503,846 research outputs found

    Visual Unified Modeling Language for the Composition of Scenarios in Modeling and Simulation Systems

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    The Department of Defense uses modeling and simulation systems in many various roles, from research and training to modeling likely outcomes of command decisions. Simulation systems have been increasing in complexity with the increased capability of low-cost computer systems to support these DOD requirements. The demand for scenarios is also increasing, but the complexity of the simulation systems has caused a bottleneck in scenario development due to the limited number of individuals with knowledge of the arcane simulator languages in which these scenarios are written. This research combines the results of previous AFIT efforts in visual modeling languages to create a language that unifies description of entities within a scenario with its behavior using a visual tool that was developed in the course of this research. The resulting language has a grammar and syntax that can be parsed from the visual representation of the scenario. The language is designed so that scenarios can be described in a generic manner, not tied to a specific simulation system, allowing the future development of modules to translate the generic scenario into simulation system specific scenarios

    Cross-modal investigation of event component omissions in language development: A comparison of signing and speaking children

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    Language development research suggests a universal tendency for children to be under- informative in narrating motion events by omitting components such as Path, Manner or Ground. However, this assumption has not been tested for children acquiring sign language. Due to the affordances of the visual-spatial modality of sign languages for iconic expression, signing children might omit event components less frequently than speaking children. Here we analysed motion event descriptions elicited from deaf children (4–10 years) acquiring Turkish Sign Language (TİD) and their Turkish-speaking peers. While children omitted all types of event components more often than adults, signing children and adults encoded more Path and Manner in TİD than their peers in Turkish. These results provide more evidence for a general universal tendency for children to omit event components as well as a modality bias for sign languages to encode both Manner and Path more frequently than spoken languages

    Symbol Emergence in Robotics: A Survey

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    Humans can learn the use of language through physical interaction with their environment and semiotic communication with other people. It is very important to obtain a computational understanding of how humans can form a symbol system and obtain semiotic skills through their autonomous mental development. Recently, many studies have been conducted on the construction of robotic systems and machine-learning methods that can learn the use of language through embodied multimodal interaction with their environment and other systems. Understanding human social interactions and developing a robot that can smoothly communicate with human users in the long term, requires an understanding of the dynamics of symbol systems and is crucially important. The embodied cognition and social interaction of participants gradually change a symbol system in a constructive manner. In this paper, we introduce a field of research called symbol emergence in robotics (SER). SER is a constructive approach towards an emergent symbol system. The emergent symbol system is socially self-organized through both semiotic communications and physical interactions with autonomous cognitive developmental agents, i.e., humans and developmental robots. Specifically, we describe some state-of-art research topics concerning SER, e.g., multimodal categorization, word discovery, and a double articulation analysis, that enable a robot to obtain words and their embodied meanings from raw sensory--motor information, including visual information, haptic information, auditory information, and acoustic speech signals, in a totally unsupervised manner. Finally, we suggest future directions of research in SER.Comment: submitted to Advanced Robotic

    Integrated modeling tool for performance engineering of complex computer systems

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    This report summarizes Advanced System Technologies' accomplishments on the Phase 2 SBIR contract NAS7-995. The technical objectives of the report are: (1) to develop an evaluation version of a graphical, integrated modeling language according to the specification resulting from the Phase 2 research; and (2) to determine the degree to which the language meets its objectives by evaluating ease of use, utility of two sets of performance predictions, and the power of the language constructs. The technical approach followed to meet these objectives was to design, develop, and test an evaluation prototype of a graphical, performance prediction tool. The utility of the prototype was then evaluated by applying it to a variety of test cases found in the literature and in AST case histories. Numerous models were constructed and successfully tested. The major conclusion of this Phase 2 SBIR research and development effort is that complex, real-time computer systems can be specified in a non-procedural manner using combinations of icons, windows, menus, and dialogs. Such a specification technique provides an interface that system designers and architects find natural and easy to use. In addition, PEDESTAL's multiview approach provides system engineers with the capability to perform the trade-offs necessary to produce a design that meets timing performance requirements. Sample system designs analyzed during the development effort showed that models could be constructed in a fraction of the time required by non-visual system design capture tools

    On the translation of Manner-of-motion in comics. Evidence from an inter- and intratypological corpus-based study

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    [EN] This paper focuses on the translation of Manner-of-motion in comics, a genre in which information is conveyed in both verbal and visual language. The study draws on Slobin's Thinking-for-translating hypothesis, according to which translators tend to distance themselves from the source text in order to conform to the rhetorical style of the target language. Special attention is devoted to the role of visual language within this framework, with the ultimate aim of identifying translation techniques adapted to the issue of translating Manner-of-motion in comics, in both inter- and intratypological translation scenarios. This paper analyses a corpus that includes a selection from the Belgian comic series Les aventures de Tintin and its translation into two satellite-framed languages (English and German) and two verb-framed languages (Spanish and Catalan). Overall, the results highlight the key role of visual language in the translation of Manner-of-motion in comics, since this can compensate for alterations in the verbal code of target texts, by comparison with originals, and thus minimize the consequences of Thinking-for-translating. Moreover, the (limited) space in the balloons and the respective stylistic conventions of comic books in each language are shown to constrain translation to some extent.Work on this paper was partly carried out at the Institut fur Ubersetzen und Dolmetschen at the Universitat Heidelberg, thanks to a research grant funded by the Universitat Politecnica de Valencia (Programa de apoyo a la carrera academica del profesorado, 2018).Molés-Cases, T. (2020). On the translation of Manner-of-motion in comics. Evidence from an inter- and intratypological corpus-based study. Languages in Contrast. 20(1):141-165. https://doi.org/10.1075/lic.19007.molS141165201Akita, K. and Y. Matsumoto. 2012. Manner Salience Revisited: Evidence from two Japanese-English Contrastive Experiments. Unpublished manuscript.Alonso, R. A. (2017). Translating motion events into typologically distinct languages. Perspectives, 26(3), 357-376. doi:10.1080/0907676x.2017.1387578Cappelle, B. (2012). English is less rich in manner-of-motion verbs when translated from French. Across Languages and Cultures, 13(2), 173-195. doi:10.1556/acr.13.2012.2.3Cohn, N. (2014). Building a better ‘comic theory’: Shortcomings of theoretical research on comics and how to overcome them. Studies in Comics, 5(1), 57-75. doi:10.1386/stic.5.1.57_1Edwards, M. (2001). Making the implicit explicit for successful communication: pragmatic differences between English and Spanish observable in the translation of verbs of movement. Revista Alicantina de Estudios Ingleses, (14), 21. doi:10.14198/raei.2001.14.02Filipović, L. (2008). Typology in action: applying typological insights in the study of translation. International Journal of Applied Linguistics, 18(1), 23-40. doi:10.1111/j.1473-4192.2008.00189.x25. Motion. (2015). Handbook of Cognitive Linguistics, 527-546. doi:10.1515/9783110292022-026Forceville, C. (2011). Pictorial runes in Tintin and the Picaros. Journal of Pragmatics, 43(3), 875-890. doi:10.1016/j.pragma.2010.07.014Ibarretxe-Antuñano, I., & Filipović, L. (s. f.). Lexicalisation patterns and translation. Cognitive Linguistics and Translation. doi:10.1515/9783110302943.251Kopecka, A. (2010). Chapter 9. Motion events in Polish. New Approaches to Slavic Verbs of Motion, 225-246. doi:10.1075/slcs.115.14kopMolés-Cases, T. (2016). La traducción de los eventos de movimiento en un corpus paralelo alemán-español de literatura infantil y juvenil. doi:10.3726/978-3-653-06745-3Molina, L., & Hurtado Albir, A. (2004). Translation Techniques Revisited: A Dynamic and Functionalist Approach. Meta, 47(4), 498-512. doi:10.7202/008033arRojo, A., & Ibarretxe-Antuñano, I. (Eds.). (2013). Cognitive Linguistics and Translation. doi:10.1515/9783110302943Slobin, D. I. (1991). Learning to think for speaking. Pragmatics, 1(1), 7-25. doi:10.1075/prag.1.1.01sloSlobin, D. I. (1997). Mind, Code and Text. Essays on Language Function and Language Type, 437. doi:10.1075/z.82.24sloSlobin, D. I. (2000). Verbalized events. Current Issues in Linguistic Theory, 107. doi:10.1075/cilt.198.10sloSlobin, D. I. (s. f.). Relating Narrative Events in Translation. Perspectives on Language and Language Development, 115-129. doi:10.1007/1-4020-7911-7_10Toratani, K. (2012). The role of sound-symbolic forms in Motion event descriptions. Review of Cognitive Linguistics, 10(1), 90-132. doi:10.1075/rcl.10.1.03torTversky, B., & Chow, T. (2017). Language and Culture in Visual Narratives. Cognitive Semiotics, 10(2). doi:10.1515/cogsem-2017-000

    New Mobile Experiences of Vision and Modern Subjectivities in Late Victorian Britain

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    This article looks at the relationship between two very popular middle-class activities in Late Victorian Britain, photographing and cycling, and explores the influence that the new technology of physical mobility had on visual experiences and related photographic practices. It focuses, in particular, on the significance that new practices of mobility and visuality had for a growing body of amateur photographers as they negotiated these experiences as a temporality of late nineteenth century modernity. Drawing on the everyday historical experiences of cycle and photography users as these were articulated at the time, the article offers new insight into the role that such body-machine interactions had on the development of what was, effectively, a modern, moving, gaze. My argument is that the sense of control over the new ways of moving and seeing enabled by cycling contributed to shape a new visual self and that, in turn, this fuelled the desire for a new visual language and means of representation that could challenge dominant photographic practices, in a manner that foresees the emergence of snapshot photography

    Graphical user interface for the DSP : using Texas Instruments TMS320C31 and LabVIEW

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    Digital Signal Processors (DSP\u27s) have become very popular due to their ease of operation, economic value, adaptability and availability. However, the development environments for the DSP are still the archaic Assembly and C language programming. It is tedious, error prone and time consuming to develop and use DSP applications using these compared to Graphical User Interface development tools if available. In the modern age programming is very heavily done in object oriented graphical languages like the Visual C++ and Visual Basic. Windows also gives a good graphical user interface. LAB VIEW with its readily available ensemble of good analysis, programming and development libraries and engineering tools was a good candidate. G programming also gives ease of operation and relative economy in programming time, along with good capabilities for hardware interfacing. We have used Code Interface Node programmed in C language act as a bridge between the Lab VIEW and DSP and then carrying out the analysis in the LabVIEW and using the DSP for collecting of data. The complete DSP control and monitoring is carried out by the LabVJEW along with acquisition of data collected by the DSP. The real world interface and analog to digital conversion is carried out by the DSP and LabVIEW is used to analyze and present the data in a more user friendly and graphical manner. The Use of LabVIEW has significantly reduced the time required to carry out a simple test, by eliminating the need to use different platforms to develop and execute the DSP program, and then collect data, and finally to analyze the data

    The visual album as a hybrid art-form: A case study of traditional, personal, and allusive narratives in Beyoncé

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    The combination of visual art and music has resulted in many innovative audio-visual phenomena and provides an on-going exciting avenue of artistic production. This thesis explores one such phenomenon, the visual album. The visual album is a hybrid medium between music video and film; like music video, it promotes an audio album, and like film, it is conceived as a whole work of art. The visual album borrows formats, techniques and theories from genres, such as direct address and the voyeuristic gaze, and uses them in a hybrid manner. I here define the visual album in terms of formal characteristics and its presentation of visual content, delimit it against other media and place it in a wider visual and music-cultural context. Through a case study of Beyoncé (2013), I then investigate the visual album’s narrative content. Inspired by the contestation of music video’s capacity for narrative, I show that the visual album can contain both classic Hollywood cause-and-effect narrative and personal narrative within individual tracks. These narratives are implemented through the development of characters and their interaction with the artist’s star persona. In the absence of a strong overarching narrative, the visual album creates continuity through the use of visual leitmotifs, which allude to earlier fictional and personal narratives, to the language of narrative, and to narratives outside the visual album. I conclude that the visual album is a new audio-visual genre separate from film and music video, and expresses several different types of narratives. As the first detailed investigation of the visual album, the results of this thesis provide insights to the fields of musicology and visual culture, and enable a deeper understanding of audio-visual phenomena within society’s popular culture

    Formulation and Solving Fractional linear programming Models Using Development of Lagrange s’ Method

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    In this paper Lagrange’s method was used to solve Fractional linear programming problems and then developing this method by using mathematical forms by which it can be possible to find the solution without using complex derivations. Thus we can avoid a lot of derivations and summarize the number of probabilities of eradicating some of the changeable items which had rapidly got to the optimal solution . The research also includes programs written with Visual Basic language (Microsoft Visual Basic 6.0), represented the Lagrange’s method and development Lagrange’s method to get a good forms and solution of Fractional linear programming problems to help decision maker to find optimal solution of this problems by development manner with advanced language and important present programming languages.
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