Search results for "e learning"

showing 10 items of 2703 documents

Dance to your own drum: Identification of musical genre and individual dancer from motion capture using machine learning

2020

Machine learning has been used to accurately classify musical genre using features derived from audio signals. Musical genre, as well as lower-level audio features of music, have also been shown to...

Audio signalVisual Arts and Performing ArtsDanceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer sciencebusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTING06 humanities and the artsDrumMusicalMachine learningcomputer.software_genreMotion capture050105 experimental psychology060404 musicIdentification (information)Embodied cognition0501 psychology and cognitive sciencesArtificial intelligencebusinesscomputer0604 artsMusicJournal of New Music Research
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HEART MOBILE LEARNING

2018

The widespread diffusion of mobile technologies in today’s society and the technological developments of recent years offers new opportunities for learning providing innovative techniques and tools in education. In this paper, we will introduce HeARt, an augmented reality mobile Learning system to support university medical students in their learning activities during an anatomy laboratory. Students usually use, in their daily anatomy laboratory, a physical human heart model to investigate and learn about heart anatomy. Even though these models are perfect education tools to observe details and touch "with hands" all the heart sections, they need a supplementary encyclopaedia to learn all h…

Augmented RealityMobile LearningComputer scienceMedicineHuman Anatomy
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Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
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Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

2016

During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression…

Augmented reality Virtual Reality Personal Change sense of presencebody swappinglcsh:RC435-571Revieweating disordersVirtual realityStructuring050105 experimental psychology03 medical and health sciences0302 clinical medicineanxiety disorderslcsh:PsychiatryAcute pain; Anxiety disorders; Augmented reality; Body swapping; Eating disorders; Personal change; Post-traumatic stress disorder; Virtual reality; Psychiatry and Mental HealthAdded valueSettore M-PSI/01 - PSICOLOGIA GENERALEVirtuality (gaming)0501 psychology and cognitive sciencespsychosisPsychiatryFocus (computing)Depression05 social sciencesacute painaugmented realityPsychiatry and Mental healthTransformative learningSystematic reviewvirtual realitypost-traumatic stress disorderAugmented realityChronic PainM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychology030217 neurology & neurosurgerypersonal changeCognitive psychologyFrontiers in Psychiatry
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Machine Learning VS Transfer Learning - Smart Camera Implementation for Face Authentication

2018

The aim of this paper is to highlight differences between classical machine learning and transfer learning applied to low cost real-time face authentication. Furthermore, in an access control context, the size of biometric data should be minimized so it can be stored on a remote personal media. These constraints have led us to compare only lightest versions of these algorithms. Transfer learning applied on Mobilenet v1 raises to 85% of accuracy, for a 457Ko model, with 3680s and 1.43s for training and prediction tasks. In comparison, the fastest integrated method (Random Forest) shows accuracy up to 90% for a 7,9Ko model, with a fifth of a second to be trained and a hundred of microseconds …

AuthenticationComputer sciencebusiness.industry05 social sciencesContext (language use)Access controlMachine learningcomputer.software_genre050105 experimental psychologyRandom forest03 medical and health sciences0302 clinical medicineFace (geometry)0501 psychology and cognitive sciencesArtificial intelligenceBiometric dataSmart camerabusinessTransfer of learningcomputer[SPI.SIGNAL]Engineering Sciences [physics]/Signal and Image processing030217 neurology & neurosurgeryComputingMilieux_MISCELLANEOUS[SPI.SIGNAL] Engineering Sciences [physics]/Signal and Image processing
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Can ultraviolet cues function as aposematic signals?

2001

The fact that birds are sensitive to ultraviolet light (UV, 320–400 nm) has been largely ignored by previous studies of aposematism. Therefore, in the present article we investigated whether great tits preferred ultraviolet-reflecting colors compared to colors without UV reflection and whether UV cues alone could function as aposematic signals. We were able to manipulate prey visibility in UV light by changing the UV reflectance of prey items as well as altering the lighting conditions. In order to perform a preference experiment we used three pairs of colors (green UV vs. green, gray UV vs. gray, yellow UV vs. yellow) on a black background. The birds ate both UV types equally for all three…

Avoidance learningmedicineUltraviolet lightAnimal Science and ZoologyAposematismBiologymedicine.disease_causeBiological systemReflectivityEcology Evolution Behavior and SystematicsUltravioletBehavioral Ecology
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Ebselen prevents chronic alcohol-induced rat hippocampal stress and functional impairment

2007

Background: Most of the previously published data suggest a role for oxidative or nitrosative stress in ethanol-induced nervous system damage. Moreover, ethanol is able to impair learning abilities in adult mammalian brain, a process suggested to be directly related to hippocampal neurogenesis. Ebselen, a synthetic compound with antioxidant properties, is able to prevent ethanol-induced impairment of neurogenesis in adult rats. The aim of the present work was to further demonstrate the ability of ebselen to prevent biochemical alterations, and preserve long-term potentiation (LTP) and learning abilities, in the hippocampus of chronic alcoholic adult rats. Methods: Biochemical markers of oxi…

AzolesMalemedicine.medical_specialtyAlcohol DrinkinghippocampusoxidationLong-Term PotentiationSpatial BehaviorMedicine (miscellaneous)Morris water navigation taskIsoindolesHippocampal formationToxicologymedicine.disease_causeHippocampusAntioxidantsRats Sprague-Dawleychemistry.chemical_compoundOrganoselenium CompoundsInternal medicinemedicineAnimalsMaze Learninglong-term potentiationlearningEbselenNeurogenesisLong-term potentiationGlutathioneMalondialdehydeGlutathioneRatsOxidative StressPsychiatry and Mental healthEndocrinologychemistryBiochemistryethanolOxidative stress
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The Bayesian Learning Automaton — Empirical Evaluation with Two-Armed Bernoulli Bandit Problems

2009

The two-armed Bernoulli bandit (TABB) problem is a classical optimization problem where an agent sequentially pulls one of two arms attached to a gambling machine, with each pull resulting either in a reward or a penalty. The reward probabilities of each arm are unknown, and thus one must balance between exploiting existing knowledge about the arms, and obtaining new information.

Balance (metaphysics)Optimization problemWake-sleep algorithmbusiness.industryBayesian inferenceMachine learningcomputer.software_genreAutomatonBernoulli's principleArtificial intelligencebusinessBeta distributioncomputerMathematics
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Mūža mācīšanās izpratnes ietekme uz pieaugušo svešvalodu kompetences paaugstināšanu: Latvijas un Dānijas pieredze

2015

.Darbs veltīts mūža mācīšanās izpratnes un nozīmes apzināšanai Eiropā un Latvijā un Dānijā tās kontekstā. Darbā vairāk analizēta viena no Eiropas Parlamenta 2006.gadā definētajām nepieciešamajām pamatprasmēm – svešvalodu zināšanas - pieaugušo mācīšanās kontekstā. Darbā apskatīts mūža mācīšanās atbalsts Eiropas Savienības, Latvijas un Dānijas dokumentos, analizēta pieaugušo mācīšanās specifika, kā arī aplūkoti galvenie mūža mācīšanās izaicinājumi. Darba analītiskajā daļā izmantot anketēšanas metode. Iegūti dati no 59 pieaugušajiem, kuri 2014./2015.gada mijā mācījās kādu no svešvalodām Latvijā vai Dānijā. Anketu atbilžu analīzes rezultāti ir prezentēti un salīdzināti darbā. Neskatoties uz Lat…

Baltijas jūras reģiona studijasadult learninglifelong learningforeign language learning
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El huerto escolar como herramienta innovadora que contribuye al desarrollo competencial del estudiante universitario. Una propuesta educativa multidi…

2017

El huerto escolar es un recurso pedagógico que permite aproximar al alumnado al entorno natural diseñando experiencias interdisciplinares que contribuyan al desarrollo de las competencias básicas. En el ámbito universitario facilita el aprendizaje cooperativo y la adquisición de habilidades socioambientales. El proyecto L’Hort 2.0 pretende crear un entorno virtual basado en el huerto escolar para la administración de contenidos TIC que permitan enlazar las actividades fuera del aula con el contenido de las guías docentes. Se trabaja mediante una metodología activa y colaborativa, en tres fases: preparación y diseño del entorno web en seis áreas temáticas; elaboración de materiales educativo…

Basic skillsGeographyProcess (engineering)business.industryEducational resourcesPedagogyComputingMilieux_COMPUTERSANDEDUCATIONUniversity levelCollaborative learningGeneral MedicineStudent learningbusinessContent managementVivat Academia. Revista de Comunicación
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