170,711 research outputs found

    Polarimetric clutter modeling: Theory and application

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    The two-layer anisotropic random medium model is used to investigate fully polarimetric scattering properties of earth terrain media. The polarization covariance matrices for the untilted and tilted uniaxial random medium are evaluated using the strong fluctuation theory and distorted Born approximation. In order to account for the azimuthal randomness in the growth direction of leaves in tree and grass fields, an averaging scheme over the azimuthal direction is also applied. It is found that characteristics of terrain clutter can be identified through the analysis of each element of the covariance matrix. Theoretical results are illustrated by the comparison with experimental data provided by MIT Lincoln Laboratory for tree and grass fields

    SenseGlass: using google glass to sense daily emotions

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    For over a century, scientists have studied human emotions in laboratory settings. However, these emotions have been largely contrived -- elicited by movies or fake "lab" stimuli, which tend not to matter to the participants in the studies, at least not compared with events in their real life. This work explores the utility of Google Glass, a head-mounted wearable device, to enable fundamental advances in the creation of affect-based user interfaces in natural settings.Google (Firm)MIT Media Lab ConsortiumNational Science Foundation (U.S.). Division of Computing and Communication Foundations (NSF CCF-1029585

    The MIT Media Laboratory videodisc : the process and interactive model

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    Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.Bibliography: leaves 56-57.by Guy Guillet.M.S.V.S

    The Reality of Virtual Environments: WPE II Paper

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    Recent advances in computer technology have made it now possible to create and display three-dimensional virtual environments for real-time exploration and interaction by a user. This paper surveys some of the research done in this field at such places as: NASA\u27s Ames Research Center, MIT\u27s Media Laboratory, The University of North Carolina at Chapel Hill, and the University of New Brunswick. Limitations to the reality of these simulations will be examined, focusing on input and output devices, computational complexity, as well as tactile and visual feedback

    Beyond network structure: How heterogeneous susceptibility modulates the spread of epidemics

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    The compartmental models used to study epidemic spreading often assume the same susceptibility for all individuals, and are therefore, agnostic about the effects that differences in susceptibility can have on epidemic spreading. Here we show that–for the SIS model–differential susceptibility can make networks more vulnerable to the spread of diseases when the correlation between a node's degree and susceptibility are positive, and less vulnerable when this correlation is negative. Moreover, we show that networks become more likely to contain a pocket of infection when individuals are more likely to connect with others that have similar susceptibility (the network is segregated). These results show that the failure to include differential susceptibility to epidemic models can lead to a systematic over/under estimation of fundamental epidemic parameters when the structure of the networks is not independent from the susceptibility of the nodes or when there are correlations between the susceptibility of connected individuals.Massachusetts Institute of Technology. Media Laboratory (ABC Career Development Chair)MIT Media Lab Consortiu

    A Voice is Worth a Thousand Words: The Implications of the Micro-Coding of Social Signals in Speech for Trust Research

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    While self-report measures are often highly reliable for field research on trust (Mayer and Davis, 1999), subjects often cannot complete surveys during real time interactions. In contrast, the social signals that are embedded in the non-linguistic elements of conversations can be captured in real time and extracted with the assistance of computer coding. This chapter seeks to understand how computer-coded social signals are related to interpersonal trust

    Sustainable City: architecture, art and machine.

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    Abstract: The use of digital technology in architecture and art is associated often with the collaboration of interdisciplinary teams in participatory and experimental spaces, especially in the Media Lab model or its variants, such as the City Lab, Living Lab, the New Media Art and even the World Wide Lab. This is a model that combines the premises of the technological and innovation hand advanced users and whose clear precedents are, on the one hand, Russian Constructivism, and decades later the MIT hand Nicholas Negroponte. In the first case, in the Constructivism, there may be mentioned emblematic examples such as the Experimental Laboratory Building Kinetics of Proletkult in Moscow, Workshops Higher Education Arts and Techniques (VKHUTEMAS) founded in 1920, or the Group of Constructivists in Action the Institute of Artistic Culture (1921). The second case, the model Media Lab, Media Laboratory English acronym, translated as "Media Lab", originated in 1985 within the "Group of Architecture and Machines". The group has its immediate precedent in the draft Computer Aided Design (1959-1967), funded to maximize military power and whose director was Douglas T. Ross; it was addressing the man-machine complementary binding and design computationally, with a direct applicability of the technology. This model will be adopted by the architects of the Institute to raise new urban proposals based on component technology and social utopias. Also within the Media Lab, emerged in the late nineties, the term Living Lab hand WJ Mitchell and referred to urban planning using digital tools and with the involvement of the people themselves, albeit with different "degrees of citizen participation". This ever-closer union between man and machine is the direct consequence of the unstoppable digital revolution that is transforming the ways of city planning. Resumen: El uso de tecnología digital en arquitectura y arte va asociado, con frecuencia, a la colaboración de equipos interdisciplinares en espacios participativos y experimentales, especialmente en el modelo Media Lab o sus variantes, como el City Lab, el Living Lab, el New Media Art e incluso el World Wide Lab. Se trata de un modelo que aúna las premisas de lo tecnológico y la innovación, de la mano de usuarios avanzados y cuyos precedentes claros son, por un lado, el Constructivismo ruso, y décadas después el MIT de la mano de Nicholas Negroponte. En el primer caso, dentro del Constructivismo, pueden citarse ejemplos emblemáticos como el Laboratorio Experimental de Construcciones Cinéticas del Proletkult en Moscú, los Talleres de Enseñanza Superior de las Artes y las Técnicas (VKHUTEMAS) fundados en 1920, o el Grupo de Constructivistas en Acción del Instituto de Cultura Artística (1921). El segundo caso, el modelo Media Lab, acrónimo del inglés Media Laboratory, traducido como “Laboratorio de medios de comunicación”, tiene su origen en 1985 en el seno del “Grupo de Arquitectura y Máquinas”. Dicho grupo tiene su precedente inmediato en el Proyecto de Diseño Asistido por Computador (1959-67), financiado para maximizar el poderío bélico y cuyo director fue Douglas T. Ross; se trataba de abordar la unión complementaria hombre-máquina y el diseño en términos computacionales, con una aplicabilidad directa de la tecnología. Este modelo será adoptado por los arquitectos del Instituto para plantear nuevas propuestas urbanas basadas en la componente tecnológica y en utopías sociales. También en el seno del Media Lab, surge, a finales de los noventa, el término Living Lab de la mano de W. J. Mitchell y referido a planificación urbana mediante herramientas digitales y con la implicación de los propios habitantes, si bien con diferentes “grados de participación ciudadana”. Esta unión cada vez más estrecha entre hombre y máquina es la consecuencia directa de la imparable revolución digital que está transformando los modos de planificación de las ciudades.Universidad del País Vasco/Euskal Herriko Unibertsitatea
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