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1

Weber, Michael. "Development of a method for practical testing of camera-based advanced driver assistance systems in automotive vehicles using augmented reality." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA027.

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Les systèmes avancés d'aide à la conduite (ADAS) assistent le conducteur, lui offrent du confort et prennent la responsabilité d'accroître la sécurité routière. Ces systèmes complexes font l'objet d'une phase d'essai approfondie qui permet d'optimiser la qualité, la reproductibilité et les coûts. Les systèmes d'aide à la conduite de demain prendront en charge des proportions toujours plus grandes de situations de conduite dans des scénarios de plus en plus complexes et représentent un facteur clé pour la conduite autonome. Les méthodes d'essai actuelles pour les systèmes d'aide à la conduite peuvent être divisées en deux catégories : la simulation et la réalité. Le concept de base de la simulation est de bénéficier de la reproductibilité, de la flexibilité et de la réduction des coûts. Cependant, la simulation ne peut pas encore remplacer complètement les essais en conditions réelles. Les conditions physiques, telles que les conditions météorologiques, le revêtement de la route et d'autres variables, jouent un rôle crucial dans l'évaluation des essais routiers des systèmes d'aide à la conduite et ne peuvent pas être entièrement reproduites dans un environnement virtuel. Ces méthodes d'essai reposent sur des tests de conduite réels sur des sites d'essai spéciaux ainsi que dans un trafic routier réel, ce qui prend beaucoup de temps et est très coûteux. Des méthodes d'essai nouvelles et efficaces sont donc nécessaires pour ouvrir la voie aux futurs systèmes d'assistance à la conduite automobile. Une nouvelle approche, Vehicle in the Loop (VIL), déjà utilisée dans l'industrie aujourd'hui, combine les avantages de la simulation et de la réalité. L'approche retenue dans ce projet est une nouvelle méthode qui vient s'ajouter aux solutions VIL existantes. Tirant parti de la simulation et de la réalité pour tester les ADAS, ce projet présente une nouvelle approche utilisant la réalité augmentée (AR) pour tester ADAS basés sur des caméras, de manière reproductible, rentable et rapide. Une puissance informatique élevée est nécessaire pour des conditions environnementales automobiles complexes, telles que la vitesse élevée du véhicule et le nombre réduit de points d'orientation sur une piste d'essai par rapport aux applications de réalité augmentée à l'intérieur d'un bâtiment. Un modèle tridimensionnel contenant des informations précises sur le site d'essai est généré sur la base de la combinaison de la localisation et de la cartographie visuelles simultanées (vSLAM) et de la segmentation sémantique. L'utilisation d'un processus d'augmentation spécial nous permet d'enrichir la réalité avec des usagers de la route virtuels afin de présenter une preuve de concept pour de futures procédures d'essai
Advanced Driver Assistance Systems (ADAS) support the driver, offer comfort, and take responsibility for increasing road safety. These complex systems endure an extensive testing phase resulting in optimization potential regarding quality, reproducibility, and costs. ADAS of the future will support ever-larger proportions of driving situations in increasingly complex scenarios and represent a key factor for Autonomous Driving (AD). Current testing methods for ADAS can be divided into simulation and reality. The core concept behind the simulation is to benefit from reproducibility, flexibility, and cost reduction. However, simulation cannot yet completely replace real-world tests. Physical conditions, such as weather, road surface, and other variables, play a crucial role in evaluating ADAS road tests and cannot be fully replicated in a virtual environment. These test methods rely on real driving tests on special test sites as well as in real road traffic and are very time-consuming and costly. Therefore, new and efficient test methods are required to pave the way for future ADAS. A new approach Vehicle in the Loop (VIL), which is already being used in the industry today, combines the advantages of simulation and reality. The approach in this project is a new method besides existing VIL solutions. Taking advantage of testing ADAS in simulation and reality, this project presents a new approach to using Augmented Reality (AR) to test camera-based ADAS in a reproducible, cost- and time-efficient way. High computer power is needed for complex automotive environmental conditions, such as high vehicle speed and fewer orientation points on a test track compared to AR applications inside a building. A three-dimensional model with accurate information about the test site is generated based on the combination of visual Simultaneous Localization and Mapping (vSLAM) and Semantic Segmentation. The use of a special augmentation process allows us to enrich reality with virtual road users to present a proof of concept for future test procedures
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Risser-Maroix, Olivier. "Similarité visuelle et apprentissage de représentations." Electronic Thesis or Diss., Université Paris Cité, 2022. http://www.theses.fr/2022UNIP7327.

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L’objectif de cette thèse CIFRE est de développer un moteur de recherche par image, basé sur la vision par ordinateur, afin d’assister les officiers des douanes. En effet, nous constatons, paradoxalement, une augmentation des menaces sécuritaires (terrorisme, trafic, etc.) couplée d’une diminution des effectifs en Douane. Les images de cargos acquises par des scanners à rayons X permettent déjà l’inspection d’un chargement sans nécessiter l’ouverture et la fouille complète d’un chargement contrôlé. En proposant automatiquement des images similaires, un tel moteur de recherche permettrait d’aider le douanier dans sa prise de décision face à des signatures visuelles de produits peu fréquents ou suspects. Grâce à l’essor des techniques modernes en intelligence artificielle (IA), notre époque subit de grands changements : l’IA transforme tous les secteurs de l’économie. Certains voient dans cet avènement de la "robotisation" la déshumanisation de la force de travail, voire son remplacement. Cependant, réduire l’utilisation de l’IA à la simple recherche de gains de productivité serait réducteur. En réalité, l’IA pourrait permettre d’augmenter la capacité de travail des humains et non à les concurrencer en vue de les remplacer. C’est dans ce contexte, la naissance de l’Intelligence Augmentée, que s’inscrit cette thèse. Ce manuscrit consacré à la question de la similarité visuelle se décompose en deux parties. Deux cas pratiques où la collaboration entre l’Homme et l’IA est bénéfique sont ainsi proposés. Dans la première partie, le problème de l’apprentissage de représentations pour la recherche d’images similaires fait encore l’objet d’investigations approfondies. Après avoir implémenté un premier système semblable à ceux proposés par l’état de l’art, l’une des principales limitations est pointée du doigt : le biais sémantique. En effet, les principales méthodes contemporaines utilisent des jeux de données d’images couplées de labels sémantiques uniquement. Les travaux de la littérature considèrent que deux images sont similaires si elles partagent le même label. Cette vision de la notion de similarité, pourtant fondamentale en IA, est réductrice. Elle sera donc remise en question à la lumière des travaux en psychologie cognitive afin de proposer une amélioration : la prise en compte de la similarité visuelle. Cette nouvelle définition permet une meilleure synergie entre le douanier et la machine. Ces travaux font l’objet de publications scientifiques et d’un brevet. Dans la seconde partie, après avoir identifié les composants clefs permettant d’améliorer les performances du système précédemment proposé, une approche mêlant recherche empirique et théorique est proposée. Ce second cas, l’intelligence augmentée est inspirée des développements récents en mathématiques et physique. D’abord appliquée à la com- préhension d’un hyperparamètre important (la température), puis à une tâche plus large (la classification), la méthode proposée permet de fournir une intuition sur l’importance et le rôle de facteurs corrélés à la variable étudiée (ex. hyperparamètre, score, etc.). La chaîne de traitement ainsi mise en place a démontré son efficacité en fournissant une solution hautement explicable et en adéquation avec des décennies de recherches en apprentissage automatique. Ces découvertes permettront l’amélioration des solutions précédemment développées
The objective of this CIFRE thesis is to develop an image search engine, based on computer vision, to assist customs officers. Indeed, we observe, paradoxically, an increase in security threats (terrorism, trafficking, etc.) coupled with a decrease in the number of customs officers. The images of cargoes acquired by X-ray scanners already allow the inspection of a load without requiring the opening and complete search of a controlled load. By automatically proposing similar images, such a search engine would help the customs officer in his decision making when faced with infrequent or suspicious visual signatures of products. Thanks to the development of modern artificial intelligence (AI) techniques, our era is undergoing great changes: AI is transforming all sectors of the economy. Some see this advent of "robotization" as the dehumanization of the workforce, or even its replacement. However, reducing the use of AI to the simple search for productivity gains would be reductive. In reality, AI could allow to increase the work capacity of humans and not to compete with them in order to replace them. It is in this context, the birth of Augmented Intelligence, that this thesis takes place. This manuscript devoted to the question of visual similarity is divided into two parts. Two practical cases where the collaboration between Man and AI is beneficial are proposed. In the first part, the problem of learning representations for the retrieval of similar images is still under investigation. After implementing a first system similar to those proposed by the state of the art, one of the main limitations is pointed out: the semantic bias. Indeed, the main contemporary methods use image datasets coupled with semantic labels only. The literature considers that two images are similar if they share the same label. This vision of the notion of similarity, however fundamental in AI, is reductive. It will therefore be questioned in the light of work in cognitive psychology in order to propose an improvement: the taking into account of visual similarity. This new definition allows a better synergy between the customs officer and the machine. This work is the subject of scientific publications and a patent. In the second part, after having identified the key components allowing to improve the performances of thepreviously proposed system, an approach mixing empirical and theoretical research is proposed. This secondcase, augmented intelligence, is inspired by recent developments in mathematics and physics. First applied tothe understanding of an important hyperparameter (temperature), then to a larger task (classification), theproposed method provides an intuition on the importance and role of factors correlated to the studied variable(e.g. hyperparameter, score, etc.). The processing chain thus set up has demonstrated its efficiency byproviding a highly explainable solution in line with decades of research in machine learning. These findings willallow the improvement of previously developed solutions
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3

Gharbi, Safa. "La réalité augmentée au service de l'optimisation des opérations de picking et putting dans les entrepôts." Thesis, Ecole centrale de Lille, 2015. http://www.theses.fr/2015ECLI0028/document.

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Ces travaux de recherche présentés dans cette thèse s’intègrent dans le cadre d’un partenariat entre Generix Group, éditeur de logiciels collaboratifs pour l’écosystème du commerce, et l’École Centrale de Lille portant sur la réalisation d’un système d’aide au déplacement des opérateurs intégrant la Réalité Augmentée (RA) dans le domaine de la supply chain. Dans la gestion des entrepôts, la préparation des commandes représente un processus important. Avoir une gestion optimisée des entrepôts en aidant les opérateurs à travailler dans des meilleures conditions est un enjeu majeur. Le but de cette thèse est de proposer un Système d’Aide à la Décision (SAD) dans les entrepôts pour l’optimisation des processus de picking et putting. L’aspect dynamique et ouvert du problème nous a conduits à adopter une modélisation multi-agent. Le système multi-agent proposé s’appuie sur les méta heuristiques pour gérer l’affectation aux opérateurs des chemins optimisés de préparation de commandes. Le système d’Alliance entre l’Optimisation et les Systèmes Multi-agent (AOSMA) proposé est basé sur une approche de modélisation, optimisation et simulation orientée agent intégrant la technologie des lunettes à RA. En effet, les lunettes connectées permettent d’afficher d’une manière confortable dans le champ de vision de l’opérateur les informations nécessaires afin d’améliorer l’efficacité et le rendement et de réduire les erreurs de picking et putting. Les résultats expérimentaux présentés dans cette thèse justifient l’alliance entre les Systèmes Multi-Agent et l’optimisation tout en intégrant la nouvelle technologie de RA pour assurer le pilotage des parcours de picking et putting
The research presented in this thesis belongs to a partnership between Generix Group, collaborative software vendor for Retail ecosystem, and the Ecole Centrale of Lille which aims to implement a Support System for Travel (SST) distance of pickers integrating Augmented Reality (AR) in the area of the supply chain. In warehouse management, order picking is an important process. Having an optimized warehouse management by helping order pickers to work in better conditions is a major issues. The aim of this thesis is to propose a Decision Support System (DSS) in warehouses to optimize picking and putting processes. The dynamic and open aspect of the problem has led us to adopt a multi-agent modelling approach. The proposed multi-agent system is based on metaheuristics to manage the optimized paths allocation to order pickers. The Alliance between the Optimization and Multi-Agent System (AOMAS) proposed is based on a modeling approach, optimization and agent-oriented simulation integrating Augmented Reality (AR) Smart Glasses. Indeed, the connected glasses can display in the operator's field of vision the necessary information to improve efficiency and effectiveness and reduce errors in picking and putting. The experimental results presented in this thesis, justify the alliance between the multi-agent systems and optimization integrating the new AR technology to ensure the piloting of picking and putting path
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4

Diallo, Belko Abdoul Aziz. "Aide à la prise de décision en situation de mobilité : proposition d’une solution mobile d’intelligence d’affaire géospatiale (GeoBI) sémantiquement augmentée et sensible au contexte mobile du décideur." Doctoral thesis, Université Laval, 2015. http://hdl.handle.net/20.500.11794/25717.

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Le développement rapide de l’informatique mobile a donné lieu à l’apparition et à la popularisation de téléphones mobiles dits intelligents ou smart phones (ex.: iPhone, HTC, etc.) dont le nombre et les performances sans cesse croissantes en font de potentielles plateformes alternatives aux ordinateurs de bureau. Cette avancée technologique a contribué à l’émergence d’une nouvelle catégorie d’acteurs du monde des affaires n’ayant pas de bureau fixe, travaillant directement sur le terrain dans divers endroits (à la maison, en voiture, en avion, chez le client, à l’hôtel, chez le fournisseur, etc.) à l’aide d’équipements mobiles ou nomades, et se déplaçant partout où les affaires l’exigent pour assurer la compétitivité de leurs organisations: ce sont les travailleurs mobiles parmi lesquels on retrouve un grand nombre de décideurs. Étant donné ce monde des affaires de plus en plus compétitif où les gens d’affaires sont de plus en plus mobiles et confrontés à la nécessité de prendre des décisions de plus en plus rapides et efficaces basées sur des analyses pertinentes, l’aide à la prise de décision en mobilité s’avère indispensable. Pour leur apporter une telle aide, la présente thèse de doctorat propose d'aller au-delà du simple accès à distance à une plateforme d’intelligence d’affaire géo-spatiale ou non géo-spatiale (GeoBI/BI) comme le proposent les solutions actuelles. Elle propose de prendre également en considération la localisation et le contexte de travail du décideur/analyste mobile dans l’aide à la décision, et d’enrichir sémantiquement les données d’affaire. Afin de proposer une telle solution de GeoBI mobile sémantiquement augmentée et sensible au contexte mobile du décideur, la présente thèse s’est attelée d’une part à identifier, modéliser et enrichir les informations contextuelles pertinentes pour supporter un raisonnement GeoBI basé sur le contexte, et s’est évertuée d’autre part à proposer une solution d’augmentation sémantique des données d’affaire GeoBI qui permettrait de mettre en exergue les [cor]relations sémantiques pouvant exister entre les données. Un prototype mettant en œuvre une application mobile sensible au contexte et une architecture orientée services web a été développé et testé comme preuve de concept. Les tests ont montré que celui-ci permettait par exemple de soumettre et de visualiser le resultat de requêtes contextuelles du type : « dans un rayon de 5 km autour de ma position actuelle, quelles sont les compagnies partenaires ayant des relations de concurrence avec nos actionnaires et dont le chiffre d’affaire des deux années précédentes dépasse chacune le million ; les relations de partenariat/actionnariat pouvant être transitives, symétriques ou avoir la même sémantique ? »
The rapid development of mobile computing has enabled the emergence and popularization of mobile devices whose increasing number and computing capabilities position them as potential alternative platforms to desktop computers. This technological progress has contributed to the emergence of a new category of business actors having no permanent workplaces, spending very short time in their offices, working directly on the field in various locations (home, car, plane, with the client at the hotel at the supplier, etc.) by using mobile and nomadic devices, and moving to places where business requires them: these are mobile workers including a large number of decision makers. Given this increasingly competitive business world where decision makers are increasingly mobile and are facing the need to take faster and suitable decisions based on relevant analysis, these mobile business people deserve to be supported with appropriate mobile decision support systems (DSS). To give an improved support to these mobile business professionals, this PhD thesis proposes to go further than just allowing a simple remote access to a Geospatial or non-geospatial Business Intelligence (GeoBI/BI) platform as do current solutions. It also proposes to take into account the location and the context of mobile professionals, and to enrich semantically BI data. To propose such a semantically augmented and context-based mobile GeoBI solution, the present thesis has endeavored on the one hand, to identify, model and enrich contextual information that is relevant to support GeoBI context-based reasoning. On the other hand, it has strived to provide a solution that semantically enriches business data in order to help decision makers discover semantic [cor]relations which might exist between the data. A prototype implementing a context-aware mobile application and a services-oriented architecture has been developed and tested as a proof of concept. These tests has shown among other things, that the prototype was able to answer and visualize the result of contextual queries such as: “Within 5 km around my current position, what are partnering companies that are competing with our owners; with the possibility of partnership/ownership relationships to be transitive, symmetric, or have the same semantics?”
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Bauer, Armelle. "Modélisation anatomique utilisateur-spécifique et animation temps-réel : Application à l'apprentissage de l'anatomie." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM071/document.

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La complexité de l’anatomie fait de son apprentissage une tâche difficile. Au fil des années, différents supports de connaissances ont vu le jour dans le but de représenter et structurer l’anatomie : des dessins au tableau, aux livres d’anatomie, en passant par l’étape incontournable de la dissection, et des travaux pratiques sur maquettes 3d. Il est néanmoins difficile d’appréhenderla dimension dynamique de l’anatomie avec les outils d’apprentissage conventionnels ; connaissance qui est pourtant essentielle à la formation des médecins. A travers ces travaux de thèse nous proposons un système original et innovant pour l’apprentissage de l’anatomie intitulé « Living Book of Anatomy » (LBA). L’idée étant, pour un utilisateur donné, de superposer à sa propre image une maquette anatomique 3d (peau, squelette, muscles et viscères) et del’animer en mimant les mouvements de celui-ci. Nous parlons ici d’une application temps-réel de type « miroir augmenté ». Nous utilisons la Kinect comme capteur de mouvement.Le premier défi à relever est l’identification de caractéristiques morphologiques qui nous permettront de recaler notre maquette anatomique 3d sur l’utilisateur. Nous proposons ici deux technologies interchangeables en fonction des besoins. La première méthode, temps-réel, est basée sur l’utilisation de transformations affines attachées entre les repères positionnés à chaque articulation du squelette donné par la Kinect pour déformer la maquette 3d à l’aide de poids de skinning prédéfinis. La seconde méthode, plus couteuse en temps (de l’ordre de quelques minutes), se découpe en trois parties : dans un premier temps nous déformons la peau à l’aide de la position des articulations du squelette d’animation Kinect et du nuage de pointpartiel de l’utilisateur ; à partir de cela et de règles anatomiques strictes nous déformons le squelette ; pour finir nous déformons les tissus mous pour qu’ils comblent l’espace entre le squelette et la peau. Le second défi concerne la capture réaliste et temps-réel des mouvements utilisateurs. Reproduire le comportement des structures anatomiques est une tâche complexe due aux informations Kinect souvent partielles et très bruitées. Nous proposons ici l’utilisation de règles anatomiques concernant les articulations du corps (axes de rotation et butées articulaires) pour contraindre les mouvements donnés par la Kinect et obtenir des mouvements réalistes. Pour obtenir des mouvements fluides nous nous proposons d’utiliser des filtrages, notamment le filtre de Kalman. Le dernier défi concerne la dominante de retour visuel et d’interaction.Lors de ces travaux nous nous sommes tout particulièrement intéressés à un renducorps complet pour montrer le fonctionnement général du corps humain et de ces différentes articulations. Nous avons également choisi le membre inférieur comme structure anatomique d’intérêt avec pour but la mise en avant de phénomènes anatomiques spécifiques, comme l’activité musculaire.Les différents éléments ont été intégrés dans un système opérationnel présenté en détails dans ce manuscrit de thèse. Grâce à des expérimentations - avec des étudiants et des professionnels de différents domaines - et la présentation de ces travaux sous forme de démonstrations lors de différents congrès, nous avons validé cet outil
To ease the complex task of anatomy learning, there exist many ways to represent and structure anatomy : illustrations, books, cadaver dissections and 3d models. However, it is difficult to understand and analyse anatomy motion, which is essential for medicine students. We present the "Living Book of Anatomy" (LBA), an original and innovative tool to learn anatomy. For a specific user, we superimpose a 3d anatomical model (skin, skeleton, muscles and visceras) onto the user’s color map and we animate it following the user’s movements. We present a real-time mirror-like augmented reality (AR) system. A Kinect is used to capturebody motions.The first innovation of our work is the identification of the user’s body measurements to register our 3d anatomical model. We propose two different methods to register anatomy.The first one is real-time and use affine transformations attached to rigid positioned on each joint given by the Kinect body tracking skeleton in order to deform the 3d anatomical model using skinning to fit the user’s measurements.The second method needs a few minutes to register the anatomy and is divided in 3 parts : skin deformation (using Kinect body tracking skeleton and the Kinect partial point cloud), with it and strict anatomical rules we register the skeleton. Lastly we deformm the soft tissues to completly fill the space inbetween the registered skeleton and skin.Secondly, we want to capture realistically and in real-time the user’s motion. To do that we need to reproduce anatomical structure motion but it is a complex task due to the noisy and often partial Kinect data. We propose here the use of anatomical rules concerning body articulations (angular limits and degrees of freedom) to constraint Kinect captured motion in order to obtain/gain plausible motions. a kalman filter is used to smooth the obtaiined motion capture.Lastly, to embed visual style and interaction, we use a full body reproduction to show general knowledge on human anatomy and its differents joints. We also use a lower-limb as structure of interest to higlight specific anatomical phenomenon, as muscular activity.All these tools have been integrated in a working system detailed in this thesis.We validated our tool/system by presenting it as a live demo during different conferences and through user studies done with students and professionnals from different backgrounds
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Zhang, Yan S. M. Program in Media Arts and Sciences (Massachusetts Institute of Technology). "CityMatrix : an urban decision support system augmented by artificial intelligence." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/114059.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 75-77).
Cities are our future. Ninety percent of the world's population growth is expected to take place in cities. Not only are cities becoming bigger, they are also becoming more complex and changing even more rapidly. The decision-making process in urban design and urban planning is outdated. Currently, urban decision-making is mostly a top-down process, with community participation only in its late stages. Furthermore, many design decisions are subjective, rather than based on quantifiable performance and data. Urban simulation and artificial intelligence techniques have become more mature and accessible. However, until now these techniques have not been integrated into the urban decision-making process. Current tools for urban planning do not allow both expert and non-expert stakeholders to explore a range of complex scenarios rapidly with real-time feedback. To address these challenges, a dynamic, evidence-based decision support system called CityMatrix was prototyped. The goals of CityMatrix were 1) Designing an intuitive Tangible User Interface (TUI) to improve the accessibility of the decision-making process for non-experts. 2) Creating real-time feedback of multi-objective urban performances to help users evaluate their decisions, thus to enable rapid, collaborative decision-making. 3) Constructing a suggestion-making system that frees stakeholders from excessive, quantitative considerations and allows them to focus on the qualitative aspects of the city, thus helping them define and achieve their goals more efficiently. CityMatrix was augmented by Artificial Intelligence (AI) techniques including Machine Learning simulation predictions and optimization search algorithms. The hypothesis explored in this work was that the decision quality could be improved by the organic combination of both strength of human intelligence and machine intelligence. The system was pilot-tested and evaluated by comparing the problem-solving results of volunteers, with or without Al suggestions. Both quantitative and qualitative analytic results showed that CityMatrix is a promising tool that helps both professional and nonprofessional users understand the city better to make more collaborative and better-informed decisions. CityMatrix was an effort towards evidence-based, democratic decisionmaking. Its contributions lie in the application of Machine Learning as a versatile, quick, accurate, and low-cost approach to enable real-time feedback of complex urban simulations and the implementation of the optimization searching algorithms to provide open-ended decision-making suggestions.
by Yan Zhang.
S.M.
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Westerfield, Giles. "Intelligent Augmented Reality Training for Assembly and Maintenance." Thesis, University of Canterbury. Computer Science and Software Engineering, 2012. http://hdl.handle.net/10092/6735.

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Augmented Reality can visually convey abstract concepts and 3D spatial information in context with real-world objects, which makes it an ideal tool for training and educational purposes. This masters thesis investigates the use of Augmented Reality to assist with training for manual assembly and maintenance tasks. Improving on prior research, this approach combines Augmented Reality with a robust Intelligent Tutoring System to provide a more effective learning experience. After developing a modular software framework, a prototype was created that teaches the user to assemble hardware components on a computer motherboard. A thorough evaluation of the prototype found that the new intelligent approach significantly improves the learning outcome over traditional Augmented Reality training methods that do not employ Intelligent Tutoring Systems.
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8

Thomas, Vincent. "Modélisation 3D pour la réalité augmentée : une première expérimentation avec un téléphone intelligent." Thesis, Université Laval, 2011. http://www.theses.ulaval.ca/2011/27904/27904.pdf.

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Depuis leur introduction, les téléphones intelligents n’ont cessé d’évoluer. Ceux-ci intègrent généralement plusieurs composantes utiles (i.e. caméra numérique, récepteur GPS, accéléromètres, boussole numérique et plus récemment le gyroscope) pour des applications de Réalité Augmentée Mobile (RAM). Ce type d’application génère beaucoup d’intérêt auprès du grand public qui se voit offrir une nouvelle manière d’explorer son environnement. Afin d’obtenir une forte augmentation de la réalité en termes d’immersion de l’utilisateur et des interactions qui lui sont proposées, ces applications de RAM requièrent généralement un modèle 3D de l’environnement. Ce modèle 3D peut alors être exploité selon trois finalités différentes au sein de l’application de RAM qui sont : 1) gérer les occlusions; 2) aider au calcul de la pose (position/orientation) de la caméra de l’utilisateur; 3) supporter les interactions et l’augmentation de la réalité. Cependant, ces modèles 3D ne sont pas toujours disponibles à l’endroit où l’on souhaite augmenter la réalité ce qui nuit au déploiement des applications de RAM n’importe où et n’importe quand. Afin de surmonter cette contrainte, le présent projet de maîtrise a consisté à concevoir une chaîne de production de modèles 3D adaptée au contexte des applications de RAM dites fortement augmentées et facilement exploitable directement sur les lieux ciblés pour l’augmentation. La chaîne de production élaborée a été implantée sur la plateforme de l’iPhone 3G puis évaluée selon des critères d’exactitude, de rapidité, d’intuitivité et d’efficacité de l’augmentation résultante. Les résultats de cette évaluation ont permis de mettre en évidence la possibilité de modéliser en 3D un bâtiment simplement tout en atteignant une exactitude sous les 5 mètres en environ 3 minutes à l’aide d’un appareil de type téléphone intelligent.
Recently, a new genre of software applications has emerged allowing the general public to browse their immediate environment using their smartphone: Mobile Augmented Reality (MAR) applications. The growing popularity of this type of application is triggered by the fast evolution of smartphones. These ergonomic mobile platforms embed several pieces of equipment useful to deploy MAR (i.e. digital camera, GPS receiver, accelerometers, digital compass and now gyroscope). In order to achieve a strong augmentation of the reality in terms of user’s immersion and interactions, a 3D model of the real environment is generally required. The 3D model can be used for three different purposes in these MAR applications: 1) to manage the occlusions between real and virtual objects; 2) to provide accurate camera pose (position/orientation) calculation; 3) to support the augmentation and interactions. However, the availability of such 3D models is limited and therefore preventing MAR application to be used anywhere at anytime. In order to overcome such constraints, this proposed research thesis is aimed at devising a new approach adapted to the specific context of MAR applications and dedicated to the simple and fast production of 3D models. This approach was implemented on the iPhone 3G platform and evaluated according to precision, rapidity, simplicity and efficiency criteria. Results of the evaluation underlined the capacity of the proposed approach to provide, in about 3 minutes, a simple 3D model of a building using smartphone while achieving accuracy of 5 meters and higher.
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Mohapatra, Avantika. "Designing for AI : A collaborative framework to bridge the gap between designers and data scientists, and enabling designers to create human-centered AI products and services." Thesis, KTH, Integrerad produktutveckling, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286016.

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Emerging advances in the realm of Artificial Intelligence (AI) have had a tremendous impact on various fields around us and society as a whole. As technologies continue to evolve, so will the role of designers when it comes to using AI. It has the potential to be the next tool designers use to create human-centered products and services. To truly understand AI and harness its capabilities, it is crucial to demystify the term and its inner workings. This thesis is explorative research to shed light on collaborative intelligence and how designers can harness the capabilities of AI. It further explores how to integrate the principles of design and AI to create AI-driven products and services. In addition to background research conducted on both design and AI, the importance of both these fields’ intersection was also researched upon. The project followed the Double Diamond design process principles, consisting of four phases: discover, define, develop, and deliver. This process was then used again to design a framework that bridges the gap between AI & design principles. This research aimed to explore how designers could use AI to develop new products and services. The project resulted in a framework that guides designers on how to get acclimated to AI and uses a specific set of principles to design for AI. It contains concepts necessary to understand the different aspects of AI and aims to build a common language amongst all AI practitioners. The framework also serves as a basic outline of a workshop that provides various design methods that AI practitioners can use to ideate AI-driven solutions.
Framsteg inom Artificiell Intelligens (AI) har redan haft enorma effekter på diverse ämnesområden med direkt eller indirekt påverkan på oss människor. I och med att teknologin som utnyttjar AI kommer att utvecklas, kommer även rollen för designers att förändras. AI innehar potentialen att bli nästa verktyg som kan brukas för att skapa människocentrerade produkter och tjänster. För att förstå och nyttja AI och dess förmåga är det kritiskt att avmystifiera termen och dess potential. Detta explorativa arbete syftar till att nysta upp kollaborativ intelligens samt att undersöka hur det kan användas av designers för att nyttja AIs fulla potential. Därtill utforskar arbetet hur AI och designprinciper kan integreras för att skapa AI-baserade produkter och tjänster. Utöver forskningen inom design och AI undersöks även fältens skärningspunkter. Följande arbete använder sig av Double Diamond designprocessen och dess principer: discover, define, develop, and deliver. Denna process kommer att användas för att konstruera ett ramverk som binder samman AI och designprinciper. Arbetet syftar till att utforska hur designers kan använda AI för att skapa nya produkter och tjänster. Resultatet är ett ramverk som kan vägleda designers att acklimatisera sig med AI och dess specifika principer för att kunna applicera AI i sitt arbete. Ramverket innefattar nödvändiga koncept för att förstå olika aspekter av AI och strävar efter att bygga ett gemensamt språk för alla utövare av AI. Ramverket ger dessutom riktlinjer för att strukturera workshops som förser alla möjliga AI användare med designmetoder för att skapa AI baserade lösningar.
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10

Nygren, Amanda, and Tobias Wikström. "Den Nya Generationens Revisorer : En studie om automatiseringens påverkan på revisionsuppgifter samt revisorns yrkesroll." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84785.

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In a world that moves more towards the digital every day, we will in this study investigate how the auditing process is affected by automation of the auditing tasks and how the auditor’s professional role can be affected if the auditing tasks get automated. The area of application is primarily on the whole auditing process and the auditing tasks and not on the specific tasks the auditor has, even though many of the tasks are mentioned as examples. Also, if artificial intelligence eventually will replace the auditor in the future. Two interviews were held in order to see how program developers believe the future for the auditor will look like from a technical perspective and what is technically possible to develop. Also, three interviews were held in order to see the authorized auditors’ point of view and if they already have started to notice change and how much change they can expect in the near future. The purpose of this study is to investigate how automation is affected by automation of the auditing tasks and how the auditor’s professional role is affected if the auditing tasks get automated. To achieve our purpose, we investigated the parts that the auditor and the program developer think or know can be automated and the consequences that affect the auditor. The conclusion of the study differs from other studies that only have interviewed auditors, in which they have reached the conclusion that the profession will not change much in the next few years. Our conclusion is that the auditor profession will reshape as the years go by if the laws are adjusted, which can be a slow process but is likely to happen. We also think we will see an increased demand for IT-auditors as the programs get more complicated and that technological knowledge is required to understand how these programs and systems work.
I en värld som rör sig alltmer mot det digitala undersöks, i denna studie, hur revisionsprocessen påverkas av automatisering av revisionsuppgifter samt hur revisorers yrkesroll påverkas om revisionsuppgifter automatiseras. Tillämpningsområdet är framförallt på revisionsprocessen och revisionsuppgifter i helhet och inte på revisorns specifika arbetsuppgifter även om flertalet arbetsuppgifter nämns som exempel. Samt om den artificiella intelligensen eventuellt kan ta över revisorns roll i framtiden. I denna studie har två intervjuer genomförts i syfte att se hur programutvecklarna ser revisorns framtid ur ett mer tekniskt perspektiv och vad som är tekniskt möjligt att utveckla. Tre intervjuer hölls också med syftet att fånga de auktoriserade revisorernas perspektiv för att se om de redan börjat märka av förändring och hur stor förändring de kan förvänta sig inom den närmsta tiden. Syftet med uppsatsen är att undersöka hur revisionsprocessen påverkas av automatisering av revisionsuppgifter samt hur revisorers yrkesroll påverkas om revisionsuppgifter automatiseras. För att uppnå vårt syfte undersökte vi vilka delar av revisorns yrke som revisorer och programutvecklare tror eller vet kan automatiseras samt vilka konsekvenser som påverkar revisorn. Slutsatsen i vår studie skiljer sig aningens mot tidigare studier där de främst intervjuat revisorer, samt att de flesta kommer fram till att revisorns roll i det stora hela förblir relativt oförändrad. Vi kom fram till att revisorns yrkesroll kan komma att omformas med åren allt eftersom lagar och regler justeras, vilket kan vara en trögrörlig process men att det med sannolikhet kommer att ske. Vi ser även att IT-revisorer kommer bli mer efterfrågade allt eftersom programmen blir mer komplicerade samt att mer teknologisk kunskap krävs för att förstå hur dessa program och system fungerar
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MAHTALI, NOUREDDINE. "Les systemes d'information, vers des systemes intelligents (veille technologique, bibliometrie et intelligence artificielle) contribution a la realisation d'un modele frame/multi-agents pour augmenter les performances des systemes d'information." Aix-Marseille 3, 1999. http://www.theses.fr/1999AIX30057.

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Les systemes d'information classiques sont inadaptes pour innover ou entreprendre et reagir a l'egard d'un environnement de plus en plus complexe. L'entreprise doit surveiller d'une facon systematique et avec intelligence cet environnement, recourir a des heuristiques dans le but de reduire la complexite des problemes a analyser et utiliser de nouveaux outils pour traiter une grande masse d'information. C'est pourquoi nous preconisons l'utilisation des outils d'intelligence artificielle et plus particulierement le modele frame/multi-agents. Le modele multi-agents est actuellement le mieux adapte pour prendre en consideration cette interaction entreprise/environnement et la repartition geographique des systemes d'information et des competences. Par ailleurs, le modele de frame apporte la puissance de representation et de raisonnement pour traiter une information multiforme, incertaine, incomplete, evolutive et repartie sur un reseau mondial. Pour atteindre cet objectif, nous avons donc adopte une methodologie simple et classique : 1 - critiquer l'existant. 2 - proposer un nouveau modele et de montrer l'apport de ce dernier pour les systemes d'information et pour les outils de veille et de la bibliometrie en particulier. 3 - rechercher les solutions techniques pour la conception de ce modele ce qui nous a conduit a chercher les solutions techniques : 1 - pour representer des agents : cognitifs, autonomes et communiquants et qui peuvent apprendre, representer le monde et agir. Le modele des frames repond a ces exigences par une richesse de representation, une grande flexibilite et une multitude de mecanisme associe (resolution de probleme, raisonnement, apprentissage,). 2 - pour representer une societe complexe avec des agents qui peuvent communiquer, cooperer, se reproduire ou meme rentre en competition avec d'autres agents dans le cyber-espace (compose des espaces prives et publics repartie sur le reseau mondial internet).
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Combier, Jessica. "Conception et développement de composants logiciels et matériels pour un dispositif ophtalmique." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30014.

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Les recherches menées au cours de cette thèse de Doctorat s'inscrivent dans les activités du laboratoire commun OPERA (OPtique EmbaRquée Active) impliquant ESSILOR-LUXOTTICA et le CNRS. L’objectif est de contribuer au développement des “lunettes du futur” intégrant des fonctions d'obscurcissement, de focalisation ou d'affichage qui s’adaptent en permanence à la scène et au regard de l’utilisateur. Ces nouveaux dispositifs devront être dotés de capacités de perception, de décision et d’action, et devront respecter des contraintes d'encombrement, de poids, de consommation énergétique et de temps de traitement. Ils présentent par conséquent des connexions évidentes avec la robotique. Dans ce contexte, les recherches ont consisté à investiguer la structure et la construction de tels systèmes afin d’identifier leurs enjeux et difficultés. Pour ce faire, la première tâche a été de mettre en place des émulateurs de divers types de lunettes actives, qui permettent de prototyper et d’évaluer efficacement diverses fonctions. Dans cette phase de prototypage et de test, ces émulateurs s’appuient naturellement sur une architecture logicielle modulaire typique de la robotique. La seconde partie de la thèse s'est focalisée sur le prototypage d’un composant clé des lunettes du futur, qui implique une contrainte supplémentaire de basse consommation : le système de suivi du regard, aussi appelé oculomètre. Le principe d’un assemblage de photodiodes et d’un traitement par réseau de neurones a été proposé. Un simulateur a été mis au point, ainsi qu’une étude de l'influence de l'agencement des photodiodes et de l’hyper-paramétrisation du réseau sur les performances de l'oculomètre
The research carried out during this doctoral thesis takes place within the OPERA joint laboratory (OPtique EmbaRquée Active) involving ESSILOR-LUXOTTICA and the CNRS. The aim is to contribute to the development of "glasses of the future", which feature obscuration, focus or display capabilities that continuously adapt to the scene and the user gaze. These new devices will be endowed with perception, decision and action capabilities, and will have to respect constraints of space, weight, energy consumption and processing time. They therefore show obvious connections with robotics. In this context, the structure and building of such systems has been investigated in order to identify their issues and difficulties. To that end, the first task was to set up emulators of various types of active glasses, which enable the prototyping and effective testing of various functions. In this prototyping and testing phase, these emulators naturally rely on a modular software architecture typical of robotics. The second part of the thesis focused on the prototyping of a key component which implies an additional constraint on low consumption, namely the eye tracking system, also known as gaze tracker. The principle of a photodiode assembly and of a neural network processing has been proposed. A simulator has been developed, as well as a study of the influence of the arrangement of photodiodes and the hyper-parametrization of the network on the performance of the oculometer
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Adenowo, Adetokunbo. "Augmented conversation and cognitive apprenticeship metamodel based intelligent learning activity builder system." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/8238.

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This research focused on a formal (theory based) approach to designing Intelligent Tutoring System (ITS) authoring tool involving two specific conventional pedagogical theories—Conversation Theory (CT) and Cognitive Apprenticeship (CA). The research conceptualised an Augmented Conversation and Cognitive Apprenticeship Metamodel (ACCAM) based on apriori theoretical knowledge and assumptions of its underlying theories. ACCAM was implemented in an Intelligent Learning Activity Builder System (ILABS)—an ITS authoring tool. ACCAM’s implementation aims to facilitate formally designed tutoring systems, hence, ILABS―the practical implementation of ACCAM― constructs metamodels for Intelligent Learning Activity Tools (ILATs) in a numerical problem-solving context (focusing on the construction of procedural knowledge in applied numerical disciplines). Also, an Intelligent Learning Activity Management System (ILAMS), although not the focus of this research, was developed as a launchpad for ILATs constructed and to administer learning activities. Hence, ACCAM and ILABS constitute the conceptual and practical contributions that respectively flow from this research. ACCAM’s implementation was tested through the evaluation of ILABS and ILATs within an applied numerical domain―the accounting domain. The evaluation focused on the key constructs of ACCAM―cognitive visibility and conversation, implemented through a tutoring strategy employing Process Monitoring (PM). PM augments conversation within a cognitive apprenticeship framework; it aims to improve the visibility of the cognitive process of a learner and infers intelligence in tutoring systems. PM was implemented via an interface that attempts to bring learner’s thought process to the surface. This approach contrasted with previous studies that adopted standard Artificial Intelligence (AI) based inference techniques. The interface-based PM extends the existing CT and CA work. The strategy (i.e. interface-based PM) makes available a new tutoring approach that aimed fine-grain (or step-wise) feedbacks, unlike the goal-oriented feedbacks of model-tracing. The impact of PM—as a preventive strategy (or intervention) and to aid diagnosis of learners’ cognitive process—was investigated in relation to other constructs from the literature (such as detection of misconception, feedback generation and perceived learning effectiveness). Thus, the conceptualisation and implementation of PM via an interface also contributes to knowledge and practice. The evaluation of the ACCAM-based design approach and investigation of the above mentioned constructs were undertaken through users’ reaction/perception to ILABS and ILAT. This involved, principally, quantitative approach. However, a qualitative approach was also utilised to gain deeper insight. Findings from the evaluation supports the formal (theory based) design approach—the design of ILABS through interaction with ACCAM. Empirical data revealed the presence of conversation and cognitive visibility constructs in ILATs, which were determined through its behaviour during the learning process. This research identified some other theoretical elements (e.g. motivation, reflection, remediation, evaluation, etc.) that possibly play out in a learning process. This clarifies key conceptual variables that should be considered when constructing tutoring systems for applied numerical disciplines (e.g. accounting, engineering). Also, the research revealed that PM enhances the detection of a learner’s misconception and feedback generation. Nevertheless, qualitative data revealed that frequent feedbacks due to the implementation of PM could be obstructive to thought process at advance stage of learning. Thus, PM implementations should also include delayed diagnosis, especially for advance learners who prefer to have it on request. Despite that, current implementation allows users to turn PM off, thereby using alternative learning route. Overall, the research revealed that the implementation of interface-based PM (i.e. conversation and cognitive visibility) improved the visibility of learner’s cognitive process, and this in turn enhanced learning—as perceived.
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Maisonnasse, Jérôme. "Estimation des relations attentionnelles dans un environnement intelligent." Université Joseph Fourier (Grenoble), 2007. http://www.theses.fr/2007GRE10300.

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Ce travail de recherche propose un détecteur de relations attentionnelles, pour identifier de façon robuste et temps réelles dépendances entre les utilisateurs et les périphériques qui équipent un environnement Ürtelligent, afin d'adapter de façon souple et continue== l'accessibilité aux services numériques. Notre modèle repose sur une métaphore de la gravitation et du "spotlight". Ainsi, la saillance des objets physiques est décrite comme une masse. Pour compléter la définition de l'attention, l'intention estimée des utilisateurs est représentée par un vecteur "vitesse". La combinaison quasi linéaire permet de définir le focus d'attention des utilisateurs. Suivant le modèle des ressources limitées, une quantité de ressources attentionnelles est distribuée aux objets suivant leur proximité spatiale avec le focus d'attention. L'évaluation du modèle repose sur différentes simulations d'arrangements spatiaux. Les résultats des simulations ont été comparés à des résultats connus de la littérature en sciences sociales. Les estimations du modèle à partir de données extraites de scènes réelles, ont été mises en rapport avec des évaluations humaines "expertes". Le modèle se montre robuste dans l'estimation de l'orientation du focus. Au niveau de la distribution des ressources le niveau d'accord est suffisant pour une adaptation des services ne nécessitant pas une importante précision. Ce modèle offre aux environnements intelligents une nouvelle perception des relations sociales et cognitives pour adapter l'interaction de façon souple et dynamique à l'accès aux services numériques
This thesis proposes an attentional relation detector aiming at identifying in real-time dependencies between users and devices equiped in a smart environment. These estimations are used to adapt human computer interaction in a flexible and continuous manner according to digital services. Our model is based on a gravitational and spotlight metaphor. The physical salience of objects is described as a mass. The estimated intention of users is represented by a speed vector which completes the attention definition. A quasi-linear combination provides the focus of attention. Combined with a model of limited resources, each part of attentional resources is distributed to objects according spatial relationships. We evaluate our model by simulating different spatial arrangements. The results were compared with results known in social sciences literature. Other estimations processed on real scenes have been compared with experts evaluation. The model is found robust to estimation of the direction of focus. Ln terms of the distribution of resources the level of agreement is sufficiently reliable. Our model permits a dynamic and flexible perception and can adapt the interaction according to the attentional state of users
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Stott, Ian James. "A self-contained, intelligent, micro-controller expert system to augment powered wheelchair users." Thesis, University of Portsmouth, 2002. https://researchportal.port.ac.uk/portal/en/theses/a-selfcontained-intelligent-microcontroller-expert-system-to-augment-powered-wheelchair-users(d8c279e2-e2a7-4346-8bdc-e378ee694f99).html.

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An innovative prototype intelligent wheelchair was created to test novel algorithms to help disabled wheelchair users navigate through an unstructured environment. Local planning methods were selected to assist in steering. a simple, on-board expert system attempted to find a suitable trajectory that was close to the route requested but which moved away from close objects. The algorithms were weighted by the wishes of the user. If the expert system detected that the user was unsure or inconsistent, the on-board expert was given more importance in the selection of the wheelchair route. The expert system could be over-ridden by the user if the user was consistent in the use of the joystick. The prototype intelligent wheelchair could detect the environment, modify wheelchair control data and detect the wishes of the user. Decisions were made by the expert system and pre-planned responses could be activated. Autonomous operation of the prototype intelligent wheelchair was demonstrated during tests. A micro-controller was embedded into the wheelchair control path. Information was read from the joystick and new sensor system and signals were sent to the wheelchair controller. The raw sensor data were processed to improve the reliability of the range data by mapping the sensor data onto a histogram certainty grid. The intelligent wheelchair created during this work augmented the control that the disabled user of the wheelchair could provide. It was important that the expert system operated in real time in order to assist the user. There were two real time inputs; the user input and the sensors. The user indicated a speed and direction for the wheelchair. The sensors gathered information about the environment. A sensor expert system then analysed the sensor information and made a recommendation for a path that would prevent collisions. The data inputs sometimes conflicted. Another expert, called Fuzzy Mixer considered both inputs and was responsible for the final outputs to the motor controller. the joystick monitor expert was responsible for interpreting the wishes of the user. Variables such as the joystick position and consistency were examined by the joystick monitor  to assess the desired wheelchair trajectory. The prototype intelligent wheelchair was tested in the laboratory. It was self-contained which allowed realistic testing without the burden or restriction of trailing umbilical cables. Obstacles were placed in the path of the wheelchair and the response was encouraging.
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Busatta, Gianluca. "Italian Retrieval-Augmented Generative Question Answering System for Legal Domains." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022.

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A typical scenario involves a user searching an information about something and obtaining a list of documents from an information retrieval system. The retrieved documents may be more or less relevant and it could happen that the information sought is contained in several documents. This would possibly leave the task of searching the information in different documents to the user. In this thesis, it is has been developed an Italian question answering system for legal domains with a Retrieval-Augmented Generation (RAG) approach that aims to directly satisfy the information need of the user. The model is composed of a retriever and a generator both of which are based on Transformer and it has been trained firstly in a self-supervised way on the library of Gruppo Maggioli company, and then in a supervised way on a novel Italian question answering dataset build on purpose. Once the user has provided an input, the model automatically retrieves possibly relevant documents from the knowledge base and use them to condition the generation of an appropriate answer.
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17

Guazzaroni, Giuliana. "Emotional mapping of museum augmented places." Doctoral thesis, Università Politecnica delle Marche, 2012. http://hdl.handle.net/11566/242030.

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Il mobile e ubiquitous learning è stato messo in relazione alle nuove tecnologie dell’informazione e della comunicazione che si trovano incorporate negli oggetti della vita quotidiana. Una varietà invisibile di strumenti integrati sono stati sviluppati e collegati a Internet. I confini tra apprendimento, gioco, simulazione o giochi di ruolo non sono chiaramente definiti. Ne consegue che anche una visita in luoghi di interesse culturale (es. musei, parchi archeologici, città storiche, trekking urbani ecc.), utilizzando uno smartphone o un tablet, potrebbe offrire un’esperienza educativa unica come descritto nelle sperimentazioni del format EMMAP (Emotional Mapping of Museum Augmented Places) presso il Museo Civico Archeologico "Giuseppe Moretti" di San Severino Marche, il Museo della Carrozza di Macerata e la passeggiata attorno alle mura urbiche di Macerata, per osservare la mostra “Poesia di Strada” in realtà aumentata. EMMAP è un format didattico che mira a sviluppare pedagogie innovative, utilizzando la tecnologia portatile, combinata con i codici QR, il broadcast e la realtà aumentata. Questi strumenti sono utili alla creazione di ambienti mobili e ubiqui di apprendimento idonei al coinvolgimento emotivo dei partecipanti in situazione di apprendimento autentico.
Mobile and ubiquitous learning has been linked to new information and communication technologies embedded in everyday life objects. A variety of invisible embedded tools have been developed and are connected to the Internet. The boundaries between learning, gaming, simulating or role playing are not clearly defined. In this context a visit to a museum or to another place of interest (e.g. Archaeological parks, historical towns, urban trekking etc.) using a smartphone, or a tablet, may offer a unique educational experience as will be described in the trial of EMMAP (Emotional Mapping of Museum Augmented Learning) at the Archaeological Museum “Giuseppe Moretti” of San Severino Marche (Italy), at the Macerata Carriage Museum and in the Macerata Walls for “Street Poetry” exhibixion. EMMAP is a format aimed to develop innovative pedagogies, using handheld technology combined with QR codes, broadcasting and augmented reality (AR). These tools are useful in creating a ubiquitous learning environment and involving participants emotionally in a real landscape.
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Claudé, Mélanie, and Dorian Combe. "THE ROLES OF ARTIFICIAL INTELLIGENCE AND HUMANS IN DECISION MAKING: TOWARDS AUGMENTED HUMANS? : A focus on knowledge-intensive firms." Thesis, Umeå universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150022.

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With the recent boom in big data and the continuous need for innovation, Artificial Intelligence is carving out a bigger place in our society. Through its computer-based capabilities, it brings new possibilities to tackle many issues within organizations. It also raises new challenges about its use and limits. This thesis aims to provide a better understanding of the role of humans and Artificial Intelligence in the organizational decision making process. The research focuses on knowledge-intensive firms. The main research question that guides our study is the following one:   How can Artificial Intelligence re-design and develop the process of organizational decision making within knowledge-intensive firms?   We formulated three more detailed questions to guide us: (1) What are the roles of humans and Artificial Intelligence in the decision making process? (2) How can organizational design support the decision making process through the use of Artificial Intelligence? (3) How can Artificial Intelligence help to overcome the challenges experienced by decision makers within knowledge-intensive firms and what are the new challenges that arise from the use of Artificial Intelligence in the decision making process?   We adopted an interpretivist paradigm together with a qualitative study, as presented in section 3. We investigated our research topic within two big IT firms and two real estate startups that are using AI. We conducted six semi-structured interviews to enable us to gain better knowledge and in-depth understanding about the roles of humans and Artificial Intelligence in the decision making process within knowledge-intensive firms. Our review led us to the theoretical framework explained in section 2, on which we based our interviews.   The results and findings that emerged from the interviews follow the same structure than the theoretical review and provide insightful information in order to answer the research question. To analyze and discuss our empirical findings that are summarized in the chapter 5 and in a chart in the appendix 4, we used the general analytical procedure for qualitative studies. The structure of chapter 5 follows the same order than the three sub questions.   The thesis highlights how a deep understanding of Artificial Intelligence and its integration in the process of organizational decision making of knowledge-intensive firms enable humans to be augmented and to make smarter decisions. It appears that Artificial Intelligence is used as a decision making support rather than an autonomous decision maker, and that organizations adopt smoother and more collaborative designs in order to make the best of it within their decision making process. Artificial Intelligence is an efficient tool to deal with complex situations, whereas human capabilities seem to be more relevant in situations of uncertainty and ambiguity. Artificial Intelligence also raises new issues for organizations regarding its responsibility and acceptation by society as there is a grey area surrounding machines in front of ethics and laws.
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Tullio, Joseph. "Exploring the Design and Use of Forecasting Groupware Applications with an Augmented Shared Calendar." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6941.

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Changes in work, along with improvements in techniques to statistically model uncertainty, have resulted in a class of groupware tools able to forecast the activities and/or attentional state of their users. This thesis represents an exploration into the design, development, and use of one such system. I describe the design and development of a groupware calendar system called Augur that is augmented with the ability to predict the attendance of its users. Using Bayesian networks, Augur models the uncertain problem of event attendance, drawing inferences based on the attributes of calendar events as well as a history of attendance provided by each user. This system was deployed to an academic workgroup and studied over the course of a semester. To more deeply explore the social implications of Augur and systems like it, I conducted a structured privacy analysis of Augur to examine the vulnerabilities inherent in this type of forecasting groupware system. I present an architecture, user interface, and probabilistic model for Augur. This work also addresses the feasibility of such a system and the challenges faced when deploying it to an academic workgroup. I also report on an exploration of the systems use by individuals, its effects on communication within working relationships, and its effectiveness with respect to the presence of domestic calendars. Finally, I present a set of implications for the workplace social environment with the introduction of Augur. Specifically, I show how the integrity of predictions generated by Augur can have consequences for the privacy of users and their representations through the shared calendar. Overall, this thesis is presented as an early exploration into the potential for a new class of forecasting groupware applications. It offers guidance and lessons learned for both designers and researchers seeking to work in this area. It also presents a complete calendar application as an example for building and studying such systems.
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Cheng, Chin-Yi. "Interactive design process based on augmented intelligence : a framework and toolkit for designers to interact and collaborate with AI algorithms." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109017.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2017.
Thesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 101-102).
Designers can use artificial intelligence, such as Genetic Algorithms, to deal with the design problems which seem impossible to be quickly resolved by the human mind. However, none of the current Al algorithms interact with the designers while executing the assigned tasks. Therefore, when the designers use Al to generate design solutions, they can only pick from the results and often feel that their creativity is deprived. Also, it is often the case that designers are not satisfied with the generated results because the algorithms cannot optimize goals which have not been represented as numerical values, such as aesthetic. Moreover, even if designers wanted to use Al algorithms for their design problems, most of them do not have enough programming skills to implement the algorithms, let alone use Al to solve design problems. Therefore, in this thesis, I propose a framework and a toolkit for designers to interact and collaborate with Al algorithms. Following this framework, designers with moderate programming ability should be able to embed Al algorithms in the toolkit into their design process and make the design process interactive. With the interactive assistance from the Al algorithms, designers not only have full control of the results, but can also tackle difficult problems and iterate the design outcomes smoothly, as if their intellect is augmented. To prove the feasibility of this idea, I demonstrate several examples of how to follow the framework and how to use each Al algorithm in the toolkit. I also create an interactive design tool for a modular kinetic structure system. The tool for the structure system utilizes multiple Al algorithms to show that the framework and toolkit can help designers navigate a complex design problem. Finally, I will open the toolkit and examples to the computational design and computer science community.
by Chin-Yi Cheng.
S.M.
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21

Delamare, William. "Interaction à distance en environnement physique augmenté." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM032/document.

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Nous nous intéressons à l'interaction dans le contexte d'environnements physiques augmentés, plus précisément avec les objets physiques qui les composent. Bien que l'augmentation de ces objets offre de nouvelles possibilités d'interaction, notamment celle d'interagir à distance, le monde physique possède des caractéristiques propres rendant difficile l'adaptation de techniques d'interaction existantes en environnements virtuels. Il convient alors d'identifier ces caractéristiques afin de concevoir des techniques d'interaction à la fois efficaces et plaisantes dédiées à ces environnements physiques augmentés. Dans nos travaux, nous décomposons cette interaction à distance avec des objets physiques augmentés en deux étapes complémentaires : la sélection et le contrôle. Nous apportons deux contributions à chacun de ces champs de recherche. Ces contributions sont à la fois conceptuelles, avec la création d'espaces de conception, et pratiques, avec la conception, la réalisation logicielle et l'évaluation expérimentale de techniques d'interaction :- Pour l'étape de sélection, nous explorons la désambiguïsation potentielle après un geste de pointage à distance définissant un volume de sélection comme avec une télécommande infrarouge par exemple. En effet, bien que ce type de pointage sollicite moins de précision de la part de l'utilisateur, il peut néanmoins impliquer la sélection de plusieurs objets dans le volume de sélection et donc nécessiter une phase de désambiguïsation. Nous définissons et utilisons un espace de conception afin de concevoir et évaluer expérimentalement deux techniques de désambiguïsation visant à maintenir l'attention visuelle de l'utilisateur sur les objets physiques.- Pour l'étape de contrôle, nous explorons le guidage de gestes 3D lors d'une interaction gestuelle afin de spécifier des commandes à distance. Ce guidage est nécessaire afin d'indiquer à l'utilisateur les commandes disponibles ainsi que les gestes associés. Nous définissons un espace de conception capturant les caractéristiques comportementales d'un large ensemble de guides ainsi qu'un outil en ligne facilitant son utilisation. Nous explorons ensuite plusieurs options de conception afin d'étudier expérimentalement leurs impacts sur la qualité du guidage de gestes 3D
We explore interaction with augmented physical objects within physical environments. Augmented physical objects allow new ways of interaction, including distant interaction. However, the physical world has specificities making difficult the adaptation of interaction techniques already existing in virtual environments. These specificities need to be identified in order to design efficient and enjoyable interaction techniques dedicated to augmented physical environments. In our work, we split up distant interaction into two complementary stages: the selection and the control of augmented physical objects. For each of these stages, our contribution is two-fold. These contributions are both theoretical, with the establishment of design spaces, and practical, with the design, the implementation and the experimental evaluation of interaction techniques:- For the selection stage, we study the disambiguation potentially needed after a distal pointing gesture using a volume selection such as an infrared remote controller. Indeed, although the volume selection can facilitate the aiming action, several objects can fall into the selected volume. Thus, users should disambiguate this coarse pointing selection. We define and use a design space in order to design and experimentally evaluate two disambiguation techniques that maintain the user's focus on the physical objects.- For the control stage, we study the guidance of 3D hand gestures in order to trigger commands at a distance. Such guidance is essential in order to reveal available commands and the associated gestures. We define a design space capturing specificities of a wide range of guiding systems. We also provide an online tool, easing the use of such a large design space. We then explore the impact of several design options on the quality of 3D gestures guidance
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Reis, Gregory M. "Augmented Terrain-Based Navigation to Enable Persistent Autonomy for Underwater Vehicles in GPS-Denied Environments." FIU Digital Commons, 2018. https://digitalcommons.fiu.edu/etd/3736.

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Aquatic robots, such as Autonomous Underwater Vehicles (AUVs), play a major role in the study of ocean processes that require long-term sampling efforts and commonly perform navigation via dead-reckoning using an accelerometer, a magnetometer, a compass, an IMU and a depth sensor for feedback. However, these instruments are subjected to large drift, leading to unbounded uncertainty in location. Moreover, the spatio-temporal dynamics of the ocean environment, coupled with limited communication capabilities, make navigation and localization difficult, especially in coastal regions where the majority of interesting phenomena occur. To add to this, the interesting features are themselves spatio-temporally dynamic, and effective sampling requires a good understanding of vehicle localization relative to the sampled feature. Therefore, our work is motivated by the desire to enable intelligent data collection of complex dynamics and processes that occur in coastal ocean environments to further our understanding and prediction capabilities. The study originated from the need to localize and navigate aquatic robots in a GPS-denied environment and examine the role of the spatio-temporal dynamics of the ocean into the localization and navigation processes. The methods and techniques needed range from the data collection to the localization and navigation algorithms used on-board of the aquatic vehicles. The focus of this work is to develop algorithms for localization and navigation of AUVs in GPS-denied environments. We developed an Augmented terrain-based framework that incorporates physical science data, i.e., temperature, salinity, pH, etc., to enhance the topographic map that the vehicle uses to navigate. In this navigation scheme, the bathymetric data are combined with the physical science data to enrich the uniqueness of the underlying terrain map and increase the accuracy of underwater localization. Another technique developed in this work addresses the problem of tracking an underwater vehicle when the GPS signal suddenly becomes unavailable. The methods include the whitening of the data to reveal the true statistical distance between datapoints and also incorporates physical science data to enhance the topographic map. Simulations were performed at Lake Nighthorse, Colorado, USA, between April 25th and May 2nd 2018 and at Big Fisherman's Cove, Santa Catalina Island, California, USA, on July 13th and July 14th 2016. Different missions were executed on different environments (snow, rain and the presence of plumes). Results showed that these two methodologies for localization and tracking work for reference maps that had been recorded within a week and the accuracy on the average error in localization can be compared to the errors found when using GPS if the time in which the observations were taken are the same period of the day (morning, afternoon or night). The whitening of the data had positive results when compared to localizing without whitening.
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23

Arnold, Nathan S. "Reexamining Deus ex Machina: Artificial Intelligence, Theater, & a New Work." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1569001838298508.

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24

Nodelijk, Felix, and Arun Uppugunduri. "Estimating lighting from unconstrained RGB images using Deep Learning in real-time for superimposed objects in an augmented reality application." Thesis, Linköpings universitet, Artificiell intelligens och integrerade datorsystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177684.

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Modern deep learning enables many new possibilities for automation. Within augmented reality, deep learning can be used to infer the lighting to accurately render superimposed objects with correct lighting to mix seamlessly with the environment.  This study aims to find a method of light estimation from RGB images by investigating Spherical Harmonic coefficients and how said coefficients could be inferred for use in an AR application in real-time. The pre-existing method employed by the application estimates the light by comparing two points cheek-to-cheek on a face. This fails to accurately represent the lighting in many situations, causing users to stop using the application. This study investigates a deep learning model that shows significant improvements in regards to the lighting estimation while also achieving fast inference time. The model results were presented to respondents in a survey and was found to be the better method of the two in terms of light estimation. The final model achieved 19 ms in inference time and 0.10 in RMS error.
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25

Gheisari, Masoud. "An ambient intelligent environment for accessing building information in facility management operations; A healthcare facility scenario." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/52967.

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The Architecture, Engineering, Construction, and Operations (AECO) industry is constantly searching for new methods for increasing efficiency and productivity. Facility managers, as a part of the owner/operator role, work in complex and dynamic environments where critical decisions are constantly made. This decision-making process and its consequent performance can be improved by enhancing Situation Awareness (SA) of the facility managers through new digital technologies. SA, as a user-centered approach for understanding facility managers’ information requirement, together with Mobile Augmented Reality (MAR) was used for developing an Ambient Intelligent (AmI) environment for accessing building information in facilities. Augmented Reality has been considered as a viable option to reduce inefficiencies of data overload by providing facility managers with an SA-based tool for visualizing their “real-world” environment with added interactive data. Moreover, Building Information Modeling (BIM) was used as the data repository of the required building information. A pilot study was done to study the integration between SA, MAR, and BIM. InfoSPOT (Information Surveyed Point for Observation and Tracking) was developed as a low-cost solution that leverage current AR technology, showing that it is possible to take an idealized BIM model and integrate its data and 3D information in an MAR environment. A within-subjects user participation experiment and analysis was also conducted to evaluate the usability of the InfoSPOT in facility management related practices. The outcome of statistical analysis (a one-way repeated measure ANOVA) revealed that on average the mobile AR-based environment was relatively seamless and efficient for all participants in the study. Building on the InfoSPOT pilot study, an in-depth research was conducted in the area of healthcare facility management, integrating SA, MAR, and BIM to develop an AmI environment where facility mangers’ information requirement would be superimposed on their real-word view of the facility they maintain and would be interactively accessible through current mobile handheld technology. This AmI environment was compared to the traditional approach of conducting preventive and corrective maintenance using paper-based forms. The purpose of this part of the research was to investigate the hypothesis of “bringing 3D BIM models of building components in an AR environment and making it accessible through handheld mobile devices would help the facility managers to locate those components easier and faster compared to facility managers’ paper-based approach”. The result of this study shows that this innovative application of AR and integrating it with BIM to enhance the SA has the potential to improve construction practices, and in this case, facility management.
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ETEMADY, QESHMY DANIAL, and JACOB MAKDISI. "Human error management 4.0 : Augmented Reality Systems as a tool in the quality journey." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239544.

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The manufacturing industry is shifting, entering a new era with smart and connected devices. The fourth industrial revolution (Industry 4.0) is promising increased growth and productivity by the Smart Factory and within the enabling technologies is Augmented Reality (AR). This is a technology that can be used to augment the reality with digital information. At the same time as the technology is introduced, errors in manufacturing are a problem which are affecting the productivity and the quality. The errors can be caused by humans and companies strive to eliminate the errors caused by humans. This research aims to find the main causes of human errors in assembly lines and thereafter explores whether AR is an appropriate tool to be used in order to address those issues. Based on a literature review that identified and characterized a preliminary set of root causes for human errors in assembly lines, these causes were empirically studied in an exercise that covered an in-depth case study at a multinational automotive company. Data in form of interviews and deviation reports have been used to identify the causing factors and the result showed that the main causes of human errors are the amount of thinking, deciding and searching for information which affected the cognitive load of the operator and in result their performance. Several interviews with experts in AR allowed to verify if this technology would be feasible to solve or mitigate the found causes. Besides that, in repetitive manual assembly operations, AR is better used showing the process in order to train new operators, at the same time as for experienced operators AR show information only when an error occurs and when there is a need of taking an active choice is more appropriate. Nevertheless, while theoretically able to managing human error when fully developed, the desired application makes the augmentation of visual objects redundant and increasingly complex for solving the identified causes of errors which questions the appropriateness of using AR systems. However, the empirical findings showed that for managing human errors, the main bottleneck of an AR system is the software and AI.
Den tillverkande industrin skiftar och går in i en ny era där smart och uppkopplad teknologi introduceras i de operativa delarna av tillverkningen. Denna fjärde industriella revolution (Industry 4.0) som den även kallas för med smarta fabriker, utlovar ökad produktivitet och tillväxt. Bland de teknologier som representeras i detta nya landskap återfinns Augmented Reality (AR), vilket är en teknik som används för att förstärka verkligheten med digital information. I samband med att denna nya teknik introduceras, är avvikelser i produktion ett problem som påverkar företags produktivitet och kvalitet. Den mänskliga faktorn är en bidragande del till detta problem och företag strävar efter att eliminera felen orsakade av människor. Denna studie syftar till att hitta orsakerna till att människor orsakar fel i produktion och därefter utforska om AR är ett lämpligt verktyg att använda för att råda bot på dessa orsaker och därmed eliminera felen. Genom en litteraturstudie har det identifierats ett antal faktorer som påverkar den mentala belastningen hos människor i produktionssammanhang. Dessa faktorer har därefter undersökts genom en fallstudie hos en multinationell tillverkare av kommersiella fordon. Datainsamling i form av intervjuer och avvikelsedata har använts för att identifiera de påverkande faktorerna och resultaten pekade på att behovet av att behöva tänka, leta efter information och fatta beslut påverkade den mentala belastningen mest. Intervjuer hölls med forskare och montörer för att definiera en lämplig AR funktion som sedan undersöktes genom flera intervjuer med forskare inom AR för att verifiera om AR är en lämplig teknik att använda för de identifierade orsakerna. I termer av AR i en arbetsmiljö med repetitiva aktiviteter efterfrågas en funktion som visualiserar fel för montörer som är erfarna medan det för oerfarna montörer är bättre med visualisering av hela arbetsprocessen. Men, trots att systemet i teorin är lämpligt att använda för att hantera orsakerna till att felen uppstår så är den efterfrågade funktionen överflödig då visualisering kommer visas väldigt sällan samt att tekniken är väldigt komplex. Detta gör att det går att ifrågasätta hela funktionen av att använda AR system i det fall som studerades. Dessutom visade sig tekniken vara olämplig att använda i den miljö fallet utspelar sig i på grund av svårigheter med artificiell intelligens (AI).
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Nemrow, Andrew Craig. "Implementing an IIoT Core System for Simulated Intelligent Manufacturing in an Educational Environment." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8822.

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In this new digital age, efficiency, quality and competition are all increasing rapidly as companies leverage the Industrial Internet of Things (IIoT). However, while industrial innovation moves at a faster and faster pace, educational institutions have lagged in the development of the curriculum and environment needed to support further development of the IIoT. To fully realize the potential of the IIoT in the manufacturing sector educational institutions must support the technological training and education rigor demanded to instill the skills and thought leadership to move the industry forward. The purpose of this research is to provide an IIoT core system in an educational factory environment. This system will assist in teaching basic principles of IIoT in the factory while simultaneously allowing for students to envision the manufacturing journey of any facility by implementing principles of IIoT. This will be accomplished by providing all the following capabilities together in a single data system: unified connectivity, role-based data display, real-time issue identification, data analytics, and augmented reality.
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28

Nasman, James M. "Deployed virtual consulting : the fusion of wearable computing, collaborative technology, augmented reality and intelligent agents to support fleet aviation maintenance /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FNasman.pdf.

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Thesis (M.S. in Information Technology Management)--Naval Postgraduate School, March 2004.
Thesis advisor(s): Alex Bordetsky, Gurminder Singh. Includes bibliographical references (p. 49). Also available online.
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29

Bianchi, Eric Loran. "COCO-Bridge: Common Objects in Context Dataset and Benchmark for Structural Detail Detection of Bridges." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/87588.

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Common Objects in Context for bridge inspection (COCO-Bridge) was introduced for use by unmanned aircraft systems (UAS) to assist in GPS denied environments, flight-planning, and detail identification and contextualization, but has far-reaching applications such as augmented reality (AR) and other artificial intelligence (AI) platforms. COCO-Bridge is an annotated dataset which can be trained using a convolutional neural network (CNN) to identify specific structural details. Many annotated datasets have been developed to detect regions of interest in images for a wide variety of applications and industries. While some annotated datasets of structural defects (primarily cracks) have been developed, most efforts are individualized and focus on a small niche of the industry. This effort initiated a benchmark dataset with a focus on structural details. This research investigated the required parameters for detail identification and evaluated performance enhancements on the annotation process. The image dataset consisted of four structural details which are commonly reviewed and rated during bridge inspections: bearings, cover plate terminations, gusset plate connections, and out of plane stiffeners. This initial version of COCO-Bridge includes a total of 774 images; 10% for evaluation and 90% for training. Several models were used with the dataset to evaluate model overfitting and performance enhancements from augmentation and number of iteration steps. Methods to economize the predictive capabilities of the model without the addition of unique data were investigated to reduce the required number of training images. Results from model tests indicated the following: additional images, mirrored along the vertical-axis, provided precision and accuracy enhancements; increasing computational step iterations improved predictive precision and accuracy, and the optimal confidence threshold for operation was 25%. Annotation recommendations and improvements were also discovered and documented as a result of the research.
MS
Common Objects in Context for bridge inspection (COCO-Bridge) was introduced to improve a drone-conducted bridge inspection process. Drones are a great tool for bridge inspectors because they bring flexibility and access to the inspection. However, drones have a notoriously difficult time operating near bridges, because the signal can be lost between the operator and the drone. COCO-Bridge is an imagebased dataset that uses Artificial Intelligence (AI) as a solution to this particular problem, but has applications in other facets of the inspection as well. This effort initiated a dataset with a focus on identifying specific parts of a bridge or structural bridge elements. This would allow a drone to fly without explicit direction if the signal was lost, and also has the potential to extend its flight time. Extending flight time and operating autonomously are great advantagesfor drone operators and bridge inspectors. The output from COCO-Bridge would also help the inspectors identify areas that are prone to defects by highlighting regions that require inspection. The image dataset consisted of 774 images to detect four structural bridge elements which are commonly reviewed and rated during bridge inspections. The goal is to continue to increase the number of images and encompass more structural bridge elements in the dataset so that it may be used for all types of bridges. Methods to reduce the required number of images were investigated, because gathering images of structural bridge elements is challenging,. The results from model tests helped build a roadmap for the expansion and best-practices for developing a dataset of this type.
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Espíndola, Danúbia Bueno. "Uma abordagem baseada em modelo para integração e gerenciamento dos dados de sistemas de manutenção inteligente através do uso de técnicas de realidade mista." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/35612.

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A manutenção industrial é um dos grandes desafios na área de automação e manufatura da indústria. Este desafio tem se apresentado, em âmbito nacional, pela adoção da prática “predizer e prevenir” ao invés de “falhar e consertar”. Enquanto o Brasil caminha para uma mudança de paradigma de manutenção, o cenário internacional se volta para soluções em manufatura sustentável que atendam aos requisitos “eco and green”. E a manutenção é parte crucial deste novo contexto de produção. Entretanto, somente nos anos noventa, a indústria européia começa a delinear estratégias de manutenção. A complexidade e multidisciplinaridade deste tema tem sido o principal obstáculo para melhoras substanciais na disciplina de manutenção. São nas estratégias de manutenção, aliadas ao crescente avanço em Tecnologias da Informação e Comunicação (TIC), que aparecem as possibilidades de superar as limitações e os desafios desta área de pesquisa. A Manutenção Inteligente (MI) é uma dessas estratégias e utiliza o paradigma baseado em condição (Condition-based maintenance) para aplicação da técnica “predizer e prevenir”. Contudo, uma das principais barreiras na adoção de MI é a sua transferência efetiva para o operador em chão de fábrica. O conhecimento gerado pelos sistemas MI deve ser transformado em informações inteligíveis e úteis para o operador. Entretanto, o acesso, o entendimento e o uso destes dados, durante a atividade de manutenção, não é um processo trivial, devido à sobrecarga de informações e sistemas envolvidos nestes processos. Surge, então, como alternativa para contornar este problema, o uso de técnicas de realidade mista como meio de potencializar a interface homem-máquina. A escolha, neste trabalho, por interfaces mistas, objetiva, não apenas a visualização, mas a integração e o gerenciamento da informação. A fim de alcançar estes objetivos, é desenvolvida uma abordagem baseada em modelo. A primeira etapa consiste na definição de um modelo conceitual que integre os diferentes domínios envolvidos na solução proposta. Nesta fase, foram identificadas três áreas da manutenção em que a realidade mista pode permitir um ganho significativo: diagnóstico, planejamento e segurança. A segunda etapa consiste na descrição formal de um modelo de dados para integrar e gerenciar informações de diversos formatos. Finalmente, é implementado um sistema de visualização para validar o modelo de dados em um conjunto de estudos de caso da indústria. Objetiva-se, com esta abordagem: (i) facilitar a identificação de quais componentes apresentam problemas, o que auxilia no processo de tomada de decisão nas tarefas de manutenção; (ii) a inclusão do human in the loop, com o sistema MI, em que o operador poderá solicitar dados e medições adicionais durante a atividade de manutenção; (iii) fornecer um modelo que integre dados de formatos distintos, que viabilize uma maneira fácil e flexível de configurar o ambiente virtual. A visualização mista, utilizada pelo operador de manutenção em chão de fábrica, pode representar uma vantagem competitiva para indústria, além de prover uma maior flexibilidade e segurança para o operador durante a atividade de manutenção.
Industrial maintenance is one of the major challenges in industrial automation and manufacturing area. This challenge presents itself on the national context by the transformation to "predict and prevent" rather than "fail and fix ". While the Brazil moves toward a paradigm shift of maintenance, the international context searches manufacturing sustainable solutions that reply according to eco and green requirements and the maintenance is crucial part of this new production environment. However, it was only in the nineties that European industry started discusses maintenance strategies. The maintenance complexity and the multidisciplinary have been the main limitations for substantial improvements in the maintenance discipline. There are maintenance strategies coupled with the advances in Information and Communication Technologies (ICT) that arise the possibilities to overcome the limitations and challenges of this research area. The intelligent maintenance (IM) is one of these strategies and it uses the Condition-Based Maintenance paradigm (CBM). On the other hand one of the obstacles about the IM adoption is its effective transfer to the operator on the factory floor. The knowledge from IM systems must be transformed in understandable information and useful to the operator. However, the access, the understanding and the use of such information during the maintenance activity are not a trivial activity due the data and systems overload involved in these processes. Thus, arises as an alternative to solve this problem, the using mixed reality techniques to human-computer interface. The use of mixed interfaces in this thesis will aim not only to visualization but the integration and management of information. To achieve these goals was developed a model-based approach. The first step consisted in defining a conceptual model that address the domains involved in the solution proposed. At this stage were identified three main areas where the mixed reality could allow a significant change to maintenance activities: diagnosis, planning and security. The second step consisted in the formal description of a data model for integrating and management of information from multiple formats. Finally a visualization system was implemented to validate the data model in a set of case studies of industry. The goals of this thesis are: (i) to facilitate the identification of which components present problems in order to help in the decision making process of the maintenance tasks; (ii) the inclusion of the "human in the loop" into intelligent maintenance system, where the operator can request measurements and additional information during the maintenance process; (iii) to supply a model to integrate data of different formats making available an easy and flexible tool for configuring the virtual environment. The mixed reality, used by the maintenance operator on factory floor, may represent a competitive advantage for industry and provide greater flexibility and safety for operator during maintenance activity.
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FARRONATO, MARCO. "TECHNOLOGICAL BREAKTHROUGH TOWARDS THE USE OF A NOVEL VISUAL-INERTIAL ODOMETRY SYSTEM AS AN AID FOR THE DIGITALLY-GUIDED INTERVENTION." Doctoral thesis, Università degli Studi di Milano, 2022. https://hdl.handle.net/2434/948169.

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Recent data availability of three dimensional imaging brought new possibilities for the guided intervention. The management of complex data requires the use of new tools and new technologies. We analyzed the use of algorithms for the automatic, ai-driven segmentation to extrapolate the best systems for the use of CBCTs. The tool improves the timing and precision of the segmentation and allows to give normal values for the cephalometry. The segmented data can be analyzed through three dimensional alignment, the new techniques will be explored for data synthesis. Finally three dimensional resulting datasets can be exported and used to virtually plan an intervention. After the plan is complete they can be used to bring the clinician a new powerful system for the AR guided intervention. Clinical and research data results and outcomes will be given, bringing both preliminary as well as multidisciplinary researchers in the field of: orthodontics, endodontics and oral surgery with clinical direct performances and results.
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Rashid, Zulqarnain. "Cricking implementation with augmented reality and RFID: towards independent living of people with motor disabilities." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/350796.

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People with manipulative and locomotive disabilities represents a large fraction of the population classified as disabled, including the elder, injured and other health related issues. Wheelchairs have evolved in order to maintain their mobility, autonomy and independence in the society. Despite important achievements in accessibility in current society (e.g. streets adapted to wheelchairs, or public transportation adapted with ramps and elevators), people with motor disabilities still lack independence in daily activities to improve their quality of life. Shopping is one example, where users can not access products in shelves beyond their arm length. Due to this barrier they often need personal assistance or support to complete all the necessary steps in the shopping activity. However, wheelchair users may prefer to shop individually (that is, without the assistance) in order to maintain their independence and privacy. This dissertation presents a novel systems that allows wheelchair user to interact with items placed beyond their arm length, by means of real-time interactive interfaces collaborated with Radio Frequency Identification (RFID). Our proposal, based on the concept of Smart Spaces, allows the users to interact through Hand-held, Smart Glass or Touch Screen interfaces in real-time with the items present on the shelf. We designed and evaluated the system with the participation of 18 wheelchair users with different degrees of physical disabilities. The obtained results demonstrate the suitability of our proposed system towards an improvement of the independence and empowerment of wheelchair users in shopping activities.
La gent amb deterioraments locomotrius i de manipulació representa una gran fracció de la població classificada com discapacitada, incloent ancians, lesionats i altres problemes de salut relacionats. Les cadires de rodes han evolucionat per mantenir la mobilitat, autonomia i independència a la societat. Malgrat els importants avenços en accessibilitat a l’actual societat (p.e. carrers adaptats per cadires de rodes o transport públic adaptat amb rampes i elevadors), la gent amb problemes motors encara manquen de independència en tasques diàries per millorar la seva qualitat de vida. Anar de compres és un exemple, a on els usuaris no poden accedir a productes als prestatges més enllà de la llargada dels seus braços. Degut a aquesta barrera, sovint necessiten atenció personal o suport per completar tots els passos necessaris en una activitat de compres. Però els usuaris amb cadires de rodes prefereixen anar a comprar individualment (això vol dir, sense assistència) per tal de mantenir la independència i privacitat. Aquesta dissertació presenta un nou sistema que permet als usuaris amb cadira de rodes interactuar amb objectes col•locats més enllà de la llargada dels seus braços, a través d’una interfície interactiva en temps real amb la Identificació per Radiofreqüència o RFID. La nostra proposta, basada en el concepte d´espais intel•ligents, permet als usuaris interactuar mitjançant la mà, ulleres intel•ligents o una interfície web a una pantalla tàctil en temps real amb els objectes presents al prestatge. Hem dissenyat i avaluat el sistema amb la participació de 18 usuaris en cadira de rodes amb diferents graus de discapacitat física. Els resultats obtinguts demostren la idoneïtat de la nostra proposta de sistema cap a una millora de la independència i apoderament dels usuaris en cadira de rodes en activitats de compra.
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33

Thebault, Pierrick. "La conception à l’ère de l’Internet des Objets : modèles et principes pour le design de produits aux fonctions augmentées par des applications." Thesis, Paris, ENSAM, 2013. http://www.theses.fr/2013ENAM0014/document.

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L'Internet des Objets, dont la vision et les technologies provoquent la rencontre des mondes physique et numérique, amène aujourd'hui à la création de nouveaux types d'applications permettant d'interopérer les services du World Wide Web avec les produits du quotidien. Ces applications « orientées produit », capables de représenter, contrôler ou de compléter les fonctions d'artéfacts intégrant des capacités de traitement de l'information, remettent en cause les principes et conventions établies par les métiers de la conception. Elles préfigurent l'émergence de produits connectés à Internet, dont l'offre fonctionnelle peut être « augmentée » et modifiée au cours du temps, de manière à répondre aux besoins changeants des utilisateurs. Cette recherche, menée à l'intersection des sciences de la conception, de l'informatique ubiquitaire et des interactions homme-machine, vise à étudier les enjeux que suscitent ces applications lors la conception de produits. Elle met en exergue la nécessité d'établir un modèle descriptif des applications orientées produit facilitant leur figuration par les utilisateurs, ainsi que d'explorer les problèmes pragmatiques résultant de leur intégration dans les produits. Elle conduit également à l'élaboration et l'évaluation, par la pratique, de principes pour le design de la forme et des interactions des produits augmentés. Elle décrit plus particulièrement la ductilité de futurs produits, le nouveau rapport entre fonction, comportement et structure qu'ils établissent, et leurs possibles évolutions. Cette recherche contribue aux travaux sur l'Internet des Objets en proposant un nouveau cadre de discussion, et en offrant aux chercheurs et aux praticiens des outils qui peuvent être employés durant le processus de conception
The Internet of Things, whose underlying vision and technologies aim at bridging the physical and digital worlds together, lead to the creation of new types of applications coupling Web services with everyday products. Such product-oriented applications, which enable the functional exposition, control or enhancement of artifacts that embed information processing capabilities, question the established design principles and conventions. They open up the possibility for Internet-enabled products, whose functions can be “augmented” and adapted to better support users' changing needs, to be designed. This research, which is at the intersection of Design Science, Ubiquitous Computing and Human-Computer Interactions, aims at studying the impact brought about by applications on product design. It highlights the need to build an application model that facilitates their representation by users, and to explore the pragmatic issues rose by their integration into products. It leads to the definition and evaluation, through practice, of principles for the design of augmented products' form and interactions. It describes the ductility of future products, the novel coupling between functions, behavior and structure they implement and their potential evolutions. This work contributes to the Internet of Things research by reframing the discussion and by providing researchers and practitioners with tools that can be leveraged during the design process
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Catalá, Bolós Alejandro. "AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/16695.

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La creatividad es una habilidad de especial interés para el desarrollo humano dado que es una de las dimensiones que permite al individuo y en última instancia a la sociedad enfrentarse a nuevos problemas y retos de forma satisfactoria. Además de entender la creatividad como una serie de factores relativos al individuo creativo, debe tenerse en cuenta que el grado de motivación intrínseca, el entorno y otros factores sociales pueden tener un efecto relevante sobre el desarrollo de esta importante habilidad, por lo que resulta de interés explorarla en el contexto de utilización de tecnologías de la información. En particular, dado que los procesos comunicativos, el intercambio de ideas y la interacción colaborativa entre individuos son un pilar fundamental en los procesos creativos, y también que en gran medida todas ellas son características mayormente facilitadas por las mesas interactivas, una de las principales contribuciones de esta tesis consiste precisamente en la exploración de la idoneidad de las superficies interactivas en tareas creativas colaborativas de construcción en estudiantes adolescentes. Partiendo del estudio realizado, que aporta evidencia empírica acerca de la adecuación de las superficies interactivas como tecnología de potencial para el fomento de la creatividad, esta tesis presenta AGORAS: un middleware para la construcción de ecosistemas de juegos 2D para mesas interactivas, y cuya idea final es entender actividades de aprendizaje más enriquecedoras como aquellas que permiten la propia creación de juegos y su posterior consumo. En el contexto de esta tesis también se ha desarrollado un toolkit básico para construcción de interfaces de usuario para superficies interactivas, se ha desarrollado un modelo de ecosistema basado en entidades que son simulables de acuerdo a leyes físicas; y se ha dotado al modelo de aproximación basada en reglas de comportamiento enriquecidas con expresiones dataflows y de su correspondiente editor para superficies.
Catalá Bolós, A. (2012). AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/16695
Palancia
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35

Dow, Steven P. "Understanding user engagement in immersive and interactive stories." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.

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37

Larsson, Louise, and Jennie Nilsson. "Facilitating an Industry 4.0 Implementation." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254603.

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We are today facing an industrial revolution called Industry 4.0. Earlier in the human history, we have seen multiple industrial revolutions, but only after they actually happened. This is the first time we can see that an industrial revolution is on its way. Witht his knowledge, we have the chance to prepare for this large‐scaled technological change that we are standing in front of. Because of the impact that earlier industrial revolutions had on organizations, we can assume that Industry 4.0, as well, will impact and change work, tasks and the organizations themselves; especially when it comes to new high‐tech knowledge and skills that need to be learnt. Implementation, change, and high‐tech learning, together with a constantly running production can be stressful for anyone involved. For this reason, the purpose of this study is to come up with solutions on how you can facilitate the implementation of Industry 4.0, for employees and in an organizational point of view. We do this by conducting a literature study as well as interviewing organizations within the Swedish manufacturing industry. The structure of the analysis is built upon Lewin’s Three‐stage Model of Change. Here, we discuss and present solutions according to the stage in which they fit during the change process. Additionally, we investigate the concept of gamification as a tool to facilitate change. From our research, we conclude that motivation and engagement are keys in a technological change project such as Industry 4.0. Involvement, transparency and clarity are important aspects to make employees engaged throughout the project. Additionally, we present practical solutions for how organizations can educate their employees within Industry 4.0 techniques, as well as increase their motivation and engagement.
Vi står idag inför en industriell revolution som kallas Industri 4.0. Tidigare i historien har vi sett industriella revolutioner först efter att de inträffat. Det är nu första gången vi kanse att en industriell revolution är på väg. Med denna kunskap har vi idag en möjlighet att förbereda oss för den teknologiska utveckling som vi står inför. På grund av de tidigare industriella revolutionerna och den stora påverkan som de har haft på organisationer, kan vi anta att Industri 4.0 också kommer förändra jobb, uppgifter och organisationer – framför allt när det kommer till den nya teknologiska kunskap som nya maskiner och system kommer kräva av de som använder dem. Implementering, förändring och en hög nivå av teknologiskt lärande, samtidigt som produktionen fortfarande kommer snurra dygnet runt, kan vara stressigt för vem som helst. Därför syftar detta examensarbete till att ta fram lösningar för hur man kan förenkla implementationen av Industri 4.0, ur ett medarbetarperspektiv och för organisationen som helhet. Vi gör detta genom en litteraturstudie och genom intervjuer med organisationer inom den svenska tillverkningsindustrin. Strukturen på analysen bygger på Lewins trestegsmodell för förändring. Här diskuterar och presenterar vi lösningar enligt vilket steg de passar in i under förändringsprocessen. Vidare utvärderar vi gamification som ett verktyg för att underlätta förändringen. Detta arbete kommer fram till att det viktigaste för att genomföra ett förändringsarbete i denna omfattning är motivation och engagemang från både anställda och ledning. Involvering, transparens och tydlighet är viktiga delar för att göra anställda engagerade genom hela projektet. Vidare presenterar vi lösningar för hur man kan utbilda sina anställda inom Industri 4.0‐tekniker, och även för hur man kan öka motivation och engagemang.
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Kenklies, Kai Malte. "Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison study." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172888.

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It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the technology. The perceived usefulness at the current state was diverse, but the users saw a huge potential in AR-HWDs for the future. The task accuracy with instructions on the AR-HWD was equally good as with instructions on the screen. AR-HWDs are found to be a better approach than a stationary screen, but technological limitations need to be overcome and workers need to train using the new technology to make its application efficient.
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39

Koo, Lawrence Chung. "Web 3.0: impacto na sociedade de serviços uma análise da comunicação contemporânea." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/4339.

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Made available in DSpace on 2016-04-26T18:11:14Z (GMT). No. of bitstreams: 1 Lawrence Chung Koo.pdf: 6692647 bytes, checksum: c6742bc4be0ad22c2cb8e80905bfebce (MD5) Previous issue date: 2011-10-17
This research aims to describe and analyze Web 3.0 in the world of communication, especially in the social media environment. With the emergence of new search engines and innovation in new forms of collaboration among internet users, it challenges us to study the development of this area. In particular, we studied the influence of Science Service in the digital world. We collected facts and analyzed the reasons why the service is to be the focus of attention in Web environment, both in economic transactions, and in processes of knowledge creation. Dedicate part of our study to the learning service for this segment will be the foundation of future development on the Web. The methodology was based on Chapter 4 of the book Research and Communication by Santaella (2004), the main authors who inspired the research in Science Service topics are Spohrer et al (2007), Maglio et al (2010), while in the area of Web development the authors which supported were we based our ideas are Spivack N., (2007) and Siemmens (2005). The theoretical framework used in the thesis has been exemplified with the actual experiences of internet users, myself and my dairy surfing records through social networks, testing search engines, buying goods and services in ecommerce, using communication tools, and finally talking to consumer in Brazil, for example, LinkedIn, Facebook, Google, Brands Club etc. This project was the result of data collection on academic literatures, state of art articles and intensive Web browsing to verify the facts cited above, in the period from 2007 to 2011. It was intentional, by the researcher, to use primarily electronic books (when there was a choice between print and e-book), specialized websites and blogs moderated by experts on research topics
Esta pesquisa tem como objetivo descrever e analisar a Web 3.0 que está no contexto comunicacional, em especial, no ambiente de mídias sociais. O aparecimento de novos mecanismos de busca e a inovação nas formas de colaboração entre os internautas instigaram-nos a pesquisar o desenvolvimento dessa área. Em especial, estudamos a influência da Ciência de Serviços no mundo digital. Coletamos fatos e analisamos as razões pelas quais o serviço na Web passa a ser o foco das atenções, tanto nas transações econômicas, como nos processos de criação do conhecimento. Dedicamos parte do nosso estudo para o serviço de aprendizagem por ser esse segmento o alicerce do desenvolvimento futuro na Web. A metodologia utilizada na pesquisa teve como base o capítulo 4 do livro Pesquisa e Comunicação, de Santaella (2004). Os autores principais que fundamentaram este estudo na área da Ciência de Serviços foram Spohrer et al (2007), Maglio et al (2010), e, na área de desenvolvimento da Web, os autores que mais nos inspiraram foram O Reilly (2009), Wheeler (2010), Spivack (2007) e Siemmens (2005). Além dos textos dos autores já mencionados, foram utilizadas as informações dos blogs e dos artigos online de autores ou articulistas especialistas em internet e aquelas coletadas pelo próprio pesquisador na Web, por meio dos sites de colaboração, das redes sociais, dos mecanismos de buscas, do e-commerce, das ferramentas de comunicação, do consumo e cultura no Brasil, como, por exemplo, plataformas Linkedin, Facebook, Google, Twitter e site de compras coletivas Brands Club, Groupon etc. As conclusões obtidas na pesquisa, relativas à tendência da Web para se tornar uma Web de serviços, resultaram da pesquisa bibliográfica e de artigos sobre o estado da arte em relação ao tema sob estudo, e intensa navegação na Web para verificação dos fatos citados acima, no período entre 2007 e 2011. Foi totalmente intencional, por parte do pesquisador, utilizar prioritariamente os livros eletrônicos (quando havia opção entre o impresso e o e-book), sites e blogs dos autores especialistas nos temas
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40

PATTI, EDOARDO. "Software solutions for Energy Efficient Smart Environments." Doctoral thesis, Politecnico di Torino, 2014. http://hdl.handle.net/11583/2537896.

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41

Schroth, Moritz. "opticSAM: Entwicklung einer optischen, selbstlernenden Störungsdiagnose in Verarbeitungsmaschinen." Fraunhofer-Institut für Verfahrenstechnik und Verpackung IVV, Institutsteil Verarbeitungstechnik, 2019. https://slub.qucosa.de/id/qucosa%3A36508.

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42

Mravec, Roman. "Návrh mezioperační dopravy ve výrobním podniku podle principů Průmyslu 4.0." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-449286.

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Based on the description and definition of technology and processes falling within the vision of the fourth industrial revolution with the aim of creating intelligent factories, this diploma thesis deals with the principles of the Industry 4.0 concept in Hilti's production plant with a focus on transport and supply of production equipment. The aim of the work is to create a comprehensive proposal that takes into account all the necessary aspects associated with upgrading the existing state of inter-operational transport in a particular production line to fully automated, flexible and autonomous transport of materials and products in the context of Industry 4.0. A prerequisite for creating a design is the connection of automatically guided vehicles (AGVs) serving individual transport orders. The selection of the vehicle was made taking into account the safety of movement, the method of charging, the system and network integrity of existing and proposed technologies and components. The intention is not only to automate the inter-operational service, but also on the basis of the created automation concept, the ability to autonomously procure the flow of material and products. The mathematical calculation of capacity planning in the production line helped to determine the total load and the number of vehicles needed for continuous procurement of transport requirements. The result of the design part is also the design of specific transport routes and transport conditions that AGV vehicles must comply with in order to maintain a high level of safety. Transparency and a constant overview of transported products is provided by the presented scheme for identification of production batches, Auto-ID system. The financial efficiency of the whole project elaborated in the diploma thesis is evaluated as payable after 4 years from the implementation of the proposal. The financial efficiency of the whole project elaborated in the diploma thesis is evaluated as payable after 4 years from the implementation of the proposal due to high labor costs.
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43

Lewis, Nicolas. "Réalité augmentée en chirurgie : développement d'un pointeur intelligent." Thèse, 2003. http://hdl.handle.net/1866/14549.

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44

WONG, WEI-SHIN, and 黃韋鑫. "An Interactive Augmented Reality System with Swarm Intelligence." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rgdy6a.

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碩士
亞洲大學
行動商務與多媒體應用學系
106
Due to the advancement of science and technology, Augmented Reality (AR) has been attracted more attention in recent years and applied in many different fields. With the game applications of Pokemon GO combined with GPS and IKEA’s App with furniture layout functions, AR has been widely used and successfully attracted more companies to invest in application development. However, traditional AR is simply to add virtual objects to the actual scene. Users can only watch the result and cannot interact with the target. In addition, the traditional AR can only display virtual objects by detecting specially-made simple markers. It can't be used by selecting an arbitrary region in the camera window as a marker to identify the target, and makes the detection procedures complicated. For Mixed Reality (MR) technology, it is not convenient to wear equipment and the price is also high. This study builds an interactive system that expands reality so that users can use physical gestures to direct objects in the virtual scene to experience the immersion in the virtual world. The system is designed and developed using a Unity3D game engine and a seabed scene as the virtual environment. The KinectV2 sensor is used to capture human skeleton information and then Microsoft’s SDK is applied to videos for background removal and gesture recognition. A set of gestures is also defined to manipulate a school of fish. Fish behavior is simulated through swarm intelligence, allowing fish swimming patterns to be presented in a very natural way.
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45

Anbil, Parthipan Sarath Chandar. "On challenges in training recurrent neural networks." Thèse, 2019. http://hdl.handle.net/1866/23435.

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Dans un problème de prédiction à multiples pas discrets, la prédiction à chaque instant peut dépendre de l’entrée à n’importe quel moment dans un passé lointain. Modéliser une telle dépendance à long terme est un des problèmes fondamentaux en apprentissage automatique. En théorie, les Réseaux de Neurones Récurrents (RNN) peuvent modéliser toute dépendance à long terme. En pratique, puisque la magnitude des gradients peut croître ou décroître exponentiellement avec la durée de la séquence, les RNNs ne peuvent modéliser que les dépendances à court terme. Cette thèse explore ce problème dans les réseaux de neurones récurrents et propose de nouvelles solutions pour celui-ci. Le chapitre 3 explore l’idée d’utiliser une mémoire externe pour stocker les états cachés d’un réseau à Mémoire Long et Court Terme (LSTM). En rendant l’opération d’écriture et de lecture de la mémoire externe discrète, l’architecture proposée réduit le taux de décroissance des gradients dans un LSTM. Ces opérations discrètes permettent également au réseau de créer des connexions dynamiques sur de longs intervalles de temps. Le chapitre 4 tente de caractériser cette décroissance des gradients dans un réseau de neurones récurrent et propose une nouvelle architecture récurrente qui, grâce à sa conception, réduit ce problème. L’Unité Récurrente Non-saturante (NRUs) proposée n’a pas de fonction d’activation saturante et utilise la mise à jour additive de cellules au lieu de la mise à jour multiplicative. Le chapitre 5 discute des défis de l’utilisation de réseaux de neurones récurrents dans un contexte d’apprentissage continuel, où de nouvelles tâches apparaissent au fur et à mesure. Les dépendances dans l’apprentissage continuel ne sont pas seulement contenues dans une tâche, mais sont aussi présentes entre les tâches. Ce chapitre discute de deux problèmes fondamentaux dans l’apprentissage continuel: (i) l’oubli catastrophique d’anciennes tâches et (ii) la capacité de saturation du réseau. De plus, une solution est proposée pour régler ces deux problèmes lors de l’entraînement d’un réseau de neurones récurrent.
In a multi-step prediction problem, the prediction at each time step can depend on the input at any of the previous time steps far in the past. Modelling such long-term dependencies is one of the fundamental problems in machine learning. In theory, Recurrent Neural Networks (RNNs) can model any long-term dependency. In practice, they can only model short-term dependencies due to the problem of vanishing and exploding gradients. This thesis explores the problem of vanishing gradient in recurrent neural networks and proposes novel solutions for the same. Chapter 3 explores the idea of using external memory to store the hidden states of a Long Short Term Memory (LSTM) network. By making the read and write operations of the external memory discrete, the proposed architecture reduces the rate of gradients vanishing in an LSTM. These discrete operations also enable the network to create dynamic skip connections across time. Chapter 4 attempts to characterize all the sources of vanishing gradients in a recurrent neural network and proposes a new recurrent architecture which has significantly better gradient flow than state-of-the-art recurrent architectures. The proposed Non-saturating Recurrent Units (NRUs) have no saturating activation functions and use additive cell updates instead of multiplicative cell updates. Chapter 5 discusses the challenges of using recurrent neural networks in the context of lifelong learning. In the lifelong learning setting, the network is expected to learn a series of tasks over its lifetime. The dependencies in lifelong learning are not just within a task, but also across the tasks. This chapter discusses the two fundamental problems in lifelong learning: (i) catastrophic forgetting of old tasks, and (ii) network capacity saturation. Further, it proposes a solution to solve both these problems while training a recurrent neural network.
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Lin, Bor-Shiuan, and 林柏軒. "A Study of Intelligent Augmented Reality Techniques and Platform Development for e-Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/26470882042003423478.

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碩士
國立高雄第一科技大學
資訊管理研究所
99
The use of multimedia teaching materials as assisted instruction not only can improve the learning efficiency and fun, but also enhance learning outcomes by stimulations of multisensory. In this study, we combined the technology of Augmented Reality (AR) to construct an English learning platform, and designed a variety of picture cards labeled as marks of augmented reality. Then we implemented stand-alone and online versions of the English learning system. In the development of the stand-alone system, ARToolkit was used as a library for building AR applications. In the development of online version, Microsoft Silverlight was used as a platform and we designed the AR software engine by ourselves. By the technology of AR, these systems can show multimedia audio, 3D models, videos and other teaching aids to increase the user''s interest in learning. Furthermore, this study also proposes an evaluation model and assumptions. A questionnaire was adopted for data collection to evaluate the intention of using AR in digital learning. Experimental results show that system functionality and self-efficacy both have the positive effect to perceived usefulness. And perceived enjoyment and perceived usefulness have the positive effect to intention of using AR. These results will provide recommendations to the design of e-learning systems with Augmented Reality in the future.
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47

Li, Yi-Ru, and 李奕儒. "Development of Augmented Reality-based Human Machine Interface for Intelligent Maintenance Management Platform." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/964dnf.

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碩士
國立彰化師範大學
機電工程學系
106
In recent years, information technology has been developed and realized rapidly to become a killer product in the market, for example intelligent cellular phones, and thus it is going to change human life significantly. In the IT for industry and entertainment applications, augmented reality (AR) is also quickly deployed in the field to play a new role to its applications. Combining the virtual world with the real environment, AR is going to improve the instinctive user experience to their products, systems, and machines. For instance, enhanced assistance in medical operation, instant product experience on the product catalog or educational learning enhance, etc. Otherwise, a low birth rate in many countries such as Taiwan leads a problem of lacking employees in factories. More serious speaking, it may cause the disappear of many valuable engineering experience. To solve this issue, an augmented reality technique may be used to helping young employees fast understand their work content and practice without fault to rapidly improve their professional skills like an expert doing the same task, for example a healthcare and maintenance work. This goal of this study is to develop a user interface using augmented reality technique associated with a maintenance task of a wafer handling robot arm. First, a 3D graphics of a robot arm including all important components was created using a Computer Aided Design (CAD) tool. Then the AR was implemented with the 3D graphics to provide a step by step procedure regarding the robot dis-and-assembly processes in order to guide a user how to maintain a wafer handling robot by the right way. The AR-based maintenance guideline is able to improve the quality of maintenance where it increases the probability of doing correct maintenance in the first time by a new employee. Besides, AR provides a fast communication interface between an engineer and an expert to decrease the Mean-Time-to-Repair (MTTR). Furthermore, it may decrease the high skill requirement for maintaining equipment. AR also provides a technique to assist the robot to do a maintenance task in the future. Keywords:Augmented reality, Computer Aided Design, Robot Arm, MTTR
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48

Lin, Yi-Hua, and 林宜樺. "Influences on Children’s Visual Cognition Capabilities through Playing“Intelligent Matrix” Developed by the Augmented Virtual RealityTechnology." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/47127934673123567077.

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碩士
嶺東科技大學
數位媒體設計研究所
98
In the development of young children’s senses and action mobility, good visual cognition could help them with good habits of reading, writing, and logical learning. Digital teaching materials are common in use of enhancing the creativity and learning effects. Within them, the interacting manners and their influences on learning effects and learning attitudes lead to enhance the learning motivations and effects. The fun of game maintains a longer learning attention and advances the cognitive skills in easy manners. Thus, this study intends to design a learning system—GoGoBox—by using augmented virtual technology. The methodology is to device a testing game, pre-test and after-test, to test a group of young children so as to understand the learning effects of augmented virtual game of GoGoBox on their visual cognitive skills. The result of this study is: this learning system—GoGoBox—can enhance the young children’s cognitive skills. Furthermore, after experiencing this learning system, children’s cognitive capability of visual discerning, figure and background, visual memory, and visual closure is all enhanced. The learning effects of visual discerning stand out of four. The capability of special relationship is with no apparent influences. There is no differentiation between male and female. Apparently the older children of 6 have better cognitive skills than those of 5.
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49

Silva, de Oliveira Caterine. "Smart knowledge engineering for cognitive systems." Thesis, 2021. http://hdl.handle.net/1959.13/1430573.

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Research Doctorate - Doctor of Philosophy (PhD)
Cognition in computer sciences refers to the ability of a system to learn at scale, reason with purpose, and naturally interact with humans and other smart systems, much like humans do. Indeed, cognitive systems (CS) have emerged as an attempt to in some way mimic the capabilities of the human brain. Intelligence in cognitive computing can be considered as the capacity to learn, to apply knowledge and adapt to new situations, and to make wiser decisions as it evolves. Rather than being systematically programmed for all possible scenarios and situations, these systems learn and reason from interactions with their surroundings, through collaboration, and from experience. To enhance intelligence, as well as to introduce cognitive functions into machines, recent studies have brought humans into the CS loop, turning the system into a human–AI hybrid. To effectively integrate and manipulate hybrid knowledge for cognitive applications, suitable technologies and guidelines are required to sustain the human–AI interface so that communication can occur. Methods for gathering knowledge, formalising, learning, and reasoning about events for decision making are required to direct CS towards purposeful behaviour, and to ensure adaptability, explainability, extendability, and trustworthiness – key features of CS. However, traditional Knowledge Management (KM) and Knowledge Engineering (KE) approaches encounter new problems when dealing with cutting-edge technologies, imposing impediments for the use of traditional methods in cognitive applications. Therefore, old-style KE techniques must be extended by applying breakthroughs in emerging technology, such as new trends in supervised machine learning (ML) algorithms, knowledge representation (KR), information retrieval, learning methodologies, reasoning, etc. – all of which are called here Smart Knowledge Engineering for Cognitive Systems (SKECS). SKECS is based on methods, technologies, and procedures that bring innovations to the fields of KE, KM, and CS. The goal is to bridge the gap in the hybrid cognitive interface by the use of deep learning, experience-based knowledge representation, context-aware indexing/retrieval, active learning with a human-in-the-loop, and stream reasoning. In this work Set of Experience Knowledge Structure (SOEKS) and Decision DNA (DDNA) is extended to the visual domain and utilized for knowledge capture, representation, reuse, and evolution. The reasons for the consideration of using SOEKS with DDNA as carrier for decision making, is founded on the fact that experience must be taken into consideration for developing a cognitive system. The suggested adaptation makes these technologies suitable for use in CS and is a major contribution of this research. In addition, a range of approaches are examined throughout the layers of SKECS for applications in knowledge acquisition, formalization, storage/retrieval, learning, and reasoning, with the final goal of achieving knowledge augmentation (wisdom) in CS. Through a case study in the vision domain, a human–AI Cognitive Vision System Platform for Hazard Control (CVP-HC) is proposed. The CVP-HC addresses the current limitations of computer vision systems by bridging the gap between top-down and bottom-up approaches and enabling cognitive functions. The result is a scalable yet adaptable system capable of working in a variety of video analysis scenarios with transparency and confidence, while meeting specific industry safety requirements by modifying its behaviour accordingly. The platform serves as an environment in which investigations and evaluations of the features of SKECS can be conducted. Practical implementations based on CVP-HC shows that methods, techniques and procedures comprising the SKECS are suitable for advancing systems towards augmented cognition; they also have potential in the field of Workplace Health and Safety (WHS).
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50

Trotta, Gianpaolo Francesco. "Intelligent Systems for Industry 4.0: Decision Support Systems and Immersive Human-Computer Interfaces." Doctoral thesis, 2019. http://hdl.handle.net/11589/161178.

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Lo scopo di questa tesi di dottorato è la progettazione, lo sviluppo e la valutazione di sistemi intelligenti per Industria 4.0. Dato l'interesse verso soluzioni innovative per servizi avanzati nei settori manifatturiero e bioingegneristico, l'obiettivo delle soluzioni proposte è la progettazione, lo sviluppo e la valutazione di sistemi intelligenti che seguono i quattro principi principali dell'Industria 4.0: interoperabilità, informazioni trasparenti, assistenza tecnica e decisioni decentrate. L'attenzione si concentra principalmente sul principio dell'assistenza tecnica, che descrive come i sistemi di assistenza potrebbero supportare gli esseri umani aggregando e visualizzando le informazioni attraverso interfacce uomo-computer coinvolgenti e innovative utilizzate per prendere decisioni informate, risolvere problemi urgenti e svolgere una serie di compiti spiacevoli.   Nel settore manifatturiero, il tempo di addestramento di operatori su di una particolare mansione, piuttosto che il tempo per risolvere un problema di manutenzione, gioca un ruolo vitale nell'efficienza e nell'efficacia di un ambiente industriale. Pertanto, considerando i principi innovativi di Industria 4.0, la principale domanda di ricerca è la seguente: come dovremmo progettare e sviluppare un'interfaccia uomo-computer immersiva per consentire agli operatori, senza alcun dispositivo indossabile, di apprendere rapidamente i compiti richiesti durante il loro lavoro? È stato studiato un caso d'uso basato sull'applicazione di un sistema di realtà aumentata spaziale (o proiettata). Questo lavoro di dottorato presenta gli approcci utilizzati per progettare questo particolare tipo di sistemi e implementare gli algoritmi utilizzati per riconoscere e tracciare gli oggetti direttamente sul banco da lavoro. Inoltre, in un ambiente industriale, la valutazione delle posizioni eseguite dagli operatori durante il loro lavoro ha un impatto cruciale sulla salute degli operatori e, in questo caso, sull'efficienza e l'efficacia dei processi industriali. Pertanto, la domanda centrale di ricerca è la seguente: come dobbiamo implementare e convalidare un sistema che valuti in tempo reale posture a rischio? La tesi di dottorato presenta l'approccio adottato per progettare il sistema utilizzando un sensore di profondità della telecamera, come Kinect v2, e per convalidarlo utilizzando un sistema di visione standardizzato utilizzato per l'analisi del movimento in aminazioni cliniche, come la piattaforma BTS.   Il campo della bioingegneria industriale è strettamente correlato all'area di produzione, riguardante sia le tecnologie che le tecniche utilizzate per progettare e implementare sistemi per supportare i medici durante gli esami clinici e diagnostici o le operazioni chirurgiche. Nel contesto di questo lavoro di dottorato, sono stati implementati algoritmi di visione artificiale e sistemi di supporto alle decisioni in grado di rilevare e riconoscere i tumori partendo da immagini mediche, noti anche come diagnosi assistita dal computer per supportare i medici nelle loro decisioni diagnostiche. Inoltre, i segnali acquisiti utilizzando i sensori durante l'esame clinico sono opportunamente elaborati per essere usati nell'addestramento di sistemi di supporto decisionale che riconosano la gravità di certe malattie neurologiche. In questo modo, i problemi creati dalla natura osservativa di questo tipo di esame sono presenti e i sistemi implementati aiutano i medici a prendere decisioni più precise sulla gravità della malattia. Infine, nel mondo reale sono state progettate e sviluppate interfacce immersive uomo-computer utilizzate per informazioni che si sovrappongono in modo compresivo (ad es. Ricostruzione 3D di un tumore) per aiutare i chirurghi durante le operazioni chirurgiche.   Dopo un'introduzione di Industry 4.0, la dissertazione è organizzata in due parti principali, che trattano i due argomenti trattati durante la ricerca di dottorato. La tesi termina con le conclusioni e i lavori futuri. In dettaglio, il secondo capitolo, intitolato Design, sviluppo e valutazione di interfacce uomo computer intelligenti, immersive e innovative in uno scenario industriale per servizi di manutenzione, è relativo alla discussione di tecniche e tecnologie immersive e innovative utilizzate per migliorare la qualità del lavoro, riguardante le posture sul posto di lavoro e il tempo necessario per completare un compito di formazione. Il terzo capitolo, intitolato Intelligent Support in Industrial Bioingegnering: Decision Support Systems and Immersive Human-Computer Interface Application, è relativo alla discussione dei sistemi di supporto decisionale per supportare i clinici durante gli esami diagnostici o clinici e un sistema di realtà mista per supportare i chirurghi durante le operazioni chirurgiche.
The aim of this PhD thesis is the design, development and evaluation of intelligent systems for Industry 4.0. In particular, because of the interest in innovative solutions for advanced services in manufacturing and bioengineering fields, the goal of the pro-posed solutions is the design, development and evaluation of intelligent systems fol-lowing the four main principles of Industry 4.0: interoperability, information transpar-ency, technical assistance and decentralized decisions. The focus is mainly on the technical assistance principle, which describes how assistance systems could support humans by comprehensively aggregating and visualising information via immersive and innovative human-computer interfaces when making informed decisions, solving urgent problems and conducting a range of unpleasant tasks. In manufacturing, the time to train operators for a task, rather than the time to solve a maintenance problem for a component on a manual working station, plays a vital role in the efficiency and efficacy of an industrial environment. Therefore, considering the innovative principles of Industry 4.0, the leading research question is as follows: How should we design and develop an immersive human-computer interface to allow the operators, without any wearable device, to quickly learn the tasks required during their work? A use case based on the application of a spatial (or projected) augmented reality system was investigated. This PhD work presents the approaches used to design the manual working station and to implement the algorithms used to recognise and track the objects on the station and opportunely project the information about a specific task. Moreover, in an industrial environment, the evaluation of postures performed by operators during their work has a crucial impact on the operators’ health and, in this case, on the efficiency and efficacy of industrial processes. Therefore, the central re-search question is as follows: How should we implement and validate a real-time sys-tem to detect awkward postures? This PhD dissertation presents the approach em-ployed to design the system using a depth camera sensor, such as Kinect v2, and to validate it using a standardised vision system used for motion analysis in clinical ex-aminations, such as the BTS platform. The industrial bioengineering field is strictly correlated to the manufacturing area, concerning both technologies and techniques used to design and implement systems to support physicians during clinical and diagnostic examinations or surgical operations. In the context of this PhD work, computer vision algorithms and decision support sys-tems able to detect and recognise tumours starting from medical images, also known as computer-aided diagnosis frameworks, were implemented to support physicians in their diagnostic decisions. Moreover, signals acquired using sensors during the clinical examination are opportunely elaborated to use them for training decision support sys-tems that recognise the severity of the certain neurological diseases. In this way, the problems created by the observational nature of this kind of examination are fixed, and the systems implemented help the clinicians make more precise decisions about disease severity. Finally, immersive human-computer interfaces used for comprehen-sively overlapping information (e.g., 3D reconstruction of a tumour) in the real world were designed and developed to help surgeons during surgical operations. After an introduction of Industry 4.0, the dissertation is organised into two main parts, which discuss the two topics covered during the PhD research. The dissertation ends with the conclusions and future works . In detail, the second chapter, entitled Design, Development and Evaluation of Intelligent, Immersive and Innovation Hu-man-Computer interfaces in an Industrial Scenario for Maintenance Services, is relat-ed to the discussion of immersive and innovative techniques and technologies used to improve the work quality, concerning postures in the workplace and time to finish a training task. The third chapter, entitled Intelligent Support in Industrial Bioengineer-ing: Decision Support Systems and Immersive Human-Computer Interfaces Applica-tion, is related to the discussion of decision support systems to support clinicians dur-ing diagnostic or clinical examinations and a mixed reality system to support surgeons during surgical operations.
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