7,323 research outputs found

    SciTech News Volume 71, No. 2 (2017)

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    Columns and Reports From the Editor 3 Division News Science-Technology Division 5 Chemistry Division 8 Engineering Division 9 Aerospace Section of the Engineering Division 12 Architecture, Building Engineering, Construction and Design Section of the Engineering Division 14 Reviews Sci-Tech Book News Reviews 16 Advertisements IEEE

    Annotated Bibliography: Anticipation

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    Child's play: activity recognition for monitoring children's developmental progress with augmented toys

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    The way in which infants play with objects can be indicative of their developmental progress and may serve as an early indicator for developmental delays. However, the observation of children interacting with toys for the purpose of quantitative analysis can be a difficult task. To better quantify how play may serve as an early indicator, researchers have conducted retrospective studies examining the differences in object play behaviors among infants. However, such studies require that researchers repeatedly inspect videos of play often at speeds much slower than real-time to indicate points of interest. The research presented in this dissertation examines whether a combination of sensors embedded within toys and automatic pattern recognition of object play behaviors can help expedite this process. For my dissertation, I developed the Child'sPlay system which uses augmented toys and statistical models to automatically provide quantitative measures of object play interactions, as well as, provide the PlayView interface to view annotated play data for later analysis. In this dissertation, I examine the hypothesis that sensors embedded in objects can provide sufficient data for automatic recognition of certain exploratory, relational, and functional object play behaviors in semi-naturalistic environments and that a continuum of recognition accuracy exists which allows automatic indexing to be useful for retrospective review. I designed several augmented toys and used them to collect object play data from more than fifty play sessions. I conducted pattern recognition experiments over this data to produce statistical models that automatically classify children's object play behaviors. In addition, I conducted a user study with twenty participants to determine if annotations automatically generated from these models help improve performance in retrospective review tasks. My results indicate that these statistical models increase user performance and decrease perceived effort when combined with the PlayView interface during retrospective review. The presence of high quality annotations are preferred by users and promotes an increase in the effective retrieval rates of object play behaviors.Ph.D.Committee Chair: Starner, Thad E.; Committee Co-Chair: Abowd, Gregory D.; Committee Member: Arriaga, Rosa; Committee Member: Jackson, Melody Moore; Committee Member: Lukowicz, Paul; Committee Member: Rehg, James M

    Embedded, Embodied, Adaptive: Architecture and Computation

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    This catalogue of work marks the second year of the MSc Adaptive Architecture and Computation, UCL Bartlett\'s one-year taught MSc in the field of digital design. Bringing together research at the Bartlett with cutting edge practice, this course aims to give students a solid theoretical and technical foundation for the use of computation as a means to realise their designs, understand the built environment, and create architecture. Themes of investigation include how the built environment can be adapted to its occupants; how form may be generated or evolved parametrically; how the experience of space can be enhanced through the integrated use of new media. In each case, computational methods are sought to improve the design and use of architecture, rather than simply be a mechanical tool for its representation. With this in mind, students are taught the fundamental theory and skills necessary to manipulate their technology at a sophisticated level. Studio time is dedicated to learning scripting and programming within a series of workshops conceived especially for designers

    Data-Driven Sound Track Generation

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    Background music is often used to generate a specific atmosphere or to draw our attention to specific events. For example in movies or computer games it is often the accompanying music that conveys the emotional state of a scene and plays an important role for immersing the viewer or player into the virtual environment. In view of home-made videos, slide shows, and other consumer-generated visual media streams, there is a need for computer-assisted tools that allow users to generate aesthetically appealing music tracks in an easy and intuitive way. In this contribution, we consider a data-driven scenario where the musical raw material is given in form of a database containing a variety of audio recordings. Then, for a given visual media stream, the task consists in identifying, manipulating, overlaying, concatenating, and blending suitable music clips to generate a music stream that satisfies certain constraints imposed by the visual data stream and by user specifications. It is our main goal to give an overview of various content-based music processing and retrieval techniques that become important in data-driven sound track generation. In particular, we sketch a general pipeline that highlights how the various techniques act together and come into play when generating musically plausible transitions between subsequent music clips

    Conversational interaction in the scanner:mentalizing during language processing as revealed by MEG

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    Humans are especially good at taking another's perspective-representing what others might be thinking or experiencing. This "mentalizing" capacity is apparent in everyday human interactions and conversations. We investigated its neural basis using magnetoencephalography. We focused on whether mentalizing was engaged spontaneously and routinely to understand an utterance's meaning or largely on-demand, to restore "common ground" when expectations were violated. Participants conversed with 1 of 2 confederate speakers and established tacit agreements about objects' names. In a subsequent "test" phase, some of these agreements were violated by either the same or a different speaker. Our analysis of the neural processing of test phase utterances revealed recruitment of neural circuits associated with language (temporal cortex), episodic memory (e.g., medial temporal lobe), and mentalizing (temporo-parietal junction and ventromedial prefrontal cortex). Theta oscillations (3-7 Hz) were modulated most prominently, and we observed phase coupling between functionally distinct neural circuits. The episodic memory and language circuits were recruited in anticipation of upcoming referring expressions, suggesting that context-sensitive predictions were spontaneously generated. In contrast, the mentalizing areas were recruited on-demand, as a means for detecting and resolving perceived pragmatic anomalies, with little evidence they were activated to make partner-specific predictions about upcoming linguistic utterances

    Self-Evaluation Applied Mathematics 2003-2008 University of Twente

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    This report contains the self-study for the research assessment of the Department of Applied Mathematics (AM) of the Faculty of Electrical Engineering, Mathematics and Computer Science (EEMCS) at the University of Twente (UT). The report provides the information for the Research Assessment Committee for Applied Mathematics, dealing with mathematical sciences at the three universities of technology in the Netherlands. It describes the state of affairs pertaining to the period 1 January 2003 to 31 December 2008
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