1,986 research outputs found

    Mobile and web tools for participative learning

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa, para a obtenção do grau de Mestre em Engenharia InformáticaThe combination of different media formats has been a crucial aspect on teaching and learning processes. The recent developments of multimedia technologies over the Internet and using mobile devices can improve the communication between professors and students, and allow students to study anywhere and anytime, allowing each student progress at its own pace. The usage of these new platforms and the increase of multimedia sharing applied to educational environments allow a more participative learning, and make the study of interfaces a relevant aspect of existing multimedia learning systems. The work done in this dissertation explores interfaces and tools for participative learning,using multimedia educational systems over Internet broadband and mobile devices. In this work, aWeb-based learning system was developed, which enables to store, transmit, search and share the contents of courses captured in video and its extension to support Tablet PCs. The Web system, developed as part of the VideoStore project, explores video interfaces and video annotations, which encourage the participative work. The usage of Tablet PCs, through the mEmLearn project, has the aim to encourage the participative work, allowing the students to augment the course materials and to share them with other students or instructors

    Deep Learning Localization for Self-driving Cars

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    Identifying the location of an autonomous car with the help of visual sensors can be a good alternative to traditional approaches like Global Positioning Systems (GPS) which are often inaccurate and absent due to insufficient network coverage. Recent research in deep learning has produced excellent results in different domains leading to the proposition of this thesis which uses deep learning to solve the problem of localization in smart cars with visual data. Deep Convolutional Neural Networks (CNNs) were used to train models on visual data corresponding to unique locations throughout a geographic location. In order to evaluate the performance of these models, multiple datasets were created from Google Street View as well as manually by driving a golf cart around the campus while collecting GPS tagged frames. The efficacy of the CNN models was also investigated across different weather/light conditions. Validation accuracies as high as 98% were obtained from some of these models, proving that this novel method has the potential to act as an alternative or aid to traditional GPS based localization methods for cars. The root mean square (RMS) precision of Google Maps is often between 2-10m. However, the precision required for the navigation of self-driving cars is between 2-10cm. Empirically, this precision has been achieved with the help of different error-correction systems on GPS feedback. The proposed method was able to achieve an approximate localization precision of 25 cm without the help of any external error correction system

    Graphonomics and your Brain on Art, Creativity and Innovation : Proceedings of the 19th International Graphonomics Conference (IGS 2019 – Your Brain on Art)

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    [Italiano]: “Grafonomia e cervello su arte, creatività e innovazione”. Un forum internazionale per discutere sui recenti progressi nell'interazione tra arti creative, neuroscienze, ingegneria, comunicazione, tecnologia, industria, istruzione, design, applicazioni forensi e mediche. I contributi hanno esaminato lo stato dell'arte, identificando sfide e opportunità, e hanno delineato le possibili linee di sviluppo di questo settore di ricerca. I temi affrontati includono: strategie integrate per la comprensione dei sistemi neurali, affettivi e cognitivi in ambienti realistici e complessi; individualità e differenziazione dal punto di vista neurale e comportamentale; neuroaesthetics (uso delle neuroscienze per spiegare e comprendere le esperienze estetiche a livello neurologico); creatività e innovazione; neuro-ingegneria e arte ispirata dal cervello, creatività e uso di dispositivi di mobile brain-body imaging (MoBI) indossabili; terapia basata su arte creativa; apprendimento informale; formazione; applicazioni forensi. / [English]: “Graphonomics and your brain on art, creativity and innovation”. A single track, international forum for discussion on recent advances at the intersection of the creative arts, neuroscience, engineering, media, technology, industry, education, design, forensics, and medicine. The contributions reviewed the state of the art, identified challenges and opportunities and created a roadmap for the field of graphonomics and your brain on art. The topics addressed include: integrative strategies for understanding neural, affective and cognitive systems in realistic, complex environments; neural and behavioral individuality and variation; neuroaesthetics (the use of neuroscience to explain and understand the aesthetic experiences at the neurological level); creativity and innovation; neuroengineering and brain-inspired art, creative concepts and wearable mobile brain-body imaging (MoBI) designs; creative art therapy; informal learning; education; forensics

    Graphic Design Students’ Perceptions Of Using Apple iPads To Create Sketches And Promote Idea Generation

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    Artists and designers typically utilize sketching during the early stages of the design process because it provides them with an opportunity to transfer ideas from their head onto paper, computer, or mobile device. Sketching is regarded by researchers in the field of design to be an essential part of the design process. The existing research in this field is focused on comparing paper and pencil sketches with sketches completed on computers. There is a void in the literature examining sketching completed on mobile devices like the Apple iPad. Therefore, this study aimed to fill that void. The purpose of this study was to explore the effectiveness of graphic design students’ use of iPads for sketching activities. The experiences and perceptions of 10 graphic design students who completed a sketching activity using iPads, were examined during the spring and fall semesters of 2016 at a university in the Upper-Midwest. Qualitative phenomenological research methods were used in the study. Data was gathered from interviews and from analysis of the participants’ iPad sketches. The general categories for the participants’ perspectives included background information, design workflow, attitudes on sketching, experience using the iPads, and quality of the iPad sketches. Three themes emerged from an analysis of the data. The first theme addressed the reasons why students preferred sketching with paper and pencil. The second theme explained the benefits students found when sketching on iPads. Finally, theme three expounded on alternative idea generation techniques that could be accomplished on iPads

    Symbolic and Visual Retrieval of Mathematical Notation using Formula Graph Symbol Pair Matching and Structural Alignment

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    Large data collections containing millions of math formulae in different formats are available on-line. Retrieving math expressions from these collections is challenging. We propose a framework for retrieval of mathematical notation using symbol pairs extracted from visual and semantic representations of mathematical expressions on the symbolic domain for retrieval of text documents. We further adapt our model for retrieval of mathematical notation on images and lecture videos. Graph-based representations are used on each modality to describe math formulas. For symbolic formula retrieval, where the structure is known, we use symbol layout trees and operator trees. For image-based formula retrieval, since the structure is unknown we use a more general Line of Sight graph representation. Paths of these graphs define symbol pairs tuples that are used as the entries for our inverted index of mathematical notation. Our retrieval framework uses a three-stage approach with a fast selection of candidates as the first layer, a more detailed matching algorithm with similarity metric computation in the second stage, and finally when relevance assessments are available, we use an optional third layer with linear regression for estimation of relevance using multiple similarity scores for final re-ranking. Our model has been evaluated using large collections of documents, and preliminary results are presented for videos and cross-modal search. The proposed framework can be adapted for other domains like chemistry or technical diagrams where two visually similar elements from a collection are usually related to each other

    Integrating Sensor Technology into Artistic Practice: A critical examination of the role of the performer

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    This research questions how interactive music technology might enable creativity in performers. The format is a semi-autoethnographic narrative that follows the performer’s artistic process of preparing nine compositions for performance; these works are for bass clarinet or clarinet and live processing (created with Ableton Live, Max for Live, and the SABRe multi-sensor and remote). In order to conduct this research, I remixed two existing bass clarinet works, collaborated with two composers on six new works, and composed my own piece. I maintained a reflective journal for four and a half years that documented the process of preparing these compositions for performance. Excerpts from this journal are interwoven throughout the main text of this thesis and provide insight into the activities of music practice and performance, programming, collaboration, improvisation, remixing, and composition. The findings from this research highlight the human aspect of using technology in performance and demonstrate that technology can expand the practice of performers. As both the programmer and performer, I found that my performance practice informed how I programmed the sensors, and programming in turn affected how I practiced. The sensors required me to make decisions on how physical movements would affect the live electronics, thus causing me to reconsider the connection between my mind and body in performance. Additionally, the process of deciding how to integrate the sensors in performance compelled me to look inward at my own practice and question preconceived ideas of creativity. Ultimately, this research provides an in-depth look into contemporary performance practice, while also offering several new approaches to using interactive music technology in performance

    The Development of Resources for Electronic Music in the UK, with Particular Reference to the bids to establish a National Studio

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    This thesis traces the history and development of the facilities for electronic music in the UK. It covers the early attempts to experiment with electronic music and create studios in less than ideal circumstances and the subsequent bids to create a national centre. It also covers some elements of worldwide development of electronic music and sound recording, in particular those which occurred before 1965. The thesis calls upon non-traditional sources and the author was able to access many documents in the personal archives of electronic music pioneers. There is substantial reference to committees and societies for electronic music and their effects on the development of facilities for electronic music in the UK. Some of the early pioneers are studied in detail; these include Daphne Oram, Tristram Cary and Hugh Davies. Unprecedented access to information on Hugh Davies and Daphne Oram was provided by the family estates of these recently deceased composers. This allowed the author to gain valuable insight into the working patterns and methodology of these composers. Many references to later pioneers such as Trevor Wishart are also made but the focus remains on the facilities available to composers rather than the composers and their works
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