16 research outputs found

    RoboRun: A gamification approach to control flow learning for young students with TouchDevelop

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    This demo paper introduces young students to writing code in a touch enabled interactive maze game. Problem-based learning is given a gamified approach to learning, while simultaneously introducing the TouchDevelop platform to build basic first control flow algorithms and to learn about ordering and loops in conditional statements

    Project PEACH at UCLH: Student Projects in Healthcare Computing

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    A collaboration between clinicians at UCLH and the Dept of Computer Science at UCL is giving students of computer science the opportunity to undertake real healthcare computing projects as part of their education. This is enabling the creation of a significant research computing platform within the Trust, based on open source components and hosted in the cloud, while providing a large group of students with experience of the specific challenges of health IT

    HoloLens for medical imaging using post-mortem fetal micro-CT data

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    AIM AND OBJECTIVES: Demonstrate applicability of HoloLens technology for viewing post-mortem fetal micro-CT imaging data. Develop a pipeline focusing on the required editing of 3D segmentations for rendering in virtual reality (VR), file format and storage needs for medical holographic applications and the necessary functionality of a holographic application interface

    The British Library Big Data Experiment: Experimental Interfaces, Experimental Teaching

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    Many digital humanities–taught programmes aim to engage undergraduate and postgraduate humanists with computational methods and practices (Hirsch, 2012; Cohen and Scheinfeldt, 2013). It is relatively rare, however, to routinely engage computer scientists with the needs, methods, and worldview of historians, literature scholars, librarians, and related researchers (Spiro, 2012). This poster describes an ongoing collaboration between British Library Digital Research and the UCL Department of Computer Science (UCLCS), facilitated by the UCL Centre for Digital Humanities (UCLDH), that enables and engages students in computer science with humanities research issues as part of their core assessed work. We demonstrate that CS students can provide an experimental test-bed for developing, exploring, and exploiting technical infrastructure and digital content in ways that may benefit humanities researchers within a library context. Encouraging students to develop skills in a new (and often foreign) domain encourages their critical thinking and provides real-world, complex issues that stretch and develop their technical abilities as well as their understanding of user requirements. Furthermore, from the problems, issues, and potentials such collaborative working raises, we learn more about the nature of computational infrastructure we rely on for research, and perceptions of the institutions’ core business in delivering digital content. As the British Library has a vision for transforming access to and research with its digital collections, the British Library Big Data Experiment forms an important complement to the British Library’s ongoing infrastructure activities through enabling the development of experimental services that offer unconventional engagement with its digital collections (Farquhar and Baker, 2014). All taught programmes in UCLCS require students to undertake an industry exchange 4 where they work in teams as clients to an industry partner. Though UCLCS has experience with developing student projects in partnership with digital humanists (Martin et al., 2012), industry partners have tended to come from the financial or manufacturing sectors. The British Library Big Data Experiment is an umbrella for a series of activities where the British Library is the client for assessed UCLCS project work, allowing for a rolling, responsive program of experimental design, development, and testing of infrastructure and systems. At agreed milestones during the project, the British Library provides access to required data, knowledge of data structures, and project requirements. UCLCS and UCLDH jointly provide technical and academic support to the student teams. In June 2014 the first British Library Big Data Experiment team was convened with a dissertation project, submitted in fulfilment of the MSc in Software Systems Engineering (Georgiou, Stavrou) and Computer Science (Alborzpour, Wong), using a collection of circa 68,000 17th- to 19th-century digitised volumes to underpin the design of a research-oriented web-based service. Microsoft Azure 5 APIs were implemented that functionally scale to the data, whilst the students worked in close consultation with humanities researchers who may wish to use the capabilities of such a system. The final public output (http://blpublicdomain.azurewebsites.net/) represents an attempt to capture the complex and multifaceted needs of humanities researchers whilst offering unconventional services such as bulk download of text based on metadata queries, word frequency lists, and OCR text previews. Following this successful pilot, the British Library Big Data Experiment is undertaking further collaborative work, including machine learning and mobile app development strands in autumn/winter 2014 and a second MSc dissertation project in summer 2015. Both UCLCS and its students have an appetite for embedding problems faced by memory institutions within CS learning outcomes. In partaking in such truly interdisciplinary project work, students develop new skill sets, question their assumptions about the role of library and humanities scholars, and provide useful experimental design within the institutional context. In addition, having CS students engage with humanities scholars as a routine part of their degree allows humanists to understand their research needs and institutional structures, from a different perspective. We present the British Library Big Data Experiment as a model ripe for reuse and we argue that the benefits of such collaborative programmes outweigh potential risks. The Big Data Experiment is, then, both an experiment in teaching and an experiment in involving and integrating those undertaking advanced study in computer science into memory institutions and humanities scholarship

    Two tetrathiafulvalene salts of a new thiophene-functionalised ferracarborane: electrical conductivity as a function of crystal composition

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    Two tetrathiafulvalenium (TTF) salts of the new sandwich complex commo-3{,}3prime or minute]-Fe1-(thiophene-2-yl)-1,2-CBH], TTFFe(CBHCHS) and TTFFe(CBHCHS){,} are synthesized; while the 1 : 1 salt is an insulator{,} the 5 : 2 salt is a semiconductor featuring a conducting superlattice associated with a sublattice that shows ferromagnetic interactions between the ferracarborane complexes; single crystal X-ray studies of the 5 : 2 salt indicate that the electrical conductivity originates from a unique mixed-valence TTF network

    MotionInput v2.0 supporting DirectX: A modular library of open-source gesture-based machine learning and computer vision methods for interacting and controlling existing software with a webcam

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    Touchless computer interaction has become an important consideration during the COVID-19 pandemic period. Despite progress in machine learning and computer vision that allows for advanced gesture recognition, an integrated collection of such open-source methods and a user-customisable approach to utilising them in a low-cost solution for touchless interaction in existing software is still missing. In this paper, we introduce the MotionInput v2.0 application. This application utilises published open-source libraries and additional gesture definitions developed to take the video stream from a standard RGB webcam as input. It then maps human motion gestures to input operations for existing applications and games. The user can choose their own preferred way of interacting from a series of motion types, including single and bi-modal hand gesturing, full-body repetitive or extremities-based exercises, head and facial movements, eye tracking, and combinations of the above. We also introduce a series of bespoke gesture recognition classifications as DirectInput triggers, including gestures for idle states, auto calibration, depth capture from a 2D RGB webcam stream and tracking of facial motions such as mouth motions, winking, and head direction with rotation. Three use case areas assisted the development of the modules: creativity software, office and clinical software, and gaming software. A collection of open-source libraries has been integrated and provide a layer of modular gesture mapping on top of existing mouse and keyboard controls in Windows via DirectX. With ease of access to webcams integrated into most laptops and desktop computers, touchless computing becomes more available with MotionInput v2.0, in a federated and locally processed method
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