6,159 research outputs found
The Implementation Of Problem Based Learnin g Model Toward Conceptual Understanding At Senior High School
Evaluating indoor positioning systems in a shopping mall : the lessons learned from the IPIN 2018 competition
The Indoor Positioning and Indoor Navigation (IPIN) conference holds an annual competition in which indoor localization systems from different research groups worldwide are evaluated empirically. The objective of this competition is to establish a systematic evaluation methodology with rigorous metrics both for real-time (on-site) and post-processing (off-site) situations, in a realistic environment unfamiliar to the prototype developers. For the IPIN 2018 conference, this competition was held on September 22nd, 2018, in Atlantis, a large shopping mall in Nantes (France). Four competition tracks (two on-site and two off-site) were designed. They consisted of several 1 km routes traversing several floors of the mall. Along these paths, 180 points were topographically surveyed with a 10 cm accuracy, to serve as ground truth landmarks, combining theodolite measurements, differential global navigation satellite system (GNSS) and 3D scanner systems. 34 teams effectively competed. The accuracy score corresponds to the third quartile (75th percentile) of an error metric that combines the horizontal positioning error and the floor detection. The best results for the on-site tracks showed an accuracy score of 11.70 m (Track 1) and 5.50 m (Track 2), while the best results for the off-site tracks showed an accuracy score of 0.90 m (Track 3) and 1.30 m (Track 4). These results showed that it is possible to obtain high accuracy indoor positioning solutions in large, realistic environments using wearable light-weight sensors without deploying any beacon. This paper describes the organization work of the tracks, analyzes the methodology used to quantify the results, reviews the lessons learned from the competition and discusses its future
2D Java Strategy Game
Tato práce se zabývá návrhem a implementací strategické video hry v jazyce Java. Součástí práce bude simulace netriviálního počítačového protivníka. V praktické části je popsán postup implementace jednoduché strategické hry War paths.This thesis aims at designing and implemetation of video strategy game. Part of thesis will be aimed at simulation of nontrivial computer enemy. Implementation process of simple computer game War paths will be described in practical part of thesis.
Ten Quick Tips for Using a Raspberry Pi
Much of biology (and, indeed, all of science) is becoming increasingly
computational. We tend to think of this in regards to algorithmic approaches
and software tools, as well as increased computing power. There has also been a
shift towards slicker, packaged solutions--which mirrors everyday life, from
smart phones to smart homes. As a result, it's all too easy to be detached from
the fundamental elements that power these changes, and to see solutions as
"black boxes". The major goal of this piece is to use the example of the
Raspberry Pi--a small, general-purpose computer--as the central component in a
highly developed ecosystem that brings together elements like external
hardware, sensors and controllers, state-of-the-art programming practices, and
basic electronics and physics, all in an approachable and useful way. External
devices and inputs are easily connected to the Pi, and it can, in turn, control
attached devices very simply. So whether you want to use it to manage
laboratory equipment, sample the environment, teach bioinformatics, control
your home security or make a model lunar lander, it's all built from the same
basic principles. To quote Richard Feynman, "What I cannot create, I do not
understand".Comment: 12 pages, 2 figure
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