Search results for "Application"
showing 10 items of 5559 documents
Server implementations for improving the performance of CAR systems based on mobile phones
2014
Collaborative Augmented Reality (CAR) systems allow multiple users to share a real world environment, including computer-generated images in real time. The hardware features of most current mobile phones include wireless network capabilities that offer a natural platform for CAR systems. However, the potential number of clients in CAR systems based on mobile phones is much larger than on CAR systems based on other kind of mobile devices, requiring a system design that takes into account scalability issues. This paper presents the experimental characterization of CAR systems based on mobile phones, providing quantitative results about well-known performance metrics in distributed systems. Th…
Using an Adaptive Network-based Fuzzy Inference System to Estimate the Vertical Force in Single Point Incremental Forming
2019
Manufacturing processes are usually complex ones, involving a significant number of parameters. Unconventional manufacturing processes, such as incremental forming is even more complex, and the establishment of some analytical relationships between parameters is difficult, largely due to the nonlinearities in the process. To overcome this drawback, artificial intelligence techniques were used to build empirical models from experimental data sets acquired from the manufacturing processes. The approach proposed in this work used an adaptive network-based fuzzy inference system to extract the value of technological force on Z-axis, which appears during incremental forming, considering a set of…
A Comparative Evaluation of a Virtual Reality Table and a HoloLens-Based Augmented Reality System for Anatomy Training
2020
Anatomy training with real cadavers poses many practical problems for which new training and educational solutions have been developed making use of technologies based on real-time 3-D graphics. Although virtual reality (VR) and augmented reality (AR) have been previously used in the medical field, it is not easy to select the right 3-D technology or setup for each particular problem. For this reason, this article presents a comprehensive comparative study with 82 participants between two different 3-D interactive setups: an optical-based AR setup, implemented with a Microsoft HoloLens device, and a semi-immersive setup based on a VR Table. Both setups are tested using an anatomy training s…
Detecting Bridge Anaphora
2017
The paper presents one of most important issues in natural language processing (NLP), namely the automated recognition of semantic relations (in this case, bridge anaphora). In this sense, we propose to recognize automatically, as accurately as possible, this type of relations in a literary corpus (the novel Quo Vadis), knowing that the diversity and complexity of relations between entities is impressive. Furthermore, we defined and classified the bridge anaphora type relations based on annotation conventions. In order to achieve the main goal, we developed a computational instrument, BAT (Bridge Anaphora Tool), currently still in a test (and implicitly an improvable) version. This study is…
Understanding the use of mobile phones in the agricultural sector in rural Indonesia: using the capability approach as lens
2012
This study aims to investigate the use of mobile phones in the agricultural sector and its possible contributions to development of developing countries, with special reference to Indonesia. In our interpretive work, the capability approach is used as a lens, and the study is informed by data from interviews with various actors and field observations. The paper unearths the pattern of use of mobile phones among farmers in their professional network and shows that ownership and use of mobile phones varies, depending on the farmers' location in the network hierarchy. The study further unveils that the conversion factors play a significant role in order to realise achievement (functionings) fr…
Performance comparison of container orchestration platforms with low cost devices in the fog, assisting Internet of Things applications
2020
Abstract In the last decade there has been an increasing interest and demand on the Internet of Things (IoT) and its applications. But, when a high level of computing and/or real time processing is required for these applications, different problems arise due to their requirements. In this context, low cost autonomous and distributed Small Board Computers (SBC) devices, with processing, storage capabilities and wireless communications can assist these IoT networks. Usually, these SBC devices run an operating system based on Linux. In this scenario, container-based technologies and fog computing are an interesting approach and both have led to a new paradigm in how devices cooperate, improvi…
Synthetic Genes for artificial ants. Diversity in ant colony optimization algorithms
2010
Inspired from the fact that the real world ants from within a colony are not clones (although they may look alike, they are different from one another), in this paper, the authors are presenting an adapted ant colony optimisation (ACO) algorithm that incorporates methods and ideas from genetic algorithms (GA). Following the first (introductory) section of the paper is presented the history and the state of the art, beginning with the stigmergy and genetic concepts and ending with the latest ACO algorithm variants as multiagent systems (MAS). The rationale and the approach sections are aiming at presenting the problems with current stigmergy-based algorithms and at proposing a (possible - ye…
Learning to collaborate: Designing collaboration in a 3-D game environment
2006
To respond to learning needs, Computer-Supported Collaborative Learning (CSCL) must provide instructional support. The particular focus of this paper is on designing collaboration in a 3-D virtual game environment intended to make learning more effective by promoting student opportunities for interaction. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. eScape is a design experiment, comprising both the process of designing a collaborative game environment and an empirical study where data is collected using a variety of methods and analysed, after which the findings and conclusions serve as a basis for further design work. By …
Identifying relevant segments of AI applications adopters : Expanding the UTAUT2’s variables
2021
Artificial intelligence (AI) is a future-defining technology, and AI applications are becoming mainstream in the developed world. Many consumers are adopting and using AI-based apps, devices, and services in their everyday lives. However, research examining consumer behavior in using AI apps is scant. We examine critical factors in AI app adoption by extending and validating a well-established unified theory of adoption and use of technology, UTAUT2. We also explore the possibility of unobserved heterogeneity in consumers’ behavior, including potentially relevant segments of AI app adopters. To augment the knowledge of end users’ engagement and relevant segments, we have added two new antec…
“La victoria de la técnica”, según Ortega y Gasset (una alternativa a Heidegger)
2013
ABSTRACT Ortega y Gasset's "Mediation on Technique" is part of his historical diagnostic of modern and contemporary life, wich we can resume by means of the expression "the victory of technique". But, secondly, Ortegian reflections upon technique is decisive for understanding human being, its reason and universal history. And, thirdly, it represents an alternative to the herdeggerian way, not only in relation to technique, but to philosophical thinking in general, although wothout accepting naturalism as way out. RESUMEN “Meditacion de la tecnica” de Ortega y Gasset forma parte del diagnostico historico de la vida moderna y contemporanea, que puede resumirse mediante la expresion “la victo…