118,474 research outputs found

    Integrating DGSs and GATPs in an Adaptative and Collaborative Blended-Learning Web-Environment

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    The area of geometry with its very strong and appealing visual contents and its also strong and appealing connection between the visual content and its formal specification, is an area where computational tools can enhance, in a significant way, the learning environments. The dynamic geometry software systems (DGSs) can be used to explore the visual contents of geometry. This already mature tools allows an easy construction of geometric figures build from free objects and elementary constructions. The geometric automated theorem provers (GATPs) allows formal deductive reasoning about geometric constructions, extending the reasoning via concrete instances in a given model to formal deductive reasoning in a geometric theory. An adaptative and collaborative blended-learning environment where the DGS and GATP features could be fully explored would be, in our opinion a very rich and challenging learning environment for teachers and students. In this text we will describe the Web Geometry Laboratory a Web environment incorporating a DGS and a repository of geometric problems, that can be used in a synchronous and asynchronous fashion and with some adaptative and collaborative features. As future work we want to enhance the adaptative and collaborative aspects of the environment and also to incorporate a GATP, constructing a dynamic and individualised learning environment for geometry.Comment: In Proceedings THedu'11, arXiv:1202.453

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Future users, future cities: dweller as designer

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    As technology advances, users get more detached from the way things work and are produced. Users end up being pure consumers and leave their positions as decision makers behind. Before the architecture and buildings processes were industrialized, most practitioners of the so-called vernacular architecture were in fact the dwellers of what they built and they easily met the specific personal needs since they were in total control. Some “architectural theorists have turned to vernacular construction with the conviction that such buildings and settlements express the interconnectedness between humans and the landscapes they live in.” (Beesley and Bonnemaison 2008). Considering the present day intense building activity, such relationship of dweller and architecture seems not possible excepting a very few examples to later referred to. This paper will instead focus on the possibility of the non-architect users of architectures as decision makers in order to reach designs that meet the requirements of their addressees

    Virtual Reference for Video Collections: System Infrastructure, User Interface and Pilot User Study

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    A new video-based Virtual Reference (VR) tool called VideoHelp was designed and developed to support video navigation escorting, a function that enables librarians to co-navigate a digital video with patrons in the web-based environment. A client/server infrastructure was adopted for the VideoHelp system and timestamps were used to achieve the video synchronization between the librarians and patrons. A pilot usability study of using VideoHelp prototype in video seeking was conducted and the preliminary results demonstrated that the system is easy to learn and use, and real-time assistance from virtual librarians in video navigation is desirable on a conditional basis

    Hierarchical Attention Network for Visually-aware Food Recommendation

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    Food recommender systems play an important role in assisting users to identify the desired food to eat. Deciding what food to eat is a complex and multi-faceted process, which is influenced by many factors such as the ingredients, appearance of the recipe, the user's personal preference on food, and various contexts like what had been eaten in the past meals. In this work, we formulate the food recommendation problem as predicting user preference on recipes based on three key factors that determine a user's choice on food, namely, 1) the user's (and other users') history; 2) the ingredients of a recipe; and 3) the descriptive image of a recipe. To address this challenging problem, we develop a dedicated neural network based solution Hierarchical Attention based Food Recommendation (HAFR) which is capable of: 1) capturing the collaborative filtering effect like what similar users tend to eat; 2) inferring a user's preference at the ingredient level; and 3) learning user preference from the recipe's visual images. To evaluate our proposed method, we construct a large-scale dataset consisting of millions of ratings from AllRecipes.com. Extensive experiments show that our method outperforms several competing recommender solutions like Factorization Machine and Visual Bayesian Personalized Ranking with an average improvement of 12%, offering promising results in predicting user preference for food. Codes and dataset will be released upon acceptance

    Initial specification of the evaluation tasks "Use cases to bridge validation and benchmarking" PROMISE Deliverable 2.1

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    Evaluation of multimedia and multilingual information access systems needs to be performed from a usage oriented perspective. This document outlines use cases from the three use case domains of the PROMISE project and gives some initial pointers to how their respective characteristics can be extrapolated to determine and guide evaluation activities, both with respect to benchmarking and to validation of the usage hypotheses. The use cases will be developed further during the course of the evaluation activities and workshops projected to occur in coming CLEF conferences

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science
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