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Sökning: L773:2073 431X

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1.
  • Berntzen, Lasse, et al. (författare)
  • Parliamentary Open Data in Scandinavia
  • 2019
  • Ingår i: Computers. - : MDPI. - 2073-431X. ; 8:3
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents a case study on the use of open data in the Scandinavian parliaments (Norway, Sweden, and Denmark). While the three countries have all opened the gates and provided access to data-for example, on the voting in parliament, debates, and notes from meetings in committees-the uptake and use of data outside the parliaments is limited. While journalists and academia are users of the open data, hackathons and third-party portals are at an explorative level. Still, there are indicators that hackathons can enhance democracy, and parliamentary data can increase political transparency.
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2.
  • Dirin, Amir, et al. (författare)
  • User Experience in Mobile Augmented Reality : Emotions, Challenges, Opportunities and Best Practices
  • 2018
  • Ingår i: Computers. - : MDPI. - 2073-431X. ; 7:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Mobile Augmented Reality (MAR) is gaining a strong momentum to become a major interactive technology that can be applied across domains and purposes. The rapid proliferation of MAR applications in global mobile application markets has been fueled by a range of freely-available MAR software development kits and content development tools, some of which enable the creation of MAR applications even without programming skills. Despite the recent advances of MAR technology and tools, there are still many challenges associated with MAR from the User Experience (UX) design perspective. In this study, we first define UX as the emotions that the user encounters while using a service, a product or an application and then explore the recent research on the topic. We present two case studies, a commercial MAR experience and our own Virtual Campus Tour MAR application, and evaluate them from the UX perspective, with a focus on emotions. Next, we synthesize the findings from previous research and the results of the case study evaluations to form sets of challenges, opportunities and best practices related to UX design of MAR applications. Based on the identified best practices, we finally present an updated version of the Virtual Campus Tour. The results can be used for improving UX design of future MAR applications, thus making them emotionally engaging.
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3.
  • Hu, Yan, 1985-, et al. (författare)
  • On the Effect of Standing and Seated Viewing of 360 degrees Videos on Subjective Quality Assessment : A Pilot Study
  • 2021
  • Ingår i: Computers. - : MDPI. - 2073-431X. ; 10:6
  • Tidskriftsartikel (refereegranskat)abstract
    • Due to the advances in head-mounted displays (HMDs), hardware and software technologies, and mobile connectivity, virtual reality (VR) applications such as viewing 360 degrees videos on HMDs have seen an increased interest in a wide range of consumer and vertical markets. Quality assessment of digital media systems and services related to immersive visual stimuli has been one of the challenging problems of multimedia signal processing. Specifically, subjective quality assessment of 360 degrees videos presented on HMDs is needed to obtain a ground truth on the visual quality as perceived by humans. Standardized test methodologies to assess the subjective quality of 360 degrees videos on HMDs are currently not as developed as for conventional videos and are subject to further study. In addition, subjective tests related to quality assessment of 360 degrees videos are commonly conducted with participants seated on a chair but neglect other options of consumption such as standing viewing. In this paper, we compare the effect that standing and seated viewing of 360 degrees videos on an HMD has on subjective quality assessment. A pilot study was conducted to obtain psychophysical and psychophysiological data that covers explicit and implicit responses of the participants to the shown 360 degrees video stimuli with different quality levels. The statistical analysis of the data gathered in the pilot study is reported in terms of average rating times, mean opinion scores, standard deviation of opinion scores, head movements, pupil diameter, galvanic skin response (GSR), and simulator sickness scores. The results indicate that the average rating times consumed for 360 degrees video quality assessment are similar for standing and seated viewing. Further, the participants showed higher resolving power among different 360 degrees video quality levels and were more confident about the given opinion scores for seated viewing. On the other hand, a larger scene exploration of 360 degrees videos was observed for standing viewing which appears to distract from the quality assessment task. A slightly higher pupil dilation was recorded for standing viewing which suggests a slightly more immersed experience compared to seated viewing. GSR data indicate a lower degree of emotional arousal in seated viewing which seems to allow the participants to better conduct the quality assessment task. Similarly, simulator sickness symptoms are kept significantly lower when seated. The pilot study also contributes to a holistic view of subjective quality assessment and provides indicative ground truth that can guide the design of large-scale subjective tests.
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4.
  • Laine, Teemu H. (författare)
  • Mobile Educational Augmented Reality Games : A Systematic Literature Review and Two Case Studies
  • 2018
  • Ingår i: Computers. - Basel : MDPI. - 2073-431X. ; 7:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to explore the context. To avoid ambiguity, I define mobile AR as a type of AR where a mobile device (smartphone or tablet) is used to display and interact with virtual content that is overlaid on top of a real-time camera feed of the real world. Beyond being mere entertainment, AR and games have been shown to possess significant affordances for learning. Although previous research has done a decent job of reviewing research on educational AR applications, I identified a need for a comprehensive review on research related to educational mobile AR games (EMARGs). This paper explored the research landscape on EMARGs over the period 2012–2017 through a systematic literature review complemented by two case studies in which the author participated. After a comprehensive literature search and filtering, I analyzed 31 EMARGs from the perspectives of technology, pedagogy, and gaming. Moreover, I presented an analysis of 26 AR platforms that can be used to create mobile AR applications. I then discussed the results in depth and synthesized my interpretations into 13 guidelines for future EMARG developers.
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5.
  • Moradi, Fatemeh, 1985-, et al. (författare)
  • NEAT-Lamp and Talking Tree : Beyond Personal Informatics towards Active Workplaces
  • 2018
  • Ingår i: Computers. - : MDPI AG. - 2073-431X. ; 7:4
  • Tidskriftsartikel (refereegranskat)abstract
    • A growing number of personal informatics (PI) systems have been designed to break the habit of prolonged sitting and to encourage physical activity during workdays and leisure hours. Few studies, however, have investigated the nature of local movement and mobility in workspaces. Relatively little is known about how such movement patterns are shaped and in what ways micro-mobility in workplaces could be increased. By undertaking a concept-driven design approach, and on the basis of our ethnographic prestudy, we introduce a conceptual framework. In this conceptual framework, we indicate the five main agencies that shape local movement and mobility among office workers. On the basis of this empirical and conceptual work, two prototypes, the non-exercise activity thermogenesis (NEAT)-Lamp and Talking Tree, have been designed, implemented and observed in an office environment. This paper describes this design project and articulates the role of discussions in socially established settings in work environments in order to increase daily movement. The paper concludes by highlighting not only technology, but also collective reflections to spark behavioral change in office environments as social settings. 
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6.
  • Pordel, Mostafa, et al. (författare)
  • Semi-Automatic Image Labelling Using Depth Information
  • 2015
  • Ingår i: Computers. - : MDPI AG. - 2073-431X .- 2073-431X. ; 4:2, s. 142-154
  • Tidskriftsartikel (refereegranskat)abstract
    • Image labeling tools help to extract objects within images to be used as ground truth for learning and testing in object detection processes. The inputs for such tools are usually RGB images. However with new widely available low-cost sensors like Microsoft Kinect it is possible to use depth images in addition to RGB images. Despite many existing powerful tools for image labeling, there is a need for RGB-depth adapted tools. We present a new interactive labeling tool that partially automates image labeling, with two major contributions. First, the method extends the concept of image segmentation from RGB to RGB-depth using Fuzzy C-Means clustering, connected component labeling and superpixels, and generates bounding pixels to extract the desired objects. Second, it minimizes the interaction time needed for object extraction by doing an efficient segmentation in RGB-depth space. Very few clicks are needed for the entire procedure compared to existing, tools. When the desired object is the closest object to the camera, which is often the case in robotics applications, no clicks at all are required to accurately extract the object.
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7.
  • Savas, Süleyman, 1986-, et al. (författare)
  • Designing Domain-Specific Heterogeneous Architectures from Dataflow Programs
  • 2018
  • Ingår i: Computers. - Basel : MDPI AG. - 2073-431X. ; 7:2
  • Tidskriftsartikel (refereegranskat)abstract
    • The last ten years have seen performance and power requirements pushing computer architectures using only a single core towards so-called manycore systems with hundreds of cores on a single chip. To further increase performance and energy efficiency, we are now seeing the development of heterogeneous architectures with specialized and accelerated cores. However, designing these heterogeneous systems is a challenging task due to their inherent complexity. We proposed an approach for designing domain-specific heterogeneous architectures based on instruction augmentation through the integration of hardware accelerators into simple cores. These hardware accelerators were determined based on their common use among applications within a certain domain.The objective was to generate heterogeneous architectures by integrating many of these accelerated cores and connecting them with a network-on-chip. The proposed approach aimed to ease the design of heterogeneous manycore architectures—and, consequently, exploration of the design space—by automating the design steps. To evaluate our approach, we enhanced our software tool chain with a tool that can generate accelerated cores from dataflow programs. This new tool chain was evaluated with the aid of two use cases: radar signal processing and mobile baseband processing. We could achieve an approximately 4x improvement in performance, while executing complete applications on the augmented cores with a small impact (2.5–13%) on area usage. The generated accelerators are competitive, achieving more than 90% of the performance of hand-written implementations.
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8.
  • Arshed, Muhammad Asad, et al. (författare)
  • Multiclass AI-Generated Deepfake Face Detection Using Patch-Wise Deep Learning Model
  • 2024
  • Ingår i: Computers. - 2073-431X. ; 13:1
  • Tidskriftsartikel (refereegranskat)abstract
    • In response to the rapid advancements in facial manipulation technologies, particularly facilitated by Generative Adversarial Networks (GANs) and Stable Diffusion-based methods, this paper explores the critical issue of deepfake content creation. The increasing accessibility of these tools necessitates robust detection methods to curb potential misuse. In this context, this paper investigates the potential of Vision Transformers (ViTs) for effective deepfake image detection, leveraging their capacity to extract global features. Objective: The primary goal of this study is to assess the viability of ViTs in detecting multiclass deepfake images compared to traditional Convolutional Neural Network (CNN)-based models. By framing the deepfake problem as a multiclass task, this research introduces a novel approach, considering the challenges posed by Stable Diffusion and StyleGAN2. The objective is to enhance understanding and efficacy in detecting manipulated content within a multiclass context. Novelty: This research distinguishes itself by approaching the deepfake detection problem as a multiclass task, introducing new challenges associated with Stable Diffusion and StyleGAN2. The study pioneers the exploration of ViTs in this domain, emphasizing their potential to extract global features for enhanced detection accuracy. The novelty lies in addressing the evolving landscape of deepfake creation and manipulation. Results and Conclusion: Through extensive experiments, the proposed method exhibits high effectiveness, achieving impressive detection accuracy, precision, and recall, and an F1 rate of 99.90% on a multiclass-prepared dataset. The results underscore the significant potential of ViTs in contributing to a more secure digital landscape by robustly addressing the challenges posed by deepfake content, particularly in the presence of Stable Diffusion and StyleGAN2. The proposed model outperformed when compared with state-of-the-art CNN-based models, i.e., ResNet-50 and VGG-16.
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9.
  • Biabani, M., et al. (författare)
  • Developing a Novel Hierarchical VPLS Architecture Using Q-in-Q Tunneling in Router and Switch Design
  • 2023
  • Ingår i: Computers. - : Multidisciplinary Digital Publishing Institute (MDPI). - 2073-431X. ; 12:9
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual Private LAN Services (VPLS) is an ethernet-based Virtual Private Network (VPN) service that provides multipoint-to-multipoint Layer 2 VPN service, where each site is geographically dispersed across a Wide Area Network (WAN). The adaptability and scalability of VPLS are limited despite the fact that they provide a flexible solution for connecting geographically dispersed sites. Furthermore, the construction of tunnels connecting customer locations that are separated by great distances adds a substantial amount of latency to the user traffic transportation. To address these issues, a novel Hierarchical VPLS (H-VPLS) architecture has been developed using 802.1Q tunneling (also known as Q-in-Q) on high-speed and commodity routers to satisfy the additional requirements of new VPLS applications. The Vector Packet Processing (VPP) performs as the router’s data plane, and FRRouting (FRR), an open-source network routing software suite, acts as the router’s control plane. The router is designed to seamlessly forward VPLS packets using the Request For Comments (RFCs) 4762, 4446, 4447, 4448, and 4385 from The Internet Engineering Task Force (IETF) integrated with VPP. In addition, the Label Distribution Protocol (LDP) is used for Multi-Protocol Label Switching (MPLS) Pseudo-Wire (PW) signaling in FRR. The proposed mechanism has been implemented on a software-based router in the Linux environment and tested for its functionality, signaling, and control plane processes. The router is also implemented on commodity hardware for testing the functionality of VPLS in the real world. Finally, the analysis of the results verifies the efficiency of the proposed mechanism in terms of throughput, latency, and packet loss ratio.
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10.
  • Boriratrit, Sarunyoo, et al. (författare)
  • Metaheuristic Extreme Learning Machine for Improving Performance of Electric Energy Demand Forecasting
  • 2022
  • Ingår i: Computers. - : MDPI AG. - 2073-431X. ; 11:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Electric energy demand forecasting is very important for electric utilities to procure and supply electric energy for consumers sufficiently, safely, reliably, and continuously. Consequently, the processing time and accuracy of the forecast system are essential to consider when applying in real power system operations. Nowadays, the Extreme Learning Machine (ELM) is significant for forecasting as it provides an acceptable value of forecasting and consumes less computation time when compared with the state-of-the-art forecasting models. However, the result of electric energy demand forecasting from the ELM was unstable and its accuracy was increased by reducing overfitting of the ELM model. In this research, metaheuristic optimization combined with the ELM is proposed to increase accuracy and reduce the cause of overfitting of three forecasting models, composed of the Jellyfish Search Extreme Learning Machine (JS-ELM), the Harris Hawk Extreme Learning Machine (HH-ELM), and the Flower Pollination Extreme Learning Machine (FP-ELM). The actual electric energy demand datasets in Thailand were collected from 2018 to 2020 and used to test and compare the performance of the proposed and state-of-the-art forecasting models. The overall results show that the JS-ELM provides the best minimum root mean square error compared with the state-of-the-art forecasting models. Moreover, the JS-ELM consumes the appropriate processing time in this experiment.
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