11,886 research outputs found
Total Constraint Management for Improving Construction Work Flow in Liquefied Natural Gas Industry
Australia has benefited and will continue to benefit significantly from Liquefied Natural Gas (LNG) investments underway. Managing these LNG projects is challenging as they become increasingly complex and technologically demanding. The primary goal of this thesis is to develop a Total Constraint Management (TCM) method to improve construction work flow during LNG construction. Five controlled experiments were conducted and results show that successful implementation of TCM can significantly improve construction productivity and reduce schedule overruns
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
Proceedings of the GPEA Polytechnic Summit 2022: Session Papers
Welcome to GPEA PS 2022
Each year the Polytechnic Summit assembles leaders, influencers and contributors who shape the future of polytechnic education. The Polytechnic Summit provides a forum to enable opportunities for collaboration and partnerships and for participants to focus on innovation in curriculum and pedagogy, to share best practices in active and applied learning, and discuss practice-based research to enhance student learning.
This year a view on the aspects of applied research will be added. How to conduct research in a teaching first environment and make use of this. Which characteristics of applied research are important to be used in teaching and vice versa?The Summit will â once again - also provide an opportunity to examine the challenges and opportunities presented by COVID-19 and will offer us all an opportunity to explore the ways in which we can collaborate more effectively using our new-found virtual engagement skills and prepare for a hybrid future.
PS2022 Themes: Design (Programmes, Curriculum, Organisation);Practice-Based Learning;Applied Research; Employability and Graduate Skills; Internationalisation, Global Teaching & Collaboration and Sustainability Theme
Human Motion Trajectory Prediction: A Survey
With growing numbers of intelligent autonomous systems in human environments,
the ability of such systems to perceive, understand and anticipate human
behavior becomes increasingly important. Specifically, predicting future
positions of dynamic agents and planning considering such predictions are key
tasks for self-driving vehicles, service robots and advanced surveillance
systems. This paper provides a survey of human motion trajectory prediction. We
review, analyze and structure a large selection of work from different
communities and propose a taxonomy that categorizes existing methods based on
the motion modeling approach and level of contextual information used. We
provide an overview of the existing datasets and performance metrics. We
discuss limitations of the state of the art and outline directions for further
research.Comment: Submitted to the International Journal of Robotics Research (IJRR),
37 page
Recommended from our members
Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
Recommended from our members
Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
Beyond cute: exploring user types and design opportunities of virtual reality pet games
Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games
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