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The design of a conservative logic computer and a graphical editor simulator

Ressler, Andrew Lewis
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 128 leaves; 7002152 bytes; 7001908 bytes; application/pdf; application/pdf
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by Andrew Lewis Ressler.; Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1981.; MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING.; Bibliography: leaf 128.

PINS : a haptic computer interface system; haPtic Intuitive N-scalable System : a haptic computer interface system

Kaanta, Bradley C. (Bradley Carter), 1980-
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 95 p.; 5153078 bytes; 5163819 bytes; application/pdf; application/pdf
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The research goal was to develop a dense array of discreet vertical actuators as an input and output device with haptic feedback for Human Computer Interaction (HCI). This expands upon the current research of table surfaces as medium for HCI by adding a third dimension that both a user and a computer can control. The use of vertical actuation makes possible new kinds of physical interactions with virtual objects and allows a computer to maintain constancy with the physical representation and the digital information. This requires the design and constructions of an elegant, reliable, and economically reasonable actuator array. Each array element requires autonomy to quickly and accurately move to a precise height. As an array, combined elements must provide enough resolution so that the user perceives the array as a continuously morphing, three-dimensional surface. Shape transformations are accomplished either indirectly by digital means or directly by user touch. The proposed research will focus on development of a real-time haptic actuation arrays supporting technology. The process includes working on the design, function, appearance, response, and implementation.; by Bradley C. Kaanta.; Thesis (M. Eng. and S.B.)--Massachusetts Institute of Technology...

VISTA : a visualization tool for computer architects; Visualization tool for computer architects

Mihalik, Aaron D. (Aaron Daniel), 1980-
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 55 leaves; 3599683 bytes; 3605553 bytes; application/pdf; application/pdf
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As computer architectures continue to grow in complexity, software developers and hardware engineers cope with the increasing complexity by developing proprietary applications, simulations and tool sets to understand the behavior of these complex systems. Although the field of information visualization is leading to powerful applications in many areas, information visualization applications for computer architecture development are either tightly coupled with a specific architecture or target a wide range of computer system data. This thesis introduces the Visualization Tool for Computer Architects (VISTA) Environment. The VISTA Environment is an extensible and modular information visualization environment for hardware engineers, software developers and educators to visualize data from a variety of computer architecture simulations at different levels of abstraction. The VISTA Environment leverages common attributes in simulation data, computer architecture visualizations, and computer architecture development methods to create a powerful information visualization environment to aid in designing, understanding and communicating complex computer architectures.; by Aaron D. Mihalik.; Thesis (M. Eng.)--Massachusetts Institute of Technology...

Physically animated desktop computer for ergonomic & affective movement; RoCo : a physically animated desktop computer for ergonomic and affective movement

Wang, Andrew (Andrew Fuh-Hwa)
Fonte: Massachusetts Institute of Technology Publicador: Massachusetts Institute of Technology
Tipo: Tese de Doutorado Formato: 84 leaves
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For better or worse, more people are spending their days in front of computers. With this increase in computer use, more people are complaining of back and neck pain. The simple act of changing your posture, however, can dramatically reduce the risk of back or neck injury from prolonged computer use. RoCo, the robotic computer, can encourage computer users to change posture by moving its screen to different positions. Having introduced motion, RoCo can now also begin to build a social relationship with the user and affect his affective state. This thesis describes the workings of RoCo and the results of an initial user study to produce affective movement.; by Andrew Wang.; Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.; Includes bibliographical references (leaves 83-84).

Collaboration in computer science: a network science approach. Part I

Franceschet, Massimo
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
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Co-authorship in publications within a discipline uncovers interesting properties of the analysed field. We represent collaboration in academic papers of computer science in terms of differently grained networks, including those sub-networks that emerge from conference and journal co-authorship only. We take advantage of the network science paraphernalia to take a picture of computer science collaboration including all papers published in the field since 1936. We investigate typical bibliometric properties like scientific productivity of authors and collaboration level in papers, as well as large-scale network properties like reachability and average separation distance among scholars, distribution of the number of scholar collaborators, network resilience and dependence on star collaborators, network clustering, and network assortativity by number of collaborators.

Learning Style Similarity for Searching Infographics

Saleh, Babak; Dontcheva, Mira; Hertzmann, Aaron; Liu, Zhicheng
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 05/05/2015 Português
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Infographics are complex graphic designs integrating text, images, charts and sketches. Despite the increasing popularity of infographics and the rapid growth of online design portfolios, little research investigates how we can take advantage of these design resources. In this paper we present a method for measuring the style similarity between infographics. Based on human perception data collected from crowdsourced experiments, we use computer vision and machine learning algorithms to learn a style similarity metric for infographic designs. We evaluate different visual features and learning algorithms and find that a combination of color histograms and Histograms-of-Gradients (HoG) features is most effective in characterizing the style of infographics. We demonstrate our similarity metric on a preliminary image retrieval test.; Comment: 6 pages, to appear in the 41st annual conference on Graphics Interface (GI) 2015,

Science User Scenarios for a Virtual Observatory Design Reference Mission: Science Requirements for Data Mining

Borne, Kirk D.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 19/08/2000 Português
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The knowledge discovery potential of the new large astronomical databases is vast. When these are used in conjunction with the rich legacy data archives, the opportunities for scientific discovery multiply rapidly. A Virtual Observatory (VO) framework will enable transparent and efficient access, search, retrieval, and visualization of data across multiple data repositories, which are generally heterogeneous and distributed. Aspects of data mining that apply to a variety of science user scenarios with a VO are reviewed. The development of a VO should address the data mining needs of various astronomical research constituencies. By way of example, two user scenarios are presented which invoke applications and linkages of data across the catalog and image domains in order to address specific astrophysics research problems. These illustrate a subset of the desired capabilities and power of the VO, and as such they represent potential components of a VO Design Reference Mission.; Comment: 4 pages. Paper to appear in the proceedings of the June 2000 "Virtual Observatories of the Future" conference at Caltech, edited by R. J. Brunner, S. G. Djorgovski, & A. Szalay. (For figures and demos related to sample user scenarios, see http://adc.gsfc.nasa.gov/adc/adc_science/adc-science-scenario-papers.html .)

Introducing SLAMBench, a performance and accuracy benchmarking methodology for SLAM

Nardi, Luigi; Bodin, Bruno; Zia, M. Zeeshan; Mawer, John; Nisbet, Andy; Kelly, Paul H. J.; Davison, Andrew J.; Luján, Mikel; O'Boyle, Michael F. P.; Riley, Graham; Topham, Nigel; Furber, Steve
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
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Real-time dense computer vision and SLAM offer great potential for a new level of scene modelling, tracking and real environmental interaction for many types of robot, but their high computational requirements mean that use on mass market embedded platforms is challenging. Meanwhile, trends in low-cost, low-power processing are towards massive parallelism and heterogeneity, making it difficult for robotics and vision researchers to implement their algorithms in a performance-portable way. In this paper we introduce SLAMBench, a publicly-available software framework which represents a starting point for quantitative, comparable and validatable experimental research to investigate trade-offs in performance, accuracy and energy consumption of a dense RGB-D SLAM system. SLAMBench provides a KinectFusion implementation in C++, OpenMP, OpenCL and CUDA, and harnesses the ICL-NUIM dataset of synthetic RGB-D sequences with trajectory and scene ground truth for reliable accuracy comparison of different implementation and algorithms. We present an analysis and breakdown of the constituent algorithmic elements of KinectFusion, and experimentally investigate their execution time on a variety of multicore and GPUaccelerated platforms. For a popular embedded platform...

From Declarative Languages to Declarative Processing in Computer Games

Sowell, Benjamin; Demers, Alan; Gehrke, Johannes; Gupta, Nitin; Li, Haoyuan; White, Walker
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 09/09/2009 Português
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Recent work has shown that we can dramatically improve the performance of computer games and simulations through declarative processing: Character AI can be written in an imperative scripting language which is then compiled to relational algebra and executed by a special games engine with features similar to a main memory database system. In this paper we lay out a challenging research agenda built on these ideas. We discuss several research ideas for novel language features to support atomic actions and reactive programming. We also explore challenges for main-memory query processing in games and simulations including adaptive query plan selection, support for parallel architectures, debugging simulation scripts, and extensions for multi-player games and virtual worlds. We believe that these research challenges will result in a dramatic change in the design of game engines over the next decade.; Comment: CIDR 2009

Developing Educational Computer Animation Based on Human Personality Types

Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 24/03/2015 Português
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Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical educational methods have shown deficiencies in keeping up with the drastic changes observed in the digital era. Without taking into account various significant factors such as gender, age, level of interest and memory level, educational animation may turn out to be insufficient for learners or fail to meet their needs. However, we have noticed that the applications of animation for education have been given only inadequate attention, and students' personality types have never been taken into account. We suggest there is an interesting relationship here, and propose essential factors in creating educational animations based on students' personality types. Particularly, we investigate how information in computer animation may be presented in a preferable way based on the fundamental elements of computer animation. The present study believes that it is likely to have wide benefits in the field of education. Considering the personality types in designing educational computer animations with the aid of gathered empirical results might be a promising avenue to enhance the learning process.; Comment: 19 pages...

The Revolution in Astronomy Education: Data Science for the Masses

Borne, Kirk D.; Jacoby, Suzanne; Carney, K.; Connolly, A.; Eastman, T.; Raddick, M. J.; Tyson, J. A.; Wallin, J.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 21/09/2009 Português
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As our capacity to study ever-expanding domains of our science has increased (including the time domain, non-electromagnetic phenomena, magnetized plasmas, and numerous sky surveys in multiple wavebands with broad spatial coverage and unprecedented depths), so have the horizons of our understanding of the Universe been similarly expanding. This expansion is coupled to the exponential data deluge from multiple sky surveys, which have grown from gigabytes into terabytes during the past decade, and will grow from terabytes into Petabytes (even hundreds of Petabytes) in the next decade. With this increased vastness of information, there is a growing gap between our awareness of that information and our understanding of it. Training the next generation in the fine art of deriving intelligent understanding from data is needed for the success of sciences, communities, projects, agencies, businesses, and economies. This is true for both specialists (scientists) and non-specialists (everyone else: the public, educators and students, workforce). Specialists must learn and apply new data science research techniques in order to advance our understanding of the Universe. Non-specialists require information literacy skills as productive members of the 21st century workforce...

Submodular meets Structured: Finding Diverse Subsets in Exponentially-Large Structured Item Sets

Prasad, Adarsh; Jegelka, Stefanie; Batra, Dhruv
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 06/11/2014 Português
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To cope with the high level of ambiguity faced in domains such as Computer Vision or Natural Language processing, robust prediction methods often search for a diverse set of high-quality candidate solutions or proposals. In structured prediction problems, this becomes a daunting task, as the solution space (image labelings, sentence parses, etc.) is exponentially large. We study greedy algorithms for finding a diverse subset of solutions in structured-output spaces by drawing new connections between submodular functions over combinatorial item sets and High-Order Potentials (HOPs) studied for graphical models. Specifically, we show via examples that when marginal gains of submodular diversity functions allow structured representations, this enables efficient (sub-linear time) approximate maximization by reducing the greedy augmentation step to inference in a factor graph with appropriately constructed HOPs. We discuss benefits, tradeoffs, and show that our constructions lead to significantly better proposals.

Citation Counting, Citation Ranking, and h-Index of Human-Computer Interaction Researchers: A Comparison between Scopus and Web of Science

Meho, Lokman I.; Rogers, Yvonne
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 12/03/2008 Português
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This study examines the differences between Scopus and Web of Science in the citation counting, citation ranking, and h-index of 22 top human-computer interaction (HCI) researchers from EQUATOR--a large British Interdisciplinary Research Collaboration project. Results indicate that Scopus provides significantly more coverage of HCI literature than Web of Science, primarily due to coverage of relevant ACM and IEEE peer-reviewed conference proceedings. No significant differences exist between the two databases if citations in journals only are compared. Although broader coverage of the literature does not significantly alter the relative citation ranking of individual researchers, Scopus helps distinguish between the researchers in a more nuanced fashion than Web of Science in both citation counting and h-index. Scopus also generates significantly different maps of citation networks of individual scholars than those generated by Web of Science. The study also presents a comparison of h-index scores based on Google Scholar with those based on the union of Scopus and Web of Science. The study concludes that Scopus can be used as a sole data source for citation-based research and evaluation in HCI, especially if citations in conference proceedings are sought and that h scores should be manually calculated instead of relying on system calculations.; Comment: 35 pages...

Open science in machine learning

Vanschoren, Joaquin; Braun, Mikio L.; Ong, Cheng Soon
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 24/02/2014 Português
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We present OpenML and mldata, open science platforms that provides easy access to machine learning data, software and results to encourage further study and application. They go beyond the more traditional repositories for data sets and software packages in that they allow researchers to also easily share the results they obtained in experiments and to compare their solutions with those of others.

3D-Computer Animation for a Yoruba Native Folktale

Adeyanju, Ibrahim; Babalola, Comfort; Salaudeen, Kareemat; Oyediran, Biola
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 16/08/2015 Português
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Computer graphics has wide range of applications which are implemented into computer animation, computer modeling among others. Since the invention of computer graphics researchers have not paid much of attentions toward the possibility of converting oral tales otherwise known as folktales into possible cartoon animated videos. This paper is based on how to develop cartoons of local folktales that will be of huge benefits to Nigerians. The activities were divided into 5 stages; analysis, design, development, implementation and evaluation which involved various processes and use of various specialized software and hardware. After the implementation of this project, the video characteristics were evaluated using likert scale. Analysis of 30 user responses indicated that 17 users (56.7 percent) rated the image quality as excellent, the video and image synchronization was rated as excellent by 9 users (30 percent), the Background noise was rated excellent by 18 users (60 percent), the Character Impression was rated Excellent by 11 users (36.67 percent), the general assessment of the storyline was rated excellent by 17 users (56.7 percent), the video Impression was rated excellent by 11 users (36.67 percent) and the voice quality was rated by 10 users (33.33 percent) as excellent.; Comment: 9 pages

Computer Art in the Former Soviet Bloc

Engle, Eric
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 02/09/2008 Português
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Documents early computer art in the Soviet bloc and describes Marxist art theory.; Comment: 28 pages

Defining Data Science

Zhu, Yangyong; Xiong, Yun
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 20/01/2015 Português
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Data science is gaining more and more and widespread attention, but no consensus viewpoint on what data science is has emerged. As a new science, its objects of study and scientific issues should not be covered by established sciences. Data in cyberspace have formed what we call datanature. In the present paper, data science is defined as the science of exploring datanature.

From Human-Computer Interaction to Human-Robot Social Interaction

Toumi, Tarek; Zidani, Abdelmadjid
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 03/12/2014 Português
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Human-Robot Social Interaction became one of active research fields in which researchers from different areas propose solutions and directives leading robots to improve their interactions with humans. In this paper we propose to introduce works in both human robot interaction and human computer interaction and to make a bridge between them, i.e. to integrate emotions and capabilities concepts of the robot in human computer model to become adequate for human robot interaction and discuss challenges related to the proposed model. Finally an illustration through real case of this model will be presented.

One method for proving inequalities by computer

Malesevic, Branko J.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
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In this article we consider a method for proving a class of analytical inequalities via minimax rational approximations. All numerical calculations in this paper are given by Maple computer program.; Comment: Accepted in Journal of Inequalities and Applications

Combining Brain-Computer Interfaces and Haptics: Detecting Mental Workload to Adapt Haptic Assistance

George, Laurent; Marchal, Maud; Glondu, Loeïz; Lécuyer, Anatole
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 13/07/2012 Português
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In this paper we introduce the combined use of Brain-Computer Interfaces (BCI) and Haptic interfaces. We propose to adapt haptic guides based on the mental activity measured by a BCI system. This novel approach is illustrated within a proof-of-concept system: haptic guides are toggled during a path-following task thanks to a mental workload index provided by a BCI. The aim of this system is to provide haptic assistance only when the user's brain activity reflects a high mental workload. A user study conducted with 8 participants shows that our proof-of-concept is operational and exploitable. Results show that activation of haptic guides occurs in the most difficult part of the path-following task. Moreover it allows to increase task performance by 53% by activating assistance only 59% of the time. Taken together, these results suggest that BCI could be used to determine when the user needs assistance during haptic interaction and to enable haptic guides accordingly.; Comment: EuroHaptics (2012)