453 research outputs found

    Egalitarian Criticism. How Norwegian Literary Critics Conceive and Communicate Quality

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    A sense of unease : elite high school students negotiating historical privilege

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    Organisering av faget Prosjekt til fordypning

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    Dette delprosjektet av studiet master i yrkespedagogikk, startet med bakgrunn i gjennomfĂžringen av faget Prosjekt Til Fordypning(PF) for VideregĂ„ende Kurs 1(VG1) ved Teknikk og Industriell Produksjon (TIP) avdelingen pĂ„ egen skole. Dette faget kom inn i den videregĂ„ende skolen i forbindelse med reformen KunnskapslĂžftet som ble iverksatt i 2006. FormĂ„let med faget PF pĂ„ VG1 nivĂ„, er at det skal gi elevene en mulighet til Ă„ fordype seg i de yrkene de selv tror at er aktuelle for dem. Dette skal da bidra til at elevene gjĂžr bevisste valg av videregĂ„ende utdanning og frem til et yrke, og det vil da virke preventivt pĂ„ feilvalg av VG2 kurs og bortvalg av videregĂ„ende utdanning.Vi har hatt en ordning for faget PF ved vĂ„r skole, hvor de elevene som ikke har hospitert i bedrift har hatt noe forefallende vedlikehold pĂ„ skolens utstyr, eller teoretisk arbeid med lĂŠreplanmĂ„l for VG3. Dette er ikke en ordning hverken elever eller lĂŠrere har vĂŠrt tilfreds med, sĂ„ jeg Ăžnsker Ă„ bruke denne oppgaven til Ă„ gjĂžre en forskning i sammen med bedrifter, elever og kolleger mot en organisering av faget PF som bĂ„de elever og bedrifter er profitert med. Dette er ogsĂ„ dekkende for kravene til oppgaver som er relatert til studiet Master i Yrkespedagogikk, da det skal forskes pĂ„: 1. individnivĂ„ – her ved elever, 2. organisatorisk nivĂ„ – her ved skolen og 3. samfunnsnivĂ„ – her ved bedrifter i nĂŠrmiljĂžetMaster i yrkespedagogik

    Applicability of group communication for increased scalability in MMOGs

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    Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complex-ity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limita-tions close to the server limit the possible number of players. Also, the latency of communication between players through the server will be higher than using direct communication. In the paper, we address these issues and investigate im-provement options. A typical MMOG consists of a virtual world with a con-cept of time and space that is similar to the real world. In it, players are represented by avatars. Only subsets of these avatars interact with each other at any given time. This allows us to divide them into groups, and communication among group members becomes a multi-party communica-tion problem. Thus, to reduce resource consumption, we compare the performance of several algorithms for group communication with the current central server approach. We use overlay multicast as the means of providing group communication, and research algorithms for creating short-est path trees, spanning trees, delay-bounded spanning trees and, more specific, applying Steiner tree heuristics. Our experimental results indicate that different approaches are useful to reduce resource consumption while achieving a good perceived quality under varying conditions, such as frequent changes in group membership and the demand for low latency. 1

    Teachers’ participation in evaluating a web-based tool to monitor intervention fidelity

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    Background When educational interventions are carried out, it is important that they are undertaken in a way that is aligned with the intervention plan: in other words, that they demonstrate fidelity to the intervention. A significant research issue is how fidelity can be monitored in a time-efficient and cost-effective way in classrooms and whether technology could help to provide innovative solutions in this regard. Purpose Through collaboration with teachers, this exploratory study sought to ascertain the usability of a web-based fidelity application (WFA). The WFA was being developed as a checklist tool to help teachers monitor the implementation fidelity of a social and emotional learning intervention for 14- to 15-year-old students in Norway. Method For this qualitative study, data were collected at two time points: (i) through a focus group interview with six teachers who had piloted the WFA prior to the initiation of the intervention; and (ii) via individual interviews with five teachers in the intervention group who had used the WFA during the implementation process. The data were analysed thematically. Findings According to the analysis, the teachers considered that the WFA’s features (e.g. layout and registration process) could help support the ease and efficiency of fidelity reporting. They felt that it provided a highly recognisable link with the intervention material. In addition, the teachers provided ideas for further development and potential improvements. In all, the WFA was perceived as having high usability, suggesting its potential value as a useful tool for the collection of fidelity data. Conclusion This paper highlights the crucial role of teacher participation and the importance of fidelity data in the conduct of educational interventions. It draws attention to the need for user-friendly tools to support teachers to monitor fidelity in ways that do not involve high time and cost burdens. Similar WFAs could be of potential use in many different kinds of educational interventions in classroom settings internationally.publishedVersio

    GridHTM: Grid-Based Hierarchical Temporal Memory for Anomaly Detection in Videos

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    The interest in video anomaly detection systems that can detect different types of anomalies, such as violent behaviours in surveillance videos, has gained traction in recent years. The current approaches employ deep learning to perform anomaly detection in videos, but this approach has multiple problems. For example, deep learning in general has issues with noise, concept drift, explainability, and training data volumes. Additionally, anomaly detection in itself is a complex task and faces challenges such as unknownness, heterogeneity, and class imbalance. Anomaly detection using deep learning is therefore mainly constrained to generative models such as generative adversarial networks and autoencoders due to their unsupervised nature; however, even they suffer from general deep learning issues and are hard to properly train. In this paper, we explore the capabilities of the Hierarchical Temporal Memory (HTM) algorithm to perform anomaly detection in videos, as it has favorable properties such as noise tolerance and online learning which combats concept drift. We introduce a novel version of HTM, named GridHTM, which is a grid-based HTM architecture specifically for anomaly detection in complex videos such as surveillance footage. We have tested GridHTM using the VIRAT video surveillance dataset, and the subsequent evaluation results and online learning capabilities prove the great potential of using our system for real-time unsupervised anomaly detection in complex videos
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