16 research outputs found

    Production Scheduling with Complex Precedence Constraints in Parallel Machines

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    Heuristic search is a core area of artificial intelligence and the employment of an efficient search algorithm is critical to the performance of an intelligent system. This paper addresses a production scheduling problem with complex precedence constraints in an identical parallel machines environment. Although this particular problem can be found in several production and other scheduling applications; it is considered to be NP-hard due to its high computational complexity. The solution approach we adopt is based on a comparison among several dispatching rules combined with a diagram analysis methodology. Computational results on large instances provide relatively high quality practical solutions in very short computational times, indicating the applicability of the methodology in real life production scheduling applications

    Digital library reference model - in a nutshell

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    This work has been partially supported by DL.org (December 2008-February 2011), a Coordination and support action, received funding from the Commission of the European Union (EC) under the 7th Framework Programme ICT Thematic Area “Digital libraries and technology-enhanced learning” through the EC’s Cultural Heritage and Technology Enhanced Learning Unit

    DL.org Digital Library Manifesto

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    This booklet is abstracted and abridged from “The Digital Library Reference Model”, D3.2b DL.org Project Deliverable, April 2011. This work has been partially supported by DL.org (December 2008-February 2011), a Coordination and support action, received funding from the Commission of the European Union (EC) under the 7th Framework Programme ICT Thematic Area “Digital libraries and technology-enhanced learning” through the EC’s Cultural Heritage and Technology Enhanced Learning Unit

    WhoLoDancE: Deliverable 1.3 - Workshop report

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    This document reports on the activities of the WhoLoDancE workshop which took place on the 6th and 7th of July in Thessaloniki, entitled "Dancing with Technologies: Interact to learn, analyze to create". The workshop has been mainly organized by ATHENA RC with the collaboration and support of all other partners of the WhoLoDancE project and it was a Satellite event of the 3rd International Symposium on Movement Computing. At first, we describe the objectives of the workshop which are in alignment with the objectives of the first stage of the WhoLoDancE project in general and WP1 Learning Models and Technical Requirements. In particular, this work package aims to create a common understanding about the needs of dance learning in terms of technology and define its relations with whole-body interaction experiences within the context of the state-of-the-art and relevant achievements. In what follows the report describes the collaboration with the 3rd International Symposium on Movement Computing (MOCO2016) and the organization of WhoLoDancE workshop as a satellite event of MOCO2016. In the following sections, this document includes information on the logistics and organization details, as well as a short report on the activities held, and the discussions during the event. In the next section, the invited and WhoLoDancE speakers are presented through bios and a summary of their presentations. Finally, the activities and outcomes of the hands-on and demo sessions are described. In the last section we present an evaluation of the workshop, and in the Appendix all the relevant material is included

    WhoLoDancE: Deliverable 1.5 - Data acquisition plan

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    The following deliverable presents the methodology which was followed in order to plan the Motion Capture Sessions of WhoLoDancE, in a way that will maximize the impact of the technologies used, optimize the time management, select the movement sequences that we need to capture and store, and prepare for these sessions aiming at building a repository of movement which will cover the needs of the learning scenarios of WhoLoDancE. This deliverable according to the project time-plan has a delivery date later than the conclusion of the motion capture sessions as foreseen from the same time-plan. The deliverable reports both the data acquisition plan as it has been formulated before the realization of the sessions and also gives an overview of the results of the process. Sections 2 and 3 outline the planning process and provide details on how it has been realized whereas section 4 presents a summary of the outcomes, both in terms of content produced and infrastructure used for its storage. In particular, in section 2 (Methodology and Preparation), we describe the steps which we have followed to organize the collaboration between technical and dance partners and deal with the variety and diversity of the four different dance genres/use cases of WhoLoDancE (Contemporary dance, Ballet, Greek Folk, Flamenco). We explain the systematic way of preparing the shot list, aiming at keeping the balance between a) user-oriented and context-specific perspective, in order to select kinetic content which will be satisfying to deliver the needs of each dance genre learning scenario, and b) technical perspective, through selecting data which will be subject to further automated analysis, and synthesis of movements and will support the different objectives of the WhoLoDancE project. In section 4 (The process: Motion Capture Sessions), we describe the process of the Motion Capture sessions, including a short description of the technologies used, the locations, the context of capturing and quality control. The third and last part summarizes the outcome of the Motion Capture sessions and provides numbers and statistics about the produced data. Finally, at the end (section 5) there is an appendix with the detailed schedules and other relevant documents

    Exploring Visualizations in Real-time Motion Capture for Dance Education

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    In this paper, we describe an ongoing work towards developing a whole-body interaction interface for exploring different visualizations of movement, using real-time motion capture and 3D models, to apply in dance learning and improvisation within a creative, gamified context. A full inertial motion capture system is used by the performer while a simple user interface provides the option to the user to experiment with different avatars, and visualizations e.g., trace of motions on different parts of the body and to interact with virtual objects. The 3D simulation provides a real-time visual feedback for the movement. The interaction follows the paradigm of moving from mimicking kinetic material into a self-reflection teaching approach. The interactive avatar is the reflection of the performer, but on the same time the avatar depicts a character, a dance partner which can inspire the user who moves to explore different ways of moving. Either within the framework of artistic experimentation and creativity, or in the context of education, the visual metaphors of movement shape and qualities consist a powerful tool and raise many scientific and research questions

    BalOnSe: Ballet Ontology for Annotating and Searching Video performances

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    In this paper we present BalOnSe (named after the ballet step balance), an ontology-based web interface that allows the user to annotate classical ballet videos, with a hierarchical domain specific vocabulary and provides an archival system for videos of dance. The interface integrates a hierarchical vocabulary based on classical ballet syllabus terminology (Ballet.owl) implemented as an OWL-2 ontology. BalOnSe supports the search and browsing of the multimedia content using metadata (title, dancer featured, etc.), and also implements the functionality of “searching by movement concepts”, i.e., filtering the videos that are associated with particular required terms of the vocabulary, based on previous submitted annotations. In the paper, we present the ballet.owl ontology, and its structure, explaining the conceptual modeling decisions. We highlight the main functionality of the system and finally, we present how the manual ontology guided annotation allows the user to search the content through the vocabularies and also view statistics in the form of tag clouds

    WhoLoDancE: Deliverable 5.2 - Beta prototype, testing & validation data management platform report

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    Deliverable "D5.2 Beta Prototype, testing and validation data management platform report" describes the architecture and functional specifications of the WhoLoDancE platform, focusing both on the data management infrastructure of the WhoLoDancE Movement Library and the User Interface used to access the platform functionalities. Particularly, this deliverable reports on the outcomes of four main tasks of WP5 at a preliminary stage, a) T5.1 Building and deployment of data management platform, b) T5.2 Conceptual Modelling and Annotation of Data, c) T5.3 Data Modeling, integration and management, (although some details concerning the Data Management are described in D5.1 Data Management plan), as well as d) T5.7 Platform testing, validation and maintenance plan specifications. The main purpose of the WhoLoDancE Movement Library (WML) is to provide access to the repository of the multimodal recordings of the different dance genres through an attractive interface for the end-user. Section 2 provides an overview of the architecture of the platform and Section 3 the specifications of the offered functionalities. The main functionalities provided are brows, search, view/play and annotate the multimodal recordings. Through this web-based platform, the user can browse the recording by dance genre, and search by using keywords that are included in the of the metadata of the recordings. The second part of the document, Section 4, presents the testing and validation activities of the platform that have taken place during the reporting period
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