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  • Resultat 31-40 av 1910
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31.
  • Granlund, Gösta H. (författare)
  • A Nonlinear, Image-content Dependent Measure of Image Quality
  • 1977
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • In recent years, considerable research effort has been devoted to the development of useful descriptors for image quality. The attempts have been hampered by i n complete understanding of the operation of the human visual system. This has made it difficult to relate physical measures and perceptual traits.A new model for determination of image quality is proposed. Its main feature is that it tries to invoke image content into consideration. The model builds upon a theory of image linearization, which means that the information in an image can well enough be represented using linear segments or structures within local spatial regions and frequency ranges. This implies a l so a suggestion that information in an image has to do with one- dimensional correlations. This gives a possibility to separate image content from noise in images, and measure them both.Also a hypothesis is proposed that the visual system of humans does in fact perform such a linearization.
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32.
  • Zhang, Chi, et al. (författare)
  • Social-IWSTCNN: A social interaction-weighted spatio- temporal convolutional neural network for pedestrian trajectory prediction in urban traffic scenarios
  • 2021
  • Ingår i: IEEE Intelligent Vehicles Symposium, 11-17 July 2021, Proceedings. - : IEEE. - 9781728153957 ; 2021-July, s. 1515-1522
  • Konferensbidrag (refereegranskat)abstract
    • Pedestrian trajectory prediction in urban scenarios is essential for automated driving. This task is challenging because the behavior of pedestrians is influenced by both their own history paths and the interactions with others. Previous research modeled these interactions with pooling mechanisms or aggregating with hand-crafted attention weights. In this paper, we present the Social Interaction-Weighted Spatio- Temporal Convolutional Neural Network (Social-IWSTCNN), which includes both the spatial and the temporal features. We propose a novel design, namely the Social Interaction Extractor, to learn the spatial and social interaction features of pedestrians. Most previous works used ETH and UCY datasets which include five scenes but do not cover urban traffic scenarios extensively for training and evaluation. In this paper, we use the recently released large-scale Waymo Open Dataset in urban traffic scenarios, which includes 374 urban training scenes and 76 urban testing scenes to analyze the performance of our proposed algorithm in comparison to the state-of-the-art (SOTA) models. The results show that our algorithm outperforms SOTA algorithms such as Social-LSTM, Social-GAN, and Social-STGCNN on both Average Displacement Error (ADE) and Final Displacement Error (FDE). Furthermore, our Social- IWSTCNN is 54.8 times faster in data pre-processing speed, and 4.7 times faster in total test speed than the current best SOTA algorithm Social-STGCNN.
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33.
  • Enoksson, Fredrik, 1977-, et al. (författare)
  • The activity of human metadata creation and the Semantic Web
  • 2015
  • Ingår i: International Journal of Metadata, Semantics and Ontologies. - Geneva, SWITZERLAND : InderScience Publishers. - 1744-263X. ; 10:2, s. 64-74
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an explorative study of the human activity of creating metadata, done with the purpose of exploring the practices of this activity and how those can potentially impact the utility of the metadata as it is exposed on a level that enables semantic collaboration, like the Semantic Web. Previous research around human metadata creation seems to indicate that how the activity is carried out has a common core, but is unique in each situation on how it can be improved. The data for this study was gathered through interviews and analyzed using activity theory. The analysis of the data gathered through the interviews indicate that the main objective of the activity is to enable discovery within a collection. Metadata is however created with a community of users in mind, which is sometimes reflected in metadata creation guidelines. These guidelines can in turn impact the discoverability across these communities as metadata is exposed on the Semantic Web.
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34.
  • Enoksson, Fredrik, 1977-, et al. (författare)
  • Towards End-User Development for Metadata Creators
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Many organization, like libraries, museums, archives, etc. are dependent on metadata about their resources as a representation of their collection. This paper will present an approach aimed at reducing the need for a developer when constructing the metadata editing tool required for such systems, where the long term goal is to enable end-user development (EUD) for the metadata creators. The approach is still under development, but right now it includes a model and a code-library called RDForms that was designed for developers to quickly set up a form based metadata editor, where the metadata that can be edited is changed through a configuration mechanism. An evaluation on the use of RDForms in the wild is presented that seems to indicate that the developers are the ones also configuring the metadata editor. If the configuration instead could be made by the metadata creators the need for a developer would be even further reduced.
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35.
  • Eriksson, Eva, 1976, et al. (författare)
  • Makerspace in school : Considerations from a large-scale national testbed
  • 2018
  • Ingår i: International Journal of Child-Computer Interaction. - : Elsevier. - 2212-8689 .- 2212-8697. ; 16, s. 9-15
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital fabrication and making has received a growing interest in formal and informal learning environments. However, many of these initiatives often start from a grassroots perspective, with little coordination on a national level. This paper illustrates and discusses a study from an ongoing large-scale national testbed in Sweden named Makerspace in schools (Makerskola). The project embodies a series of considerations that arise when a maker approach is applied to a geographically widespread national education context. The results of this study are based on an analysis of the extensive project documentation and first-hand experiences from initiating and running a large-scale national testbed in Sweden, involving more than 30 formal actors and more than one thousand active partners in a national educational setting. The main contribution of this paper is the identification and discussion of five different considerations that have emerged during the project, and include Procurement practices, The teacher and leader perspective, Informing national policy making, Creating equal opportunities, and Progression in digital fabrication.
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36.
  • Faber, Adrian, et al. (författare)
  • Critical design goggles: Explorative use of critical design perspectives in a video production project
  • 2014
  • Ingår i: SIDER’14 Royal Institute of Technology, KTH, Stockholm, Sweden, April 11-12, 2014.. ; , s. -5
  • Konferensbidrag (refereegranskat)abstract
    • This paper is built on a study that intends to develop a method by creating a set of tools based on selected parts from critical design and critical design theory. The goals of these tools are to function as instruments enabling practical implementation of critical design in a design and/or production process. In this study we develop the tools for critical design work and test our tools in a specific production process of a music video to explore how to apply critical design practically. Indoing so we used design-oriented research methods. By bringing together critical design perspectives and the practice of video production, this study wishes to contribute to the work of bridging the gap between theory and practice in critical design.
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37.
  • Jacobsson, Mattias, et al. (författare)
  • GlowBots : Designing and Implementing Engaging Human-Robot Interaction
  • 2008
  • Ingår i: Journal of Physical Agents. - 1888-0258. ; 2:2, s. 51-60
  • Tidskriftsartikel (refereegranskat)abstract
    • GlowBots are small tangible, communicating and interactive robots that show eye-catching visual patterns on a round LED display. This paper details the development of the GlowBots from the early user-oriented design phase, through hardware and software development and onto preliminary user studies. In the design phase we outlined a robot application based on a study of how owners relate with unusual pets, such as snakes and lizards. This led to an application concept of a set of ”hobby robots” which would communicate with each other and the user through dynamic patterns. Based on these requirements, we developed a LED display called see- Puck, which together with an open robot platform was used for the GlowBots application itself. One particular issue is dealing with energy consumption problems, as resources in embedded systems often limit the potential time for user interaction. We conclude with a report on early user experiences from demonstrating GlowBots and a preliminary user study in a home environment as well as remarks about future directions.
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38.
  • Katzeff, Cecilia, 1957-, et al. (författare)
  • Exploring Sustainable Practices in Workplace Settings through Visualizing Electricity Consumption
  • 2013
  • Ingår i: ACM Transactions on Computer-Human Interaction. - New York : ACM Press. - 1073-0516 .- 1557-7325. ; 20:5
  • Tidskriftsartikel (refereegranskat)abstract
    • People’s domestic habits are increasingly being targeted to reduce levels of CO2 emissions. Whereas domestic energy consumption has received a lot of attention with several reported studies on sustainable practices, there are very few studies on workplace practices. Nevertheless, these are considered as having much potential for reducing energy consumption. This paper presents the findings from two field studies where two different types of prototypes for visualizing energy use were designed, implemented and evaluated in different types of workplace settings – factories and offices. The studies used design probes to explore how visual feedback for electricity use was interpreted and acted upon by employees in work settings. A striking observation was that it is very difficult to get people to change to more pro-environmental behavior and practices in a workplace environment. The paper discusses why this might be the case.
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39.
  • Nairat, Malik, 1973, et al. (författare)
  • Generative comics: a character evolution approach for creating fictional comics
  • 2020
  • Ingår i: Digital Creativity. - : Informa UK Limited. - 1462-6268 .- 1744-3806. ; 31:4, s. 284-301
  • Tidskriftsartikel (refereegranskat)abstract
    • Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with extreme personality traits inspired by well-known comics characters.
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40.
  • Heintz, Fredrik, et al. (författare)
  • Computing at School in Sweden - Experiences from Introducing Computer Science within Existing Subjects
  • 2015
  • Ingår i: Informatics in Schools. Curricula, Competences, and Competitions /Lecture Notes in Computer Science and General Issues. - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. - 9783319253954 - 9783319253961 ; 9378, s. 118-130
  • Konferensbidrag (refereegranskat)abstract
    • Computing is no longer considered a subject area only relevant for a narrow group of professionals, but rather as a vital part of general education that should be available to all children and youth. Since making changes to national curricula takes time, people are trying to find other ways of introducing children and youth to computing. In Sweden, several current initiatives by researchers and teachers aim at finding ways of working with computing within the current curriculum. In this paper we present case studies based on a selection of these initiatives from four major regions in Sweden and based on these case studies we present our ideas for how to move forward on introducing computational thinking on a larger scale in Swedish education.
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