22,056 research outputs found

    Representation of industrial products in the early stages of design: Drawing and artistic expression in industrial design

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    Comunicació presentada a ICERI 2018 11th annual International Conference of Education, Research and Innovation (Seville, Spain. 12-14 November, 2018)Hand drawing is a basic tool for industrial designers, as it allows them to represent and communicate concepts in an agile way during the initial design phase. Although we can find subjects related to drawing in the first years of all university degrees in industrial design, the way to implement the necessary activities is not always the most appropriate, and it may happen that, despite having practiced sketching, at the end of the course the students do not have the necessary skills to communicate their ideas effectively or adequately represent the reality that surrounds them. This paper proposes twelve groups of activities designed to help industrial design students acquire skills related to hand drawing. The activities were implemented during the second course of the Degree in Industrial Design and Product Development Engineering at Universitat Jaume I, improving those implemented during the last course. The paper analyzes and discusses the positive results of the innovations introduced, which improved the mean grade of the course by 4.48% with respect to the grade obtained the previous year

    Enhancing Face Recognition with Deep Learning Architectures: A Comprehensive Review

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    The progression of information discernment via facial identification and the emergence of innovative frameworks has exhibited remarkable strides in recent years. This phenomenon has been particularly pronounced within the realm of verifying individual credentials, a practice prominently harnessed by law enforcement agencies to advance the field of forensic science. A multitude of scholarly endeavors have been dedicated to the application of deep learning techniques within machine learning models. These endeavors aim to facilitate the extraction of distinctive features and subsequent classification, thereby elevating the precision of unique individual recognition. In the context of this scholarly inquiry, the focal point resides in the exploration of deep learning methodologies tailored for the realm of facial recognition and its subsequent matching processes. This exploration centers on the augmentation of accuracy through the meticulous process of training models with expansive datasets. Within the confines of this research paper, a comprehensive survey is conducted, encompassing an array of diverse strategies utilized in facial recognition. This survey, in turn, delves into the intricacies and challenges that underlie the intricate field of facial recognition within imagery analysis

    Logic, self-awareness and self-improvement: The metacognitive loop and the problem of brittleness

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    This essay describes a general approach to building perturbation-tolerant autonomous systems, based on the conviction that artificial agents should be able notice when something is amiss, assess the anomaly, and guide a solution into place. We call this basic strategy of self-guided learning the metacognitive loop; it involves the system monitoring, reasoning about, and, when necessary, altering its own decision-making components. In this essay, we (a) argue that equipping agents with a metacognitive loop can help to overcome the brittleness problem, (b) detail the metacognitive loop and its relation to our ongoing work on time-sensitive commonsense reasoning, (c) describe specific, implemented systems whose perturbation tolerance was improved by adding a metacognitive loop, and (d) outline both short-term and long-term research agendas

    Interactive virtual method applied in urban design education. Mixed Approach

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    La memòria d'aquesta tesi tracta sobre l'ús de la transformació digital en l'ensenyament i els processos de disseny urbà, a través de conceptes innovadors i metodologies pràctiques. L'objectiu és promoure l'ús de tecnologies digitals, en particular per avaluar la inclusió de la realitat virtual en diversos entorns d'ensenyament formals i informals del disseny urbà col·laboratiu, per tal de millorar, accelerar i augmentar el seu impacte social de forma positiva i millorar l'ensenyament universitària ajudant al fet que els estudiants consolidin amb major efectivitat les seves habilitats. Amb les característiques d’un sistema de realitat virtual, podem provar la nostra hipòtesi en funció de demostrar: (1) La implementació d'estratègies virtuals gamificades en el camp del disseny urbà generarà una millora i motivació en la participació ciutadana i dels estudiants, ja que l’entorn és més dinàmic, real i permet un disseny col·laboratiu àgil gràcies a les tecnologies visuals immersives, mentre avaluen críticament el resultat d'un disseny urbà i prenen decisions. (2) L'ús de sistemes virtuals interactius per a la comprensió de l'espai tridimensional millora en els estudiants i professionals la percepció de la comprensió de l'espai, generant major enteniment de les condicions d'ubicació, dimensions i relacions dels espais urbans, i defensar els arguments de projectes urbans i propostes urbanes definides interactivament que proven diverses estratègies d'acció. Per provar les nostres hipòtesis, fem servir un mètode quantitatiu i qualitatiu aplicat en diferents escenaris i als diferents perfils d'usuaris, estudiants, professionals i usuaris finals. Els resultats mostraran que és possible potenciar la transformació digital, millorar la motivació pública, la implicació i la satisfacció en els processos de presa de decisions urbanes, així com complementar l'adquisició de competències urbanes específiques necessàries per a la professió en estudiants d'Arquitectura.La memoria de esta tesis trata sobre el uso de la transformación digital en la enseñanza y los procesos de diseño urbano, a través de conceptos innovadores y metodologías prácticas. El objetivo es promover el uso de tecnologías digitales, en particular para evaluar la inclusión de la realidad virtual en diversos entornos de enseñanza formales e informales del diseño urbano colaborativo, con el fin de mejorarlo, acelerar y aumentar su impacto social positivo y mejorar la enseñanza universitaria ayudando a que los estudiantes consoliden con mayor efectividad sus habilidades. Con las características de un sistema de realidad virtual, podemos probar nuestra hipótesis en función de demostrar: (1) El uso de sistemas virtuales interactivos para la comprensión del espacio tridimensional mejora en los estudiantes y profesionales la percepción de la comprensión del espacio, generando mayor entendimiento de las condiciones de ubicación, dimensiones y relaciones de los espacios urbanos, y defender los argumentos de proyectos urbanos y propuestas urbanas definidas interactivamente que ensayan diversas estrategias de acción. (2) La implementación de estrategias virtuales gamificadas en el campo del diseño urbano generará una mejora y motivación en la participación ciudadana y en los estudiantes, ya que es un entorno de colaboración más dinámico, real y ágil gracias a las tecnologías visuales inmersivas, mientras evalúan críticamente el resultado de un diseño urbano y toman decisiones. Para probar nuestras hipótesis, utilizamos un método cuantitativo y cualitativo aplicado en diferentes escenarios y a diferentes perfiles de usuarios, estudiantes, profesionales y usuarios finales. Los resultados mostrarán que es posible potenciar la transformación digital, mejorar la motivación pública, la implicación y la satisfacción en los procesos de toma de decisiones urbanas, así como complementar la adquisición de competencias urbanas específicas necesarias para la profesión en estudiantes de Arquitectura.The memory of this thesis deals with the use of digital transformation in the teaching and processes of urban design, through innovative concepts and practical methodologies. The objective is to promote the use of digital technologies, in particular, to evaluate the inclusion of virtual reality in various formal and informal teaching environments of collaborative urban design, in order to improve it, speed up, and increase its positive social impact and improve university teaching by helping students consolidate their skills more effectively. With the characteristics of the VR system, we can test our hypothesis based on demonstrating: (1) The use of virtual-interactive systems for the understanding of three- dimensional space improve in students and professionals the perception of the comprehension of the space, generating a greater understanding of the location conditions, dimensions and relationships of urban spaces, and defend the arguments of urban projects and interactively defined urban proposals rehearsing various strategies of action. (2) The implementation of virtual gamified strategies in the field of urban design will generate improvement and motivation in citizen participation and students as it is a more dynamic, real and agile collaborative environment thanks to the immersive visual technologies as they critically evaluate the result of the urban design and make decisions. To validate our hypothesis, we use a quantitative and qualitative method applied in different scenarios and to a different profile of users, students, professionals and end users. The results will show that it is possible to empower digital transformation, to improve public motivation, implication, and satisfaction in urban decision-making processes as well as complementing the improvement of the perception of the comprehension of the space needed for the profession in Architecture students

    Virtual learning scenarios for qualitative assessment in higher education 3D arts

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    Using enhanced learning technologies (TEL) including immersive virtual reality environments, we are seeking to achieve a new way of assessing subjects of 3D arts. We have developed a project based on Scenario Centered Curriculum (SCC), where the students have to think, design, convey, validate, and build a civil project using new technologies that help in the assessment process. We have used gamification techniques and game engines to evaluate planned tasks in which students can demonstrate the skills they developed in the scenarios. The assessment is integrated in the creation of a 3D complex model focused on the construction of a building in a virtual space. This whole process will be carried out by gamification techniques to embed the assessment of the 3D models with the objective of improving students learning.Author's final draf

    Face Recognition Methodologies Using Component Analysis: The Contemporary Affirmation of The Recent Literature

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    This paper explored the contemporary affirmation of the recent literature in the context of face recognition systems, a review motivated by contradictory claims in the literature. This paper shows how the relative performance of recent claims based on methodologies such as PCA and ICA, which are depend on the task statement. It then explores the space of each model acclaimed in recent literature. In the process, this paper verifies the results of many of the face recognition models in the literature, and relates them to each other and to this work

    Methodologies of learning served by virtual reality: a case study in urban interventions

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    A computer-simulated reality and the human-machine interactions facilitated by computer technology and wearable computers may be used as an educational methodology that transforms the way students deal with information. This turns the learning process into a more participative and active process, which fits both the practical part of subjects and the learner’s profile, as students nowadays are more technology-savvy and familiar with current technological advances. This methodology is being used in architectural and urbanism degrees to support the design process and to help students visualize design alternatives in the context of existing environments. This paper proposes the use of virtual reality (VR) as a resource in the teaching of courses that focus on the design of urban spaces. A group of users—composed of architecture students and professionals related to the architecture field—participated in an immersing VR experience and had the opportunity to interact with the space that was being redesigned. Later, a quantitative tool was used in order to evaluate the effectiveness of virtual systems in the design of urban environments. The survey was designed using as a reference the competences required in the urbanism courses; this allowed the authors to identify positive and negative aspects in an objective way. The results prove that VR helps to expand digital abilities in complex representation and helps users in the evaluation and decision-making processes involved in the design of urban spaces.Peer ReviewedPostprint (published version
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