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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.
1

Incremental learning for querying multimodal symbolic data.

Lazarescu, Mihai M. January 2000 (has links)
In this thesis we present an incremental learning algorithm for learning and classifying the pattern of movement of multiple objects in a dynamic scene. The method that we describe is based on symbolic representations of the patterns. The typical representation has a spatial component that describes the relationships of the objects and a temporal component that describes the ordering of the actions of the objects in the scene. The incremental learning algorithm (ILF) uses evidence based forgetting, generates compact concept structures and can track concept drift.We also present two novel algorithms that combine incremental learning and image analysis. The first algorithm is used in an American Football application and shows how natural language parsing can be combined with image processing and expert background knowledge to address the difficult problem of classifying and learning American Football plays. We present in detail the model developed to representAmerican Football plays, the parser used to process the transcript of the American Football commentary and the algorithms developed to label the players and classify the queries. The second algorithm is used in a cricket application. It combines incremental machine learning and camera motion estimation to classify and learn common cricket shots. We describe the method used to extract and convert the camera motion parameter values to symbolic form and the processing involved in learning the shots.Finally, we explore the issues that arise from combining incremental learning with incremental recognition. Two methods that combine incremental recognition and incremental learning are presented along with a comparison between the algorithms.
2

“SOU DO CANDYALL GUETHO SQUARE, SOU DO MUNDO E TENHO ALGO PARA LHE FALAR”: A CONTAÇÃO DE HISTÓRIAS COMO AÇÃO SOCIAL NAS AULAS DE INGLÊS COMO LÍNGUA FRANCA (ILF) NO CANDEAL

Santos, Kelly Barros January 2017 (has links)
Submitted by Roberth Novaes (roberth.novaes@live.com) on 2018-07-17T12:41:20Z No. of bitstreams: 1 Tese KBS versão final 29-01-2018.pdf: 12278542 bytes, checksum: e04277910c0abdbca4850798d115661e (MD5) / Approved for entry into archive by Setor de Periódicos (per_macedocosta@ufba.br) on 2018-07-19T17:57:17Z (GMT) No. of bitstreams: 1 Tese KBS versão final 29-01-2018.pdf: 12278542 bytes, checksum: e04277910c0abdbca4850798d115661e (MD5) / Made available in DSpace on 2018-07-19T17:57:17Z (GMT). No. of bitstreams: 1 Tese KBS versão final 29-01-2018.pdf: 12278542 bytes, checksum: e04277910c0abdbca4850798d115661e (MD5) / Antunes (2009) atesta que a língua é uma atividade social para fins de interação, mas que, além disso, deve ser encarada como um elemento que favorece a participação crítica e consciente dos usuários. Subjacente a essa teoria, a autora vem fornecer o argumento que justifica o presente estudo: “O que é o saber se disso a comunidade não se aproveita?” (ANTUNES, 2009, p. 65). Diante disso, acredito que este trabalho, a partir das premissas da Linguística Aplicada que defende um ensino de língua estrangeira crítico e reflexivo, se justifica por intencionar estabelecer um compromisso social entre os alunos da ONG Pracatum-Inglês e a comunidade do Candeal em Salvador-Ba. Através do pesquisador, no seu papel de mediador cultural, os aprendizes foram incentivados a se engajar na atividade intercultural de contar histórias que fizeram parte da construção identitária dos interlocutores. Em se tratando do caráter intercultural da atividade e sua relação com o status do inglês como língua franca (doravante ILF), isso parece favorecer o indivíduo local a negociar valores linguísticos e culturais a partir de uma consciência política que o faz perceber a necessidade de um movimento de acessibilidade e de democratização da língua (SIQUEIRA, 2011). Afinal de contas, conceber o ILF não se trata somente de poder se sentir usuário ativo e contribuinte da língua, mas essa concepção traz também implicações sociais e, da mesma maneira, pode vir a promover o exercício da cidadania. De posse dessa bagagem histórica, para podermos viajar juntos pelas ruas da comunidade do Candeal, é necessário compreender que a motivação para esta pesquisa partiu do meu interesse em mobilizar os alunos favorecidos pelas iniciativas da ONG Pracatum-Inglês a dividir seu aprendizado em ILF com as crianças das creches e escolas de ensino infantil da comunidade, através de um projeto de contação de histórias adaptadas para o cotidiano dos pequenos ouvintes. / Antunes (2009) states that language is a social activity for the purpose of interaction, but that, moreover, it should be seen as an element that favors the critical and conscious participation of users. Underlying this theory, the author comes up with what seems to be the argument that justifies the present study: "What is this knowledge for if the community does not take advantage of it?" (ANTUNES, 2009) p. 65). Given this, I believe that this study, based on the premises of Applied Linguistics that advocates a critical and reflective foreign language teaching, is justified by the intention to establish a social commitment between the students of the NGO Pracatum-English and the community of Candeal in Salvador-Ba, Brazil. Through the researcher, in his/her role of cultural mediator, learners will be encouraged to engage in the intercultural activity of storytelling that will be part of the identity building of the interlocutors. In relation to the intercultural character of the activity and its relation to the status of English as a Lingua Franca (hereinafter referred to as ELF), they seem to favor this local citizen to negotiate linguistic and cultural values from a political conscience that makes him/her realize the need for a movement of accessibility and democratization of language (SIQUEIRA, 2011). After all, designing ELF is not only about being able to feel an active and contributing user of the language, but this conception also has social implications and, in the same way, it can promote the exercise of citizenship. With this historic baggage in mind, in order to be able to travel through the streets of the Candeal community, it is necessary to understand that the core of this research is to try to mobilize the students favored by the initiatives of the NGO Pracatum-English to share their learning in ELF with the children of day care centers and schools of the community education, through a project of storytelling adapted to the daily life of these small listeners.
3

Développement et implémentation du jeu des vingt questions

Chghoura, Karim 11 1900 (has links)
Ce document est un rapport de stage de maitrise qui portait sur la réalisation d'un jeu de 20 questions (20Q) consistant à faire deviner par l’ordinateur un objet d'une maison ou un environnement choisi par le joueur. L’ordinateur pose des questions en langue naturelle et analyse les réponses des joueurs. Ce jeu de 20Q a pour but de faire la publicité gratuite de l'entreprise d'accueil, North Side Inc. 20Q est lié au projet Bot Colony, un jeu vidéo développé par l'entreprise basé sur la capacité de conversation et de compréhension des personnages du jeu. Cette technologie est utilisée dans 20Q sous forme de digressions et aussi indirectement au sein de l'algorithme, des définitions et des liens avec les besoins humains. 20Q est présenté sur une plateforme web qui permet au joueur un accès libre et gratuit à travers le portail de Bot Colony. Pour susciter l'intérêt des joueurs et attirer plus d'internautes, nous avons ajouté un aspect de compétition avec un système de classement et de points. Nous présentons également le déroulement du stage au sein de l’entreprise. / This document is a master internship report, it involved the implementation of a game of 20 questions (20Q) the computer has to guess an object in the house chosen by the player. The computer asks questions in natural language and parses the player’s responses. 20Q aims to provide free advertising for North Side Incorporation. 20Q is related to the Bot Colony project, a video game developed by the company based on the game characters ability to use NLU for conversation. This technology is used in 20Q as digressions, and also indirectly in the algorithm for the definitions and the links to human needs. 20Q is presented on a web platform that allows the player a free access through the portal Bot Colony. In order to attract the interest of players and more users, we have added an aspect of competition with a ranking system and scores. We also present the progress of our internship within the company.

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