388 research outputs found

    Towards spatio‐temporal data modeling of geo‐tagged shipping information

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    Ponencias, comunicaciones y pósters presentados en el 17th AGILE Conference on Geographic Information Science "Connecting a Digital Europe through Location and Place", celebrado en la Universitat Jaume I del 3 al 6 de junio de 2014.Spatio-temporal data models deal with capturing information characterized by both spatial and temporal semantics. In this paper we review current approaches for spatio-temporal data modelling and present out initial results for selecting the most relevant approach: Object-Oriented modeling for means of modeling geo-tagged shipping information. The shipping information is provided by the well-known LLLOYD’s lists dataset. We have introduced the case study and dataset characteristics used in the research project and presented our data model in Unified Modeling Language (UML). The model focuses on spatio-temporal events where characteristics are categorized as thematic, spatial and temporal attributes. The paper follows up with discussion on the selected approach and results, and finally ends with presenting the future outlook

    Context-aware visual exploration of molecular databases

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    Facilitating the visual exploration of scientific data has received increasing attention in the past decade or so. Especially in life science related application areas the amount of available data has grown at a breath taking pace. In this paper we describe an approach that allows for visual inspection of large collections of molecular compounds. In contrast to classical visualizations of such spaces we incorporate a specific focus of analysis, for example the outcome of a biological experiment such as high throughout screening results. The presented method uses this experimental data to select molecular fragments of the underlying molecules that have interesting properties and uses the resulting space to generate a two dimensional map based on a singular value decomposition algorithm and a self organizing map. Experiments on real datasets show that the resulting visual landscape groups molecules of similar chemical properties in densely connected regions

    DESIGN PROCESS MODELING: TOWARDS AN ONTOLOGY OF ENGINEERING DESIGN ACTIVITIES

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    An ontology of engineering design activities, called the Design Activity Ontology (DAO), is developed in this research. The DAO models 82 information flows and 25 design activities. These activities cover phases of the design process from conceptual phase through detail design phase. The ontology provides a formalized and structured vocabulary of design activities for consistency and exchange of design process models. The DAO enables design processes to be modeled, analyzed and optimized. The DAO is constructed using information flows identified in current design literature, commonly accepted engineering design textbooks, and an existing activity ontology. Specifically, the DAO is an extension and refinement of the ontology proposed by Sim and Duffy. The DAO addresses several shortcomings of the Sim and Duffy ontology including: (1) lack of computational representation, (2) inability to construct process models from defined design activities, (3) redundant and semantically equivalent information flows, (4) complex information flows, and (5) inconsistent classification. These shortcomings are identified through Design Structure Matrix (DSM) modeling and analysis, and certain protocols for the analysis of the individual information flows. A total of 112 information flows and 26 activities from the Sim and Duffy ontology are reduced to 82 and 25 respectively. The DAO is implemented in the ProtŽgŽ using the Web Ontology Language (OWL) and Description Logic (DL). The implemented DAO is analyzed using DL\u27s subsumption property through the Fact++ reasoner. Finally, the DAO is exercised through two demonstration examples: (1) the design of a trash truck and (2) the design of an automotive tail light installation fixture. Results from the example support the completeness of the ontology; ability to formulate design processes; and identify \u27dead-end\u27 information flows, information flows required in design but not generated and critical information flows

    Visual scene context in emotion perception

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    Els estudis psicològics demostren que el context de l'escena, a més de l'expressió facial i la postura corporal, aporta informació important a la nostra percepció de les emocions de les persones. Tot i això, el processament del context per al reconeixement automàtic de les emocions no s'ha explorat a fons, en part per la manca de dades adequades. En aquesta tesi presentem EMOTIC, un conjunt de dades d'imatges de persones en situacions naturals i diferents anotades amb la seva aparent emoció. La base de dades EMOTIC combina dos tipus de representació d'emocions diferents: (1) un conjunt de 26 categories d'emoció i (2) les dimensions contínues valència, excitació i dominància. També presentem una anàlisi estadística i algorítmica detallada del conjunt de dades juntament amb l'anàlisi d'acords d'anotadors. Els models CNN estan formats per EMOTIC, combinant característiques de la persona amb funcions d'escena (context). Els nostres resultats mostren com el context d'escena aporta informació important per reconèixer automàticament els estats emocionals i motiven més recerca en aquesta direcció.Los estudios psicológicos muestran que el contexto de la escena, además de la expresión facial y la pose corporal, aporta información importante a nuestra percepción de las emociones de las personas. Sin embargo, el procesamiento del contexto para el reconocimiento automático de emociones no se ha explorado en profundidad, en parte debido a la falta de datos adecuados. En esta tesis presentamos EMOTIC, un conjunto de datos de imágenes de personas en situaciones naturales y diferentes anotadas con su aparente emoción. La base de datos EMOTIC combina dos tipos diferentes de representación de emociones: (1) un conjunto de 26 categorías de emociones y (2) las dimensiones continuas de valencia, excitación y dominación. También presentamos un análisis estadístico y algorítmico detallado del conjunto de datos junto con el análisis de concordancia de los anotadores. Los modelos CNN están entrenados en EMOTIC, combinando características de la persona con características de escena (contexto). Nuestros resultados muestran cómo el contexto de la escena aporta información importante para reconocer automáticamente los estados emocionales, lo cual motiva más investigaciones en esta dirección.Psychological studies show that the context of a setting, in addition to facial expression and body language, lends important information that conditions our perception of people's emotions. However, context's processing in the case of automatic emotion recognition has not been explored in depth, partly due to the lack of sufficient data. In this thesis we present EMOTIC, a dataset of images of people in various natural scenarios annotated with their apparent emotion. The EMOTIC database combines two different types of emotion representation: (1) a set of 26 emotion categories, and (2) the continuous dimensions of valence, arousal and dominance. We also present a detailed statistical and algorithmic analysis of the dataset along with the annotators' agreement analysis. CNN models are trained using EMOTIC, combining a person's features with those of the setting (context). Our results not only show how the context of a setting contributes important information for automatically recognizing emotional states but also promote further research in this direction

    How to design activities for learning computational thinking in the context of early primary school in an after-school code club

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    Abstract. Computational Thinking (CT) and its related concepts have gained a lot of traction within the field of education. Many countries, including Finland and the United Kingdom, are in the process of integrating CT into their national curriculums to equip pupils with much needed 21st century digital skills, including coding (programming). As a result, several programs and activities are being developed to introduce pupils to CT. The need to develop appropriate teaching and learning materials, as well as train teachers to teach, and integrate computational thinking into their lessons is apparent. This thesis seeks to contribute to the body of knowledge on computational thinking by designing and testing instructional materials for early primary school. Computational thinking as a concept, how to integrate its concepts into coding, as well as how pupils understood the concept were explored. This study was conducted in an after-school coding club at an elementary school in the northern part of Finland. The duration for the coding club was 8 weeks. Each lesson lasted for 45 minutes. Participants were selected from among 1st and 2nd grade pupils. In selecting participants for this study, priority was given to pupils with no prior coding experience. 13 out of the selected 17 had no prior experience. The remaining 4 participants were randomly selected from the rest of the applicants who had coding experience. Worksheets and stickers were designed and tested for teaching and learning computational thinking. Lesson plans designed for the coding club included activities for teaching computational thinking using unplugged activities and Scratchjr. The unplugged activities were integrated into coding lessons to enhance the understanding of pupils during the coding lessons. This approach helped to connect theoretical computational thinking to real life practices and its application in the context of coding. Data collected included the unplugged activity worksheets of the participants, their Scratchjr projects, and self-efficacy beliefs regarding their ability to code and think computationally. These work products were evaluated qualitatively for evidence of understanding. The analysis of the self-efficacy beliefs of participants revealed that participants were confident of their computational thinking and coding abilities. The main outcome of this research is the instructional material (stickers, templates, and Scratchjr activities) which was designed for teaching and learning purposes. This unique experiment and pedagogical designs are explained to show how unplugged activities can be used to introduce pupils to computational thinking concepts

    A Domain Specific Graphical User Interface Framework

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    Since the early days of software development, there has been an ongoing trend towards higher-order or higher level abstractions in programming languages, software libraries and application frameworks. Some of the arguments for software development tools with higher levels of abstraction include simpler software development, improved portability and better maintainability. Higher level abstractions can however lead to reduced performance. This thesis presents an innovative graphical user interface software solution that mixes high-level and low-level approaches to achieve acceptable performance while retaining good maintainability. The solution is an extension to a graphical application framework called JavaFX. The scope of this thesis is defined by a software development project which goal is to create a graphical user interface framework. The framework is used in the creation of customer specific user interfaces for an accompanying intralogistics system. The resulting user interfaces must be able to visualize possibly thousands of objects moving on a factory floor. The views must simultaneously support user-initiated zooming, panning, and tilting of the two-dimensional view. Meeting these requirements while maintaining acceptable performance, requires an unconventional solution and a deviation from idiomatic JavaFX. The user interface framework in question is developed using a high-level graphical user interface application framework called JavaFX. JavaFX is the most recent graphical user interface toolkit included in the official Java Development Kit. It has many reactive traits and other modern high-level properties. Overcoming performance challenges with JavaFX when producing views with thousands of animated items was the key research challenge in this research. Some attention is also given to replacing JavaFX built-in dependency injection system with Spring framework to improve JavaFX suitability to the task at hand. This thesis presents a hybrid solution that overcomes JavaFX’s performance challenges in the problem domain, while retaining as much as possible of the usefulness of the high-level features present in the JavaFX framework. The key innovation is a mechanism that enables automated rendering of sprite-bitmaps from JavaFX scene-graph nodes. The solution includes a system that draws the automatically generated bitmaps to a lower-level JavaFX component called Canvas. The solution enables layered mixing of regular JavaFX views with the custom high-performance views, including seamless resizing and event handling between the two types of views. The solution enables the developers of customer specific user interfaces to choose an appropriate graphics rendering type, such that only objects that cause performance issues, typically items which number exceeds dozens, need to use the more complex high-performance system

    Path-Planning for optimal coverage under security constraints

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    Treball fet a la Technische Universität Berlin. Fakultät Elektrotechnik und Informatik[ANGLÈS] In recent years, three-dimensional building reconstruction has been an active area of research, partly motivated by the spread of low cost unmanned aerial vehicles platforms. These permit exploiting the entire three-dimensional space as long as it is free of obstacles. Current approaches manually plan a set of viewpoints from which to conduct multiple scans of a target building, and then later select the best ones to use in a structure from motion system. This procedure often has two problems: some parts are covered with low detail or some parts are evenly uncovered. In these situations, an automatic view planner is necessary; it will completely cover a building surface, while reducing time and cost of the overall process. This thesis presents an automatic view planner for three-dimensional building reconstruction based on dividing edifices into several slices and for each one solve a two-dimensional problem. From a rough model of the environment and a desired detail level, both described in a cost function, the system computes a route in which there is a set of viewpoints to completely cover a target building surface of any shape, taking into account that there may be obstacles in the environment. The final route is proposed to be followed by an unmanned aerial vehicle equipped with a digital camera.[CASTELLÀ] En los últimos años, la reconstrucción 3D de edificios ha sido un área activa de investigación, en parte motivada por la difusión de plataformas económicas de unmanned aerial vehicles. Estos permiten explotar completamente el espacio 3D mientras esté libre de obstáculos. Las soluciones actuales planean manualmente una serie de puntos desde donde realizar escaneos de un edificio objetivo, para luego seleccionar los mejores para utilizar en un sistema structure from motion. Este procedimiento a menudo tiene dos grandes problemas: algunas partes del edificio se cubren con bajo detalle u otras partes incluso no se cubren. En estas situaciones un view planner automático es necesario. Este cubrirá completamente la superficie del edificio, a la vez que reducirá costes y tiempo en el proceso global. Este proyecto presenta un view planner automático para la reconstrucción 3D de edificios basado en dividir estos en rebanadas y para cada una resolver un problema en 2D. A partir de un modelo en bruto de la escena, y un detalle deseado, ambos descritos en una función de coste, el sistema calcula una ruta en la que hay una serie de puntos que cubren completamente la superficie de un edificio objetivo de cualquier forma, teniendo en cuenta que puede haber obstáculos en la escena. La idea es que un unmanned aerial vehicle equipado con una cámara digital siga el camino final diseñado.[CATALÀ] Els darrers anys, la reconstrucció 3D d’edificis ha estat una área activa de recerca, en part motivada per la difusió de plataformes econòmiques de unmanned aerial vehicles. Aquests permeten explotar completament l’espai 3D mentres estigui lliure d’obstacles. Les solucions actuals planegen manualment una sèrie de punts des don realitzar escanejos d’un edifici objectiu, per després seleccionar els millors per a utilitzar en un sistema structure from motion. Aquest procediment sovint té dos grans problemes: algunes parts de l’edifici es cobreixen amb baix detall o altres parts inclús no es cobreixen. En aquestes situacions un view planner automàtic es necessari. Aquest cobrirà completament la superfície de l’edifici, a la vegada que reduirà costos i temps en el procés global. Aquest projecte presenta un view planner automàtic per a la reconstrucció 3D d’edificis basat en dividir aquests en llesques i per a cada una resoldre un problema en 2D. A partir d’un model en brut de l’escena, i un detall desitjat, ambdós descrits en una funció de cost, el sistema calcula una ruta en la qual hi ha una serie de punts que cobriran completament la superfície d’un edifici objectiu de qualsevol forma, tenint en compte que hi poden haver obstacles a l’escena. La idea es que un unmanned aerial vehicle equipat amb una càmera digital segueixi el camí final dissenyat
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