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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Embedded computer vision methods for human activity recognition

Matilainen, M. (Matti) 29 August 2017 (has links)
Abstract The way how people interact with machines will change in the future. Long have been the traditional ways – mouse and keyboard – the primary interface between man and computer. Recently, the voice and gesture controlled interfaces have been introduced in many devices but they have not yet become very popular. One possible direction where human-computer interfaces can go is to be able to completely hide the interface from the user and allow him or her to interact with the machines in a way that is more natural to human. This thesis introduces a smart living space concept that is a small step towards that direction. The interfacing is assumed to be done unnoticeably to the user via a wireless sensor network that is monitoring the user and analysing his or her behaviour and also using a hand held mobile device which can be used to control the system. A system for human body part segmentation is presented. The system is applied in various applications related to person identification from one’s gait and unusual activity detection. The system is designed to work robustly when the data streams provided by the sensor network are noisy. This increases the usefulness of the system in home environments where the person using the interface is either occluded by the static objects in the room or is interacting with any movable objects. The second part of the proposed smart living space concept is the mobile device carried by the user. Two methods that can be used in a hand gesture-based UI are proposed. A database for training such methods is proposed. / Tiivistelmä Tapa jolla ihmiset käyttävät tietokonetta on muuttumassa. Hiiri ja näppäimistö ovat olleet jo pitkään yleisimmät tavat, joilla tietokoneita on ohjattu. Uusia tapoja ohjata tietokonetta on kehitetty, mutta ne eivät ole vielä syrjäyttäneet perinteisiä menetelmiä täysin. Yksi todennäköinen muutos tulevaisuudessa on se, että käyttöliittymät sulautetaan ympäristöön ja sen myötä tehdään käyttökokemuksesta luonnollisempi ihmiselle. Tässä väitöskirjassa esitellään järjestelmä, joka muuttaa ihmisen elinympäristön älykkääksi. Langaton kameraverkko analysoi automaattisesti huoneen tapahtumia ja käyttäjä kontrolloi järjestelmää eleohjatulla mobiililaitteella. Väitöskirjassa esitellään menetelmä ihmisen ruumiinosien tunnistukseen, jota sovelletaan myös ihmisen tunnistukseen kävelytyylistä ja epänormaalien aktiviteettien tunnistukseen. Menetelmää suunnitellessa on painotettu sitä, että se toimisi myös silloin, kun käytettävissä on vain huonolaatuista ja kohinaista videodataa. Kohinaa aiheuttaa kotiympäristöissä erityisesti huonekalut, jotka osittain peittävät näkymää ja tavarat, joita huoneessa oleskeleva ihminen saattaa siirrellä. Toinen osa väitöskirjaa käsittelee mobiililaitteen ohjausta käsielein ja esittelee kaksi menetelmää, joilla tällainen käyttöliittymä on mahdollista toteuttaa. Toisen menetelmän opetuksessa käytetty käsitietokanta ja tietokannan vertailutulokset julkaistaan.
22

Sequenze ricorrenti in un corpus di comunicazioni mediate dal computer di apprendenti di inglese / RECURRENT SEQUENCES IN A LEARNER CORPUS OF COMPUTER-MEDIATED COMMUNICATION

PAVESI, CATERINA 12 March 2013 (has links)
La tesi si colloca nell'ambito di studi sulla fraseologia nell'inglese prodotto da apprendenti. Presenta uno studio empirico delle sequenze di parole più ricorrenti in un corpus di inglese prodotto da apprendenti di livello avanzato durante chat asincrone in contesto universitario italiano. Secondo la letteratura d'area, sia nella lingua scritta che in quella parlata, le sequenze di parole degli apprendenti rivelano una scarsa attenzione alla variazione del registro a seconda del mezzo di comunicazione usato. Al fine di verificare la presenza di questa caratteristica in un tipo di comunicazione che si trova in posizione intermedia tra i due poli del continuum esistente tra parlato e scritto, la presente ricerca ha analizzato quantitativamente e qualitativamente le sequenze di parole più frequenti nel corpus di comunicazioni mediate dal computer (CMC) raccolto nell'ambito della presente ricerca. Successivamente, le sequenze più frequenti sono state confrontate con quelle estratte da due corpora di interlingua inglese prodotta da apprendenti italofoni, uno di testi scritti (ICLE, Granger et al. 2002) e uno interviste orali (LINDSEI, Gilquin et al. 2010 ). Il confronto ha rivelato che le sequenze più ripetute dagli apprendenti hanno caratteristiche distintive nei vari media e supporta solo in parte i precedenti studi in materia. Ciò è probabilmente dovuto sia alle caratteristiche di informalità e immediatezza della comunicazione mediata dal computer, che ai vantaggi motivazionali e al diverso tipo di elaborazione linguistica connaturato alla CMC. Per l'apprendente la CMC non presenta la stessa pressione comunicativa del parlato e, allo stesso tempo, egli ha la possibilità di monitorare la propria produzione in quanto distanziata da sé dal mezzo elettronico. / The present dissertation contributes to studies of phraseology in learner English. It is an analysis of recurrent sequences of words in a corpus of learner Computer-mediated Communication. English, collected by means of asynchronous chats in an Italian university context. Previous research has argued that the use of recurrent word sequences plays a major role in learner English fluency both in writing and in speech, and is one of the factors behind learner English register failures. Using a corpus-driven approach, the study analyses the most frequent word sequences extracted from the specially compiled Learner Chat Corpus (LCC). To determine the level of adaptation of learner English to different registers, data regarding 3-word sequences from LCC is compared with the Italian subcomponents of a well-known corpus of learner writing (ICLE, Granger et al. 2002) and a corpus of learner speech (LINDSEI, Gilquin et al. 2010 ). The cross-corpus comparisons provide evidence that learners employ combinations which make their English suitable to the mode they are using for communication. Quantitative and qualitative findings from the present research support only in part previous studies of learner English in terms of recurrent sequences. This is probably due both to the informality and spoken-like quality of CMC, and to its motivational advantages and processing differences connected to the fact that learners can monitor their output while communicating because learner language production is distanced by the electronic means.
23

Computer und Weltbild : habitualisierte Konzeptionen von der Welt der Computer /

Berger, Peter, January 1900 (has links)
Diss.--Duisburg, 2001. / Bibliogr. p. 237-352. Index.
24

Analogue simulation on a multi-programmed digital computer

Hawryszkiewycz, Igor Titus. January 1964 (has links) (PDF)
[Typescript]
25

A real-time executive for multiple-computer clusters.

Brewer, David J. January 1984 (has links)
No description available.
26

Computer control of a supercritical boiler turbine unit

Pendlebury, A. J. January 1968 (has links)
No description available.
27

Der Computer schlägt zurück

Lange, Andreas 03 April 2014 (has links) (PDF)
No description available.
28

Workshop Mensch-Computer-Vernetzung

Hübner, Uwe 15 October 2003 (has links)
Workshop Mensch-Computer-Vernetzung vom 14.-17. April 2003 in Löbsal (bei Meißen)
29

Visual Effects : Filmbilder aus dem Computer /

Flückiger, Barbara. January 2008 (has links) (PDF)
Freie Univ., Habil.-Schr.--Berlin, 2007.
30

Wie der Computer virtuelle Muskeln formt

Neumann, Thomas, Wacker, Markus 27 May 2014 (has links) (PDF)
Mit Techniken der Computergraphik können bewegte drei-dimensionale Oberflächen mit höchsten visuellen Details generiert und dargestellt werden. Mittlerweile sind die Ergebnisse so gut, dass beispielsweise virtuelle menschliche Gesichter in Filmen und Videospielen kaum noch von realen zu unterscheiden sind. Auch in der Ergonomie werden immer genauere Mensch-Modelle und Simulationen verwendet, beispielsweise zur Validierung und Verbesserung von Textilien.

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