26,907 research outputs found
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
The SP theory of intelligence: benefits and applications
This article describes existing and expected benefits of the "SP theory of
intelligence", and some potential applications. The theory aims to simplify and
integrate ideas across artificial intelligence, mainstream computing, and human
perception and cognition, with information compression as a unifying theme. It
combines conceptual simplicity with descriptive and explanatory power across
several areas of computing and cognition. In the "SP machine" -- an expression
of the SP theory which is currently realized in the form of a computer model --
there is potential for an overall simplification of computing systems,
including software. The SP theory promises deeper insights and better solutions
in several areas of application including, most notably, unsupervised learning,
natural language processing, autonomous robots, computer vision, intelligent
databases, software engineering, information compression, medical diagnosis and
big data. There is also potential in areas such as the semantic web,
bioinformatics, structuring of documents, the detection of computer viruses,
data fusion, new kinds of computer, and the development of scientific theories.
The theory promises seamless integration of structures and functions within and
between different areas of application. The potential value, worldwide, of
these benefits and applications is at least $190 billion each year. Further
development would be facilitated by the creation of a high-parallel,
open-source version of the SP machine, available to researchers everywhere.Comment: arXiv admin note: substantial text overlap with arXiv:1212.022
Grounding semantics in robots for Visual Question Answering
In this thesis I describe an operational implementation of an object detection and description system that incorporates in an end-to-end Visual Question Answering system and evaluated it on two visual question answering datasets for compositional language and elementary visual reasoning
Modern Trends in the Automatic Generation of Content for Video Games
Attractive and realistic content has always played a crucial
role in the penetration and popularity of digital games, virtual
environments, and other multimedia applications. Procedural content
generation enables the automatization of production of any type of game
content including not only landscapes and narratives but also game
mechanics and generation of whole games. The article offers a
comparative analysis of the approaches to automatic generation of
content for video games proposed in last five years. It suggests a new
typology of the use of procedurally generated game content comprising of
categories structured in three groups: content nature, generation process,
and game dependence. Together with two other taxonomies – one of
content type and the other of methods for content generation – this
typology is used for comparing and discussing some specific approaches to
procedural content generation in three promising research directions
based on applying personalization and adaptation, descriptive languages,
and semantic specifications
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