26,707 research outputs found

    Location Based Service for Information Publication Using GPS on Android-Based Mobile Phone

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    The increasing development of mobile technology makes some technology capable to running on multiple mobile platforms. One of them is Location Based Service. Location Based Service is a service provided by the position of the user. One of the utilization of Location Based Service technology is a publication of public information. This information may include important information such as hotels, gas stations, ATMs, and Event. Location Based Service is very dependent on the user's position, therefore, the accuracy of component positioning should be accurate enough. By default configurations android GPS accuracy is not very good, needed tweaking to minimize errors in accuracy. To measure the accuracy shift used haversine formula. Haversine formula is a method to measure the distance between two points on the sphere based on its latitude and longitude. Based on test results without tweaking the maximum accuracy shift is 30 meters while with tweaking only 11 meters. Average accuracy shift without tweaking is 18 meters down to 8 meters using tweaking. Thus the process of tweaking can improve the accuracy of GPS

    TWEAKing death

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    Smac mimetics (inhibitor of apoptosis [IAP] antagonists) are synthetic reagents that kill susceptible tumor cells by inducing degradation of cellular IAP (cIAP) 1 and cIAP2, nuclear factor κB activation, tumor necrosis factor (TNF) α production, TNF receptor 1 occupancy, and caspase-8 activation. In this issue of The Journal of Cell Biology, Vince et al. (see p. 171) report remarkable similarities in the events leading to tumor cell death triggered by the cytokine TWEAK (TNF-like weak inducer of apoptosis) and IAP antagonists. Although the mechanistic details differ, a common and necessary feature that is also shared by TNF receptor 2 signaling is reduction in the level of cIAP1 and, in some cases, cIAP2 and TNF receptor-associated factor 2. These findings not only extend our appreciation of how cell death pathways are kept in check in tumors, they reinforce the possible utility of induced cIDE (cIAP deficiency) in the selective elimination of neoplastic cells

    SHADER TWEAKING TOOL FOR ARTIST-PROGRAMMER COLLABORATION IN GAME DEVELOPMENT

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    ABSTRAKSI: Shader tweaking process is a polishing phase in game development. It becomes a real problem in terms of collaboration and time for artists and programmers. There are many tools related to shader authoring and tweaking activities, but they don’t accommodate both roles to get optimized shaders’ values. On every optimizingactivity, the game source code has to be recompiled, and its compile time overhead consumes significant time compare to programmer and artist activity time. Traditionally, there are many such iterations before some optimized shader values are achieved. The use of tool-based approach is to assist both artists and programmers improving the shader tweaking process. It reduces the number of iteration during polishing phase in game development and the amount of spent time. However, factors like shader knowledge and collaboration experience affect the use of the shader tweaking tool. The tool provides single iteration polishing phase and visual interface for the artists to tweak shader script’s parameters. It also reduces time for thinking and tweaking process. Shader tweaking process time is reduced by 50.36% for people already familiar with the tool and by 43.42% for people with no experience. By storing the values of associated variables of shader in the collaboration tool, programmers can adjust the shader of game in a short time. Kata Kunci : shader, tweaking, tool, programmer, artist, gameABSTRACT: Proses penyesuaianshaderadalahsebuahfasepemolesandalampengembangan game. Inimenjadisebuahmasalahnyatadalamhalkolaborasidanwaktuuntuk para artisdanpemrogram.Ada banyakalatterkaitaktivitaspembuatandanpenyesuaianshader, tetapitidakmenyediakankeduaperanuntukmendapatnilai-nilai optimum shader.Padasetiapaktivitasoptimasi, kodesumberdari game harusdikompilasiulang, dankelebihanwaktukompilasinyamemakanwaktu yang signifikandibandingkandenganwaktuaktifitasdaripemrogramdanartis.Secaratradisional, terdapatbanyakiterasisepertiitusebelumnilai optimum shaderdiperoleh. Pendekatanpenggunaanberbasisalatadalahuntukmembantu para artisdanpemrogrammemperbaiki proses penyesuaianshader. Hal inimengurangijumlahiterasiselamafasepemolesandalampengembangan game dansejumlahwaktu yang terpakai.Namunfaktorsepertipengetahuanshaderdanpengalamankolaborasimempengaruhipenggunaanalatpenyesuaianshader.Alatmenyediakaniterasitunggalfasepemolesandanantarmuka visual bagiartisuntukmelakukanpenyesuaian parameter skripdarishader.Alatjugamereduksiwaktuuntuk proses berpikirdanpenyesuaian. Waktu proses penyesuaianshadertereduksisebesar 50.36% untuk orang yang sudahtidakasingdenganalatdansebesar 43.42% untuk orang tanpapengalaman. Denganmenyimpannilai yang bersesuaiandarishaderdalamalatkolaborasi, para pemrogramdapatmengaturshaderdari game dalamwaktulebihsingkat. Keyword: shader, penyesuaian, alat, pemrogram, artis, gam

    Interpretable Predictions of Tree-based Ensembles via Actionable Feature Tweaking

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    Machine-learned models are often described as "black boxes". In many real-world applications however, models may have to sacrifice predictive power in favour of human-interpretability. When this is the case, feature engineering becomes a crucial task, which requires significant and time-consuming human effort. Whilst some features are inherently static, representing properties that cannot be influenced (e.g., the age of an individual), others capture characteristics that could be adjusted (e.g., the daily amount of carbohydrates taken). Nonetheless, once a model is learned from the data, each prediction it makes on new instances is irreversible - assuming every instance to be a static point located in the chosen feature space. There are many circumstances however where it is important to understand (i) why a model outputs a certain prediction on a given instance, (ii) which adjustable features of that instance should be modified, and finally (iii) how to alter such a prediction when the mutated instance is input back to the model. In this paper, we present a technique that exploits the internals of a tree-based ensemble classifier to offer recommendations for transforming true negative instances into positively predicted ones. We demonstrate the validity of our approach using an online advertising application. First, we design a Random Forest classifier that effectively separates between two types of ads: low (negative) and high (positive) quality ads (instances). Then, we introduce an algorithm that provides recommendations that aim to transform a low quality ad (negative instance) into a high quality one (positive instance). Finally, we evaluate our approach on a subset of the active inventory of a large ad network, Yahoo Gemini.Comment: 10 pages, KDD 201

    Information hiding through variance of the parametric orientation underlying a B-rep face

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    Watermarking technologies have been proposed for many different,types of digital media. However, to this date, no viable watermarking techniques have yet emerged for the high value B-rep (i.e. Boundary Representation) models used in 3D mechanical CAD systems. In this paper, the authors propose a new approach (PO-Watermarking) that subtly changes a model's geometric representation to incorporate a 'transparent' signature. This scheme enables software applications to create fragile, or robust watermarks without changing the size of the file, or shape of the CAD model. Also discussed is the amount of information the proposed method could transparently embed into a B-rep model. The results presented demonstrate the embedding and retrieval of text strings and investigate the robustness of the approach after a variety of transformation and modifications have been carried out on the data
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