996 research outputs found

    The UJI librarian robot

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    This paper describes the UJI Librarian Robot, a mobile manipulator that is able to autonomously locate a book in an ordinary library, and grasp it from a bookshelf, by using eye-in-hand stereo vision and force sensing. The robot is only provided with the book code, a library map and some knowledge about its logical structure and takes advantage of the spatio-temporal constraints and regularities of the environment by applying disparate techniques such as stereo vision, visual tracking, probabilistic matching, motion estimation, multisensor-based grasping, visual servoing and hybrid control, in such a way that it exhibits a robust and dependable performance. The system has been tested, and experimental results show how it is able to robustly locate and grasp a book in a reasonable time without human intervention

    Book spine recognition with the use of deep neural networks

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    Глубокие нейронные сети в настоящее время получили широкое распространение в различных сферах деятельности человека, в том числе тех, где требуется работа с большим объемом данных, а также операции по получению и обработке информации из окружающего мира. В данной статье рассмотрено создание сверточной нейронной сети на основе архитектуры YOLO по детектированию книг в режиме реального времени. Описаны процесс создания собственного набора данных и обучение на нем глубокой нейронной сети. Приведена структура полученной нейронной сети, и рассмотрены наиболее часто используемые метрики для оценки качества ее работы. Также сделан краткий обзор существующих видов архитектур нейронных сетей. Выбранная в качестве основы для нейросети архитектура обладает рядом преимуществ, позволяющих ей в значительной мере конкурировать с другими моделями нейросетей и делающих ее наиболее подходящим вариантом для создания сети, нацеленной на детектирование объектов, так как при ее разработке были значительно снивелированы некоторые часто встречающиеся недостатки подобных сетей (проблемы с распознаванием схожих по оформлению, имеющих одинаковый цвет обложек или расположенных под наклоном книг). Результаты, полученные в ходе обучения глубокой нейронной сети, позволяют использовать ее в качестве основы для дальнейшей разработки приложения, целью которого будет являться детектирование книг по книжным корешкам. Nowadays deep neural networks play a significant part in various fields of human activity. Especially they benefit spheres dealing with large amounts of data and lengthy operations on obtaining and processing information from the visual environment. This article deals with the development of a convolutional neural network based on the YOLO architecture, intended for real-time book recognition. The creation of an original data set and the training of the deep neural network are described. The structure of the neural network obtained is presented and the most frequently used metrics for estimating the quality of the network performance are considered. A brief review of the existing types of neural network architectures is also made. YOLO architecture possesses a number of advantages that allow it to successfully compete with other models and make it the most suitable variant for creating an object detection network since it enables some of the common disadvantages of such networks to be significantly mitigated (such as recognition of similarly looking, same-color book coves or slanted books). The results obtained in the course of training the deep neural network allow us to use it as a basis for the development of the software for book spine recognition

    Annual Report 1995-1996

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    An administrative report of statistics and information pertaining to the University of North Florida Thomas G. Carpenter Library for the years 1995-1996. The report includes summaries and charts on library budgets, library collection, serials and cataloging workloads, circulation, interlibrary loan, and public services

    Special Libraries, February 1973

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    Volume 64, Issue 2https://scholarworks.sjsu.edu/sla_sl_1973/1001/thumbnail.jp

    Moving Forward with Digital Disruption: What Big Data, IoT, Synthetic Biology, AI, Blockchain, and Platform Businesses Mean to Libraries

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    Digital disruption, also known as “the fourth industrial revolution,” is blurring the lines between the physical, digital, and biological spheres. This issue of Library Technology Reports (vol. 56, no. 2) examines today’s leading-edge technologies and their disruptive impacts on our society through examples such as extended reality, Big Data, the Internet of Things (IoT), synthetic biology, 3-D bio-printing, artificial intelligence (AI), blockchain, and platform businesses in the sharing economy. This report explains how new digital technologies are merging the physical and the biological with the digital; what kind of transformations are taking place as a result in production, management, and governance; and how libraries can continue to innovate with new technologies while keeping a critical distance from the rising ideology of techno-utopianism and at the same time contributing to social good

    Special Libraries, July-August 1977

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    Volume 68, Issue 7-8https://scholarworks.sjsu.edu/sla_sl_1977/1005/thumbnail.jp

    The UTK Librarian, 1985-86

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    Integrating passive ubiquitous surfaces into human-computer interaction

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    Mobile technologies enable people to interact with computers ubiquitously. This dissertation investigates how ordinary, ubiquitous surfaces can be integrated into human-computer interaction to extend the interaction space beyond the edge of the display. It turns out that acoustic and tactile features generated during an interaction can be combined to identify input events, the user, and the surface. In addition, it is shown that a heterogeneous distribution of different surfaces is particularly suitable for realizing versatile interaction modalities. However, privacy concerns must be considered when selecting sensors, and context can be crucial in determining whether and what interaction to perform.Mobile Technologien ermöglichen den Menschen eine allgegenwärtige Interaktion mit Computern. Diese Dissertation untersucht, wie gewöhnliche, allgegenwärtige Oberflächen in die Mensch-Computer-Interaktion integriert werden können, um den Interaktionsraum über den Rand des Displays hinaus zu erweitern. Es stellt sich heraus, dass akustische und taktile Merkmale, die während einer Interaktion erzeugt werden, kombiniert werden können, um Eingabeereignisse, den Benutzer und die Oberfläche zu identifizieren. Darüber hinaus wird gezeigt, dass eine heterogene Verteilung verschiedener Oberflächen besonders geeignet ist, um vielfältige Interaktionsmodalitäten zu realisieren. Bei der Auswahl der Sensoren müssen jedoch Datenschutzaspekte berücksichtigt werden, und der Kontext kann entscheidend dafür sein, ob und welche Interaktion durchgeführt werden soll
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