63 research outputs found

    Biometrics

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    Biometrics-Unique and Diverse Applications in Nature, Science, and Technology provides a unique sampling of the diverse ways in which biometrics is integrated into our lives and our technology. From time immemorial, we as humans have been intrigued by, perplexed by, and entertained by observing and analyzing ourselves and the natural world around us. Science and technology have evolved to a point where we can empirically record a measure of a biological or behavioral feature and use it for recognizing patterns, trends, and or discrete phenomena, such as individuals' and this is what biometrics is all about. Understanding some of the ways in which we use biometrics and for what specific purposes is what this book is all about

    Building information modeling – A game changer for interoperability and a chance for digital preservation of architectural data?

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    Digital data associated with the architectural design-andconstruction process is an essential resource alongside -and even past- the lifecycle of the construction object it describes. Despite this, digital architectural data remains to be largely neglected in digital preservation research – and vice versa, digital preservation is so far neglected in the design-and-construction process. In the last 5 years, Building Information Modeling (BIM) has seen a growing adoption in the architecture and construction domains, marking a large step towards much needed interoperability. The open standard IFC (Industry Foundation Classes) is one way in which data is exchanged in BIM processes. This paper presents a first digital preservation based look at BIM processes, highlighting the history and adoption of the methods as well as the open file format standard IFC (Industry Foundation Classes) as one way to store and preserve BIM data

    Passbook

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    Passbook is a nostalgic novel that considers the meaning of love and family on the edge of a post-mortal near future. As the era of austerity enters its third decade, a social media platform—the eponymous Passbook—allows the living to interact with the dead, and changes the landscape of longevity forever. Wyatt Simmons, a young underemployed college graduate, finds himself locked out of the American Dream by suppressed wages, strangled career opportunities, and overwhelming debt. While coping with the un-deaths of his mother and sister, and estrangement from his financially-comfortable careerist father, Wyatt perseveres in a dissatisfying relationship of necessity with his long-time girlfriend Sara Grayson, and uses what little money he can scrounge to try and catapult himself into the spotlight of the Lego Corporation, his dream employer. At work, he meets Pepper Boswick, a wisecracking children’s clothing store salesperson by day and a legendary professional gamer by night, and the two of them hatch a plan to bust Wyatt, and his grand Lego project, out of Sara’s apartment. Meanwhile, a shadowy figure named Kilroy—half internet-age demagogue, half mad-genius—has his own plans for Wyatt’s generation and the gridlocked gerontocracy of Passbook. The novel operates in a tragic-comedic mode, with elements of both satirical-nostalgic humor and profound disillusionment. Rather than make the easy jab at generational conflict and us-vs.-them thinking, Passbook enmires Wyatt in a shifting tangle of duty to his family (many of whom are “Posterity” users of Passbook, meaning they are deceased and therefore functionally immortal), to his own generation (friends, coworkers, and girlfriends, who he most relates to) and to himself (in the form of a hopeless struggle to grow up in a world of work that seems not to need or want him). Wyatt’s relationship with his father takes center-stage in the novel’s second half, as his work- and love-lives collapse around him, and force him to confront his grievances, some real and some imagined, with the man, the family, and to an extent the larger era that raised him

    Law School Record, vol. 41, no. 2 (Fall 1995)

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    Our Faltering Jury An Eighteenth Century Presidency in a Twenty-First Century World Law School Newshttps://chicagounbound.uchicago.edu/lawschoolrecord/1077/thumbnail.jp

    Technology Transfer and the Civil Space Program. Volume 2: Workshop proceedings

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    The objectives were to (1) provide a top-level review of the Integrated Technology Plan (ITP) and current civil space technology plans, including planning processes and technologies; (2) discuss and assess technology transfer (TT) experiences across a wide range of participants; (3) identify alternate categories/strategies for TT and define the objectives of transfer processes in each case; (4) identify the roles of various government 'stakeholders', aerospace industry, industries at large, and universities in civil space technology research, development, demonstration, and transfer; (5) identify potential barriers and/or opportunities to successful civil space TT; (6) identify specific needs for innovations in policy, programs, and/or procedures to facilitate TT; and (7) develop a plan of attack for the development of a workshop report. Papers from the workshop are presented

    A Future Archaeology of the Mobile Telecoms Industry.

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    In 2000, five consortia spent twenty billion pounds on UK radio spectrum licences for 3rd Generation mobile telephony or '3G'. They were investing in a future, in a specific story of the future, a story of ubiquitous wireless telecommunications. The thesis addresses questions raised in social studies of science and technology as to how such a future is made in everyday practices inside the industry, and how this future might be made otherwise. The research draws on Donna Haraway's method of 'interference' into the making of technoscientific knowledge. Rather than simply critique the future of the mobile telecoms industry, the thesis develops two methods that enact two different interferences into the making of the future in the industry. Both methods begin with a four month ethnography at a design studio of a major mobile phone manufacturer, extended interviews with key informants throughout the industry, and a substantial documentary archive. This forms a necessarily partial and fragmentary set of evidence from which multiple accounts may be reconstructed. The first method is ethnographic, and draws on the evidence to form an account of the industry and its futures situated close to London. The second method is archaeological, and draws on the evidence to form an account of the industry and its futures situated close to the 'Heart of Neolithic Orkney' World Heritage Site on the archipelago of Orkney, Scotland - a method of Future Archaeology. Through these two methods the thesis explores and demonstrates the effect of location and landscape on the making of the future in the mobile telecoms industry. And it demonstrates the important role of writing-as-method within social studies of science and technology

    Aurora, 1987

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    https://commons.emich.edu/aurora/1093/thumbnail.jp

    Learning plan networks in conversational video games

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 121-123).We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective communicators can infer the meaning of utterances based on semantic context. This thesis introduces a computational cognitive model of common ground called a Plan Network. A Plan Network is a statistical model that provides representations of social roles, object affordances, and expected patterns of behavior and language. I describe a methodology for unsupervised learning of a Plan Network using a multiplayer video game, visualization of this network, and evaluation of the learned model with respect to human judgment of typical behavior. Specifically, I describe learning the Restaurant Plan Network from data collected from over 5,000 players of an online game called The Restaurant Game.by Jeffrey David Orkin.S.M
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