-interpretive character. In a dense exegetical engagement with Wittgenstein, the paper lays out that the hallowed pre-interpretive reference taken to underlie the varying modes of interpretations or descriptions is actually a grammatical interplay, where what seems to be the pre-interpretive simple in one game turns out to be an elaborately complex construction in another. In the ultimate analysis, language and behaviour forge a non-foundational blend that internalizes and does not represent a supposedly extra-linguistic reality
Uncovering And Exploring The Mobilization And Launch Phase Of High And Low Performing Project Teams
As part of a larger study, this analysis, first, uncovers a previously alluded to, but heretofore un-explicated, phase of project team development (PTD) -- dubbed mobilization and launch -- and, then, explores the ways in which activities and outputs of this phase relate to project team effectiveness (PTE) by comparing them across three high and three low performing teams. The analysis shows that the former used this formative period: (1) to actuate a comprehensive mobilization strategy that was carried out relatively rapidly and resulted in well informed, as well as fully and competently staffed, teams and (2) to hold highly participatory launch meetings from which team members emerged in general agreement about what needed to be done and how and by whom it would be done. Low performing teams, in contrast, basically squandered this potentially valuable time and, thus, emerged from this phase totally unprepared to move to and effectively through subsequent phases of PTD
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
Using "tangibles" to promote novel forms of playful learning
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning
Marquette Interchange Perpetual Pavement Instrumentation Project - Phase II
This report presents findings from the second phase of the Marquette Interchange instrumentation project and focuses on the maintenance of data recordation systems, development of computer programs to analyze data, and development of data packages for redistribution. The product of this research is a set of data which includes dynamic pavement response due to live traffic, vehicle information (weight, class, length, et cetera), and environmental data for the test site. The tasks within this project were not oriented for findings regarding pavement performance, but important and helpful conclusions can be drawn for similar future projects. The recordation systems have been maintained and recordation has been continuous. A handful of sensors did require attention and only a fraction of the critical strain sensors have ceased to function, making the project a success. The results of the computer programs written to analyze data show that reasonable accuracy has been achieved. Future work can help to generate more intricate programming making the processes more accurate
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Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
Semi-Supervised First-Person Activity Recognition in Body-Worn Video
Body-worn cameras are now commonly used for logging daily life, sports, and
law enforcement activities, creating a large volume of archived footage. This
paper studies the problem of classifying frames of footage according to the
activity of the camera-wearer with an emphasis on application to real-world
police body-worn video. Real-world datasets pose a different set of challenges
from existing egocentric vision datasets: the amount of footage of different
activities is unbalanced, the data contains personally identifiable
information, and in practice it is difficult to provide substantial training
footage for a supervised approach. We address these challenges by extracting
features based exclusively on motion information then segmenting the video
footage using a semi-supervised classification algorithm. On publicly available
datasets, our method achieves results comparable to, if not better than,
supervised and/or deep learning methods using a fraction of the training data.
It also shows promising results on real-world police body-worn video
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