Dissertations / Theses on the topic 'Surface learning'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Surface learning.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Guler, Riza Alp. "Learning Image-to-Surface Correspondence." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLC024/document.
Full textThis thesis addresses the task of establishing adense correspondence between an image and a 3Dobject template. We aim to bring vision systemscloser to a surface-based 3D understanding ofobjects by extracting information that iscomplementary to existing landmark- or partbasedrepresentations.We use convolutional neural networks (CNNs)to densely associate pixels with intrinsiccoordinates of 3D object templates. Through theestablished correspondences we effortlesslysolve a multitude of visual tasks, such asappearance transfer, landmark localization andsemantic segmentation by transferring solutionsfrom the template to an image. We show thatgeometric correspondence between an imageand a 3D model can be effectively inferred forboth the human face and the human body
Salehi, Shahin. "Machine Learning for Contact Mechanics from Surface Topography." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-76531.
Full textLe, Jiahui. "Application of Deep-learning Method to Surface Anomaly Detection." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105240.
Full textHamm, Simon, and sinonh@angliss edu au. "Digital Audio Video Assessment: Surface or Deep Learning - An Investigation." RMIT University. Education, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091216.154300.
Full textKidd, Joshua. "Detecting Surface Oil Using Unsupervised Learning Techniques on MODIS Satellite Data." Scholar Commons, 2012. http://scholarcommons.usf.edu/etd/4098.
Full textShah, Abhay. "Multiple surface segmentation using novel deep learning and graph based methods." Diss., University of Iowa, 2017. https://ir.uiowa.edu/etd/5630.
Full textEllis, David G. "Machine learning improves automated cortical surface reconstruction in human MRI studies." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5465.
Full textFowler, Debra Anne. "Defining and determining the impact of a freshman engineering student's approach to learning (surface versus deep)." Texas A&M University, 2003. http://hdl.handle.net/1969.1/1153.
Full textNiskanen, M. (Matti). "A visual training based approach to surface inspection." Doctoral thesis, University of Oulu, 2003. http://urn.fi/urn:isbn:9514270673.
Full textWestell, Jesper. "Multi-Task Learning using Road Surface Condition Classification and Road Scene Semantic Segmentation." Thesis, Linköpings universitet, Institutionen för medicinsk teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-157403.
Full textWorlikar, Poonam. "An Interactive Digital Manual For Safety Around Conveyor Belts In Surface Mining." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/33074.
Full textCurrent industry safety programs provide general guidelines for safety training, but do not require any specific training program structure (Shultz, 2002 and Shultz, 2003). For example MSHA (Mine Safety and Health Administration) only requires 24 hours of training. Typically this training is broken down into four hours of training before the employee starts work, the remaining 20 hours has to be performed within the first sixty days of work (Goldbeck, 2003). The information collected through site visits showed that in addition to completing MSHA safety training requirements companies try to reinforce safety issues through daily and weekly safety meetings on job sites. Due to lack of a required safety training structure, every company is independent in terms of their training format that they follow to train their new and experienced work force. As a result, safety engineers depend heavily on in-house safety programs (e.g. audio-video presentations) to deliver the required training hours specified by MSHA for miners.
Based on a review of current training methods this research identifies four problems; existing training methods to educate miners about dangers involved in conveyor belt environments are mainly passive, safety related information in scattered in various media such as images, videos, paper manuals, etc., access to information in current format is difficult, and updating information is difficult.
This research addressed these identified problems by devising a new approach of learning to augment existing methods of training and evaluate the potential of this concept as a safety-training tool. Research has shown that individuals have their own learning style in which they can increase their retention and stimulate their cognitive learning. The proposed work addresses issues relative to passive vs. active learning and classroom-based vs. self-paced training by developing and implementing an interactive multimedia-based safety-training tool called the Digital Safety Manual (DSM). After the DSM was developed it was put through a series of usability evaluation and subjective analysis to measure the potential of the concept. The evaluation and subjective analysis involved both the novice and expert users.
The results that were yield after the evaluations and subjective analysis shows that the DSM has more learning advantages than the typical training methods and it can be used as a supplementary training method to complement the current approaches of training.
Master of Science
Soska, Anna. "Surface electrode array-based electrical stimulation and iterative learning control for hand rehabilitation." Thesis, University of Southampton, 2015. https://eprints.soton.ac.uk/388627/.
Full textWang, Siwen. "Orbital Level Understanding of Adsorbate-Surface Interactions in Metal Nanocatalysis." Diss., Virginia Tech, 2020. http://hdl.handle.net/10919/98923.
Full textDoctor of Philosophy
The interactions between reaction intermediates and catalysts should be neither too strong nor too weak for catalytic optimization. This Sabatiers principle arising from the scaling relations among the energetics of reacting species at geometrically similar sites, provides the conceptual basis for designing improved catalysts, but imposes volcano-type limitations on the attainable catalytic activity and selectivity. One of the greatest challenges faced by the catalysis community today is how to develop design strategies and ultimately predictive models of catalytic systems that could circumvent energy scaling relations. This work brings the quantum-chemical modeling and machine learning technique together and develops a novel stochastic modeling approach to rationally design the catalysts with desired properties and bridges our knowledge gap between the empirical kinetics and atomistic mechanisms of catalytic reactions.
Tong, Lili. "Designing and analyzing collaborative activities in multi-surface environments." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEI036/document.
Full textMulti-surface environments (MSEs) combine several of surfaces in a variety of physical arrangements to form a seamless information space. The large surfaces, such as tabletops and wall-displays are often used as a shared space to coordinate efforts, and handheld devices, such as tablets and smartphones are regarded as personal space supporting individual tasks. MSEs have shown benefits for supporting co-located activities, especially the ones involving rich data exploration, such as complex collaborative problem-solving and decision-making activities. However, the diversity of MSE also raises questions and challenges, as different configuration and devices factors of MSE can be suited for different kinds of activities, and developing collaborative activities in MSE remains complex. This dissertation studies how MSE can support users' collaboration in general, and collaborative learning specifically. It provides insights on how the configuration and form factors of devices in MSE shape users' collaborative behaviors, and offers implications on designing collaborative activities in MSE. It also contributes with a rapid prototyping tool, which can be easily used by non-experts, such as teachers, to create collaborative decision-making activities in MSE
Dalton-Brits, E., and M. Viljoen. "Personality traits and learning approaches : are they influencing the learning process?" Journal for New Generation Sciences, Vol 8, Issue 3: Central University of Technology, Free State, Bloemfontein, 2010. http://hdl.handle.net/11462/565.
Full textThe relationship between the big five personality traits, Extraversion, Agreeableness Neuroticism, Conscientiousness and Openness to Experience and deep and surface approaches to learning forms the basis of this article. The findings of a research study in this milieu will be presented to prove that earlier studies in this field have been upheld, but that an important deviation has occurred on certain levels of personality. A students way of learning implies the type of learning that is taking place. Ultimately we as lecturers want to encourage deep learning as this stimulates retention of information, important in production of students that are ready for employment.
Boes, Jacob Russell. "Multiscale Modeling of Adsorbate Interactions on Transition Metal Alloy Surfaces." Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/875.
Full textGordon, Christopher John. "Encouraging the Development of Deeper Learning and Personal Teaching Efficacy: Effects of Modifying the Learning Environment in a Preservice Teacher Education Program." Thesis, The University of Sydney, 2000. http://hdl.handle.net/2123/511.
Full textGordon, Christopher John. "Encouraging the Development of Deeper Learning and Personal Teaching Efficacy: Effects of Modifying the Learning Environment in a Preservice Teacher Education Program." University of Sydney. Development and Learning, 2000. http://hdl.handle.net/2123/511.
Full textZhang, Hongyi. "Road surface condition detection for autonomous vehicle by NIR LED system and machine learning approaches." Thesis, université Paris-Saclay, 2022. http://www.theses.fr/2022UPAST106.
Full textThe field of autonomous vehicles has aroused great interest in recent years. In order to ensure the passenger to get a safe and comfortable experience on autonomous vehicles, advanced obstacle systems have to be implemented. Although current solutions for detecting obstacles have shown quite good performances, they have to be improved for an increased safety of autonomous vehicles on road, both in day-time and night-time conditions. In particular, autonomous vehicles in real life may encounter ice, snow or water puddles, which may be the cause of severe crashes and traffic accidents. The detection systems must hence allow detecting changes in road conditions to anticipate the vehicle reaction and/or deactivate the automated functions. The aim of this thesis is to propose a system implemented on the autonomous vehicles in order to detect the road surface conditions induced by the weather. After deep investigation of the state of art, a near infrared (NIR) system based on LEDs and a machine learning system were proposed for daytime and night-time detection. The NIR systems with three LEDs were investigated with experimental validations. In addition, the specifications of the NIR systems are carefully discussed. Furthermore, the machine learning system is proposed as a supplementary system. The performance of different models is compared in terms of classification accuracy and model complexity. Finally, the results are discussed and a combination of the two systems is proposed
Mokrenko, Valeria Igorevna. "Machine Learning Enabled Surface Classification and Knowledge Transfer for Accessible Route Generation for Wheelchair Users." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1596030215568784.
Full textAresu, Federica. "Comparison of high density and bipolar surface EMG for ankle joint kinetics using machine learning." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-294473.
Full textKrumins, Armands. "Gearbox fault detection, based on Machine Learning of multiple sensors." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-301603.
Full textZhang, Ruoyu. "An evaluation of a data-driven approach to regional scale surface runoff modelling." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/84499.
Full textMaster of Science
Ouyang, Li. "Motivation, cultural values, learning processes, and learning in Chinese students." Thesis, Kingston, Ont. : [s.n.], 2008. http://hdl.handle.net/1974/1340.
Full textMcAlpine, Iain. "Factors contributing to deep and surface learning using cal programs in the context of two different tertiary course units: An interpretive study." Thesis, Queensland University of Technology, 1998. https://eprints.qut.edu.au/36579/1/36579_Digitised%20Thesis.pdf.
Full textLguensat, Redouane. "Learning from ocean remote sensing data." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2017. http://www.theses.fr/2017IMTA0050/document.
Full textReconstructing geophysical fields from noisy and partial remote sensing observations is a classical problem well studied in the literature. Data assimilation is one class of popular methods to address this issue, and is done through the use of classical stochastic filtering techniques, such as ensemble Kalman or particle filters and smoothers. They proceed by an online evaluation of the physical modelin order to provide a forecast for the state. Therefore, the performanceof data assimilation heavily relies on the definition of the physical model. In contrast, the amount of observation and simulation data has grown very quickly in the last decades. This thesis focuses on performing data assimilation in a data-driven way and this without having access to explicit model equations. The main contribution of this thesis lies in developing and evaluating the Analog Data Assimilation(AnDA), which combines analog methods (nearest neighbors search) and stochastic filtering methods (Kalman filters, particle filters, Hidden Markov Models). Through applications to both simplified chaotic models and real ocean remote sensing case-studies (sea surface temperature, along-track sea level anomalies), we demonstrate the relevance of AnDA for missing data interpolation of nonlinear and high dimensional dynamical systems from irregularly-sampled and noisy observations. Driven by the rise of machine learning in the recent years, the last part of this thesis is dedicated to the development of deep learning models for the detection and tracking of ocean eddies from multi-source and/or multi-temporal data (e.g., SST-SSH), the general objective being to outperform expert-based approaches
Gyawali, Bikash. "Surface Realisation from Knowledge Bases." Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0004/document.
Full textNatural Language Generation is the task of automatically producing natural language text to describe information present in non-linguistic data. It involves three main subtasks: (i) selecting the relevant portion of input data; (ii) determining the words that will be used to verbalise the selected data; and (iii) mapping these words into natural language text. The latter task is known as Surface Realisation (SR). In my thesis, I study the SR task in the context of input data coming from Knowledge Bases (KB). I present two novel approaches to surface realisation from knowledge bases: a supervised approach and a weakly supervised approach. In the first, supervised, approach, I present a corpus-based method for inducing a Feature Based Lexicalized Tree Adjoining Grammar from a parallel corpus of text and data. I show that the induced grammar is compact and generalises well over the test data yielding results that are close to those produced by a handcrafted symbolic approach and which outperform an alternative statistical approach. In the weakly supervised approach, I explore a method for surface realisation from KB data which does not require a parallel corpus. Instead, I build a corpus from heterogeneous sources of domain-related text and use it to identify possible lexicalisations of KB symbols and their verbalisation patterns. I evaluate the output sentences and analyse the issues relevant to learning from non-parallel corpora. In both these approaches, the proposed methods are generic and can be easily adapted for input from other ontologies for which a parallel/non-parallel corpora exists
Choy, Sarojni C. "Youth learning." Thesis, Queensland University of Technology, 2001. https://eprints.qut.edu.au/36660/1/36660_Digitised%20Thesis.pdf.
Full textLee, Michael. "Rapid Prediction of Tsunamis and Storm Surges Using Machine Learning." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/103154.
Full textDoctor of Philosophy
Tsunami and storm surge can cause extensive damage to coastal communities; to reduce this damage, accurate and fast computer models are needed that can predict the water level change caused by these coastal hazards. The problem is that existing physics-based computer models are either accurate but slow or less accurate but fast. In this dissertation, three new computer models are developed using statistical and machine learning techniques that can rapidly predict a tsunami and storm surge without substantial loss of accuracy compared to the accurate physics-based computer models. Three computer models are as follows: (1) A computer model that can rapidly predict the maximum ground elevation wetted by the tsunami along the coastline from earthquake information, (2) A computer model that can reversely predict a tsunami source and its impact from the observations of the maximum ground elevation wetted by the tsunami, (3) A computer model that can rapidly predict peak storm surges across a wide range of coastal areas from the tropical cyclone's track position over time. These new computer models have the potential to improve forecasting capabilities, advance understanding of historical tsunami and storm surge events, and lead to better preparedness plans for possible future tsunamis and storm surges.
Yoldas, Mine. "Predicting The Effect Of Hydrophobicity Surface On Binding Affinity Of Pcp-like Compounds Using Machine Learning Methods." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613215/index.pdf.
Full textJawahar, Malathy, S. V. Kanth, V. Rajangam, and Tamil Selvi. "Automatic Leather Species Identification using Machine Learning Techniques - 261." Verein für Gerberei-Chemie und -Technik e. V, 2019. https://slub.qucosa.de/id/qucosa%3A34325.
Full textPacker, Thomas L. "Surface Realization Using a Featurized Syntactic Statistical Language Model." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1195.pdf.
Full textLufimpu-Luviya, Yannick. "Analyse multimodale des consommateurs dans une surface de vente." Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM4025/document.
Full textThis thesis about multimodal analysis of customer behavior in a selling area falls into three issues: 1) the identification of low level characteristics such as age band and gender, 2) the analysis of middle level characteristics such as the indecisiveness degree or the indecisiveness class, 3) the identification of purchasing acts. Data come from cameras, eye-tracking sensors and infrared position sensors. The identification of gender and age band is made with images of faces. Our first contribution is proposing a model for the identification of the gender and the age band, based on texture descriptors on the middle third of the face. We point out a correlation between the age of the subject and the difficulty to identify his gender. This correlation legitimizes the segmentation of the population by marketing managers into age bands. Our second contribution deals with the second issue. Indeed, we propose a predictive analysis of the indecisiveness degree of the customer, instead of descriptive analysis. We use eye-tracking descriptors, gesture descriptors and support vector machines. Our third contribution deals with the analysis of purchasing acts based on eye tracking data. As for the analysis of the indecisiveness degree, we propose a predictive model. We emphasize the time factor, which is an important factor in the purchasing act.This thesis was initiated within the behavioral marketing project ORIGAMI2: observation of gaze and interpretation of gesture for a non-intrusive marketing analysis (Observation du Regard et Interprétation du Geste pour Analyse Marketing non-Intrusive)
García, Sanjuan Fernando. "CREAME: CReation of Educative Affordable Multi-surface Environments." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/101942.
Full textCollaborative serious games have a positive impact on behavior and learning, but the majority are still being developed for traditional technological platforms, e.g., video consoles and desktop/laptop computers, which have been deemed suboptimal for children by several studies. Instead, the use of handheld devices such as tablets and smartphones presents several advantages: they are affordable, very widespread, and mobile---which enables physical activity and being able to engage in a game without requiring users to gather around a fixed, dedicated, location. Plus, combining several of these devices and coordinating interactions across them in what is called a Multi-Display Environment (MDE) brings on additional benefits to collaboration like higher scalability, awareness, parallelism, and fluidity of the interaction. How to interact with these multi-tablet environments is therefore a critical issue. Mobile devices are designed to be interacted mainly via touch, which is very straightforward but usually limited to the small area of the displays, which can lead to the occlusion of the screen and the underuse of the peripheral space. For this reason, this thesis focuses on the exploration of another interaction mechanism that can complement touch: tangible around-device interactions. Tangible interactions are based on the manipulation of physical objects, which have an added value in childhood education as they resonate with traditional learning manipulatives and enable the exploration of the physical world. On the other hand, the exploitation of the space surrounding the displays has several potential benefits for collaborative-learning activities: reduced on-screen occlusion (which may increase workspace awareness), the use of tangible objects as containers of digital information that can be seamlessly moved across devices, and the identification of a given student through the encoding of their ID in a tangible manipulator (which facilitates the tracking of their actions and progress throughout the game). This thesis describes two different approaches to build collaborative-learning games for MDEs using tangible around-device interactions. One, called MarkAirs, is a mid-air optical solution relying on no additional hardware besides the tablets except for several cardboard printed cards. The other, Tangibot, introduces a tangible-mediated robot and other physical props in the environment and is based on RFID technology. Both interactions are respectively evaluated, and it is observed that MarkAirs is usable and undemanding both for adults and for children, and that fine-grained gestures above the tablets can be successfully conducted with it. Also, when applied to collaborative games, it can help reduce screen occlusion and interference among the different users' actions, which is a problem that may arise in such settings when only touch interactions are available. A collaborative learning game with MarkAirs is evaluated with primary school children, revealing this mechanism as capable of creating collaborative learning experiences and presenting an added value in user experience, although not in performance. With respect to Tangibot, we show how collaboratively controlling a mobile robot with tangible paddles and achieving certain precision with it is feasible for children from 3 years of age, and even for elderly people with mild cognitive impairment. Furthermore, it provides a fun experience for children and maintains them in a constant state of flow.
Els jocs seriosos col·laboratius tenen un impacte positiu en el comportament i l'aprenentatge, però continuen sent desenvolupats per a plataformes tecnològiques tradicionals com videoconsoles i ordinadors de sobretaula o portàtils, els quals han sigut identificats com sub-òptims per a xiquets en diversos estudis. D'altra banda, l'ús de dispositius mòbils com ara tabletes i telèfons intel·ligents presenta diversos avantatges: són econòmicament assequibles, estan àmpliament distribuïts i poden ser transportats, la qual cosa permet l'activitat física i poder iniciar un joc sense necessitat de què els usuaris es traslladen a una localització fixa i especialment dedicada per a eixa finalitat. A més, combinar diversos d'estos dispositius i coordinar la interacció entre ells en el que es denomina Entorn Multi-Pantalla (EMP) proporciona beneficis addicionals per a la col·laboració tals com una major escalabilitat, consciència de l'espai de treball, paral·lelisme i fluïdesa de les interaccions. La interacció amb estos entorns multi-tableta és per tant crítica. Els dispositius mòbils estan dissenyats per a ser interactuats mitjançant tocs de dit principalment, mecanisme molt senzill i directe, però està normalment limitat a la reduïda dimensió de les pantalles, cosa que pot ocasionar l'oclusió de la pantalla i la infrautilització de l'espai perifèric. Per aquesta raó, la present tesi se centra en l'exploració d'un altre mecanisme d'interacció que pot complementar al tàctil: interaccions tangible al voltant dels dispositius. Les interaccions tangibles estan basades en la manipulació d'objectes físics, cosa que presenta un valor addicional en l'educació dels xiquets ja que ressona amb els manipulatius tradicionals i permet l'exploració del món físic. D'altra banda, l'explotació de l'espai que envolta a les pantalles té diversos beneficis addicionals per a activitats educatives col·laboratives: reduïda oclusió de la pantalla (la qual cosa pot incrementar la consciència de l'espai de treball), l'ús d'objectes tangibles com a contenidors d'informació digital que pot ser transportada de forma continua entre dispositius, i la identificació d'un estudiant determinat a través de la codificació de la seua identitat en un operador tangible (cosa que facilita el seguiment de les seues accions i progrés durant el joc). Aquesta tesi descriu dos enfocaments distints per a construir jocs educatius col·laboratius en EMPs utilitzant interaccions tangibles al voltant dels dispositius. Una, denominada MarkAirs, és una solució òptica aèria que no precisa de cap maquinari addicional a banda de les tabletes, exceptuant diverses targetes de cartró impreses. L'altra, Tangibot, introdueix un robot controlat tangiblement i attrezzo físic addicional en l'entorn, i es basa en tecnologia RFID. Ambdues interaccions són avaluades respectivament, i s'observa que MarkAirs és usable i poc exigent tant per a adults com per a xiquets, i que es poden realitzar gestos de granularitat fina dalt de les tabletes amb ella. A més a més, en aplicar-se a jocs col·laboratius, pot ajudar a reduir l'oclusió de les pantalles i la interferència entre les distintes accions dels usuaris, problema que pot aparèixer en este tipus d'escenaris quan solament es disposa d'interaccions tàctils. S'avalua un joc educatiu col·laboratiu amb MarkAirs amb xiquets d'educació primària, i es conclou que aquest mecanisme és capaç de crear experiències d'aprenentatge col·laboratiu i de presentar un valor afegit en termes d'experiència d'usuari, tot i que no en eficiència. Respecte a Tangibot, es mostra que controlar conjuntament un robot mòbil mitjançant unes pales tangibles amb certa precisió és factible per a xiquets a partir de tres anys i inclús per a persones majors amb un lleu deteriorament cognitiu. A més, proporciona una experiència divertida per als xiquets i els manté en un estat constant de flow.
García Sanjuan, F. (2018). CREAME: CReation of Educative Affordable Multi-surface Environments [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/101942
TESIS
Margeti, Maria. "Explaining students' deep and surface approaches to studying through their interactions in a digital learning environment for mathematics." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10044445/.
Full textRampton, Travis Michael. "Deformation Twin Nucleation and Growth Characterization in Magnesium Alloys Using Novel EBSD Pattern Analysis and Machine Learning Tools." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/4451.
Full textAzhari, Faris. "Automated crack detection and characterisation from 3D point clouds of unstructured surfaces." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/234510/1/Faris_Azhari_Thesis.pdf.
Full textZarzar, Gandler Gabriela. "Evaluation of probabilistic representations for modeling and understanding shape based on synthetic and real sensory data." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215650.
Full textFramsteg inom robotperception de senaste åren har resulterat i robotar som är bättre på attutföra uppgifter i olika miljöer. Perception av objekt i robotens arbetsmiljö är beroende avhur sensorisk data representeras. I det här sammanhanget har 3D-modeller av objektytorstuderats för att ge användbar insikt om objektens form och i slutändan bättre robotperception. Detta innebär flera utmaningar, eftersom sensoriska data ofta innehåller artefakter, såsom brus och brist på data. För att hantera detta problem använder vi oss av Gaussian Process Implicit Surface (GPIS), som är en icke-parametrisk probabilistisk rekonstruktion av ett objekts yta utifrån 3D-punkter. Detta examensarbete undersöker olika konfigurationer av GPIS för att på detta sätt kunna extrahera forminformation. I vår metod tolkar vi ett objekts yta som nivåkurvor hos en underliggande gles variational Gaussian Process (GP) modell. Resultat visar att en gles variational GP möjliggör en tillförlitlig approximation av en komplett GP-lösningen. Experiment utförs på ett syntetisk och ett reellt sensorisk dataset. Vi utvärderar resultat genom att bedöma hur nära de rekonstruerade ytorna är till grundtruth- korrespondenser, och hur väl objektkategorier klustras utifrån den erhållna representationen. Slutligen konstaterar vi att den föreslagna lösningen leder till tillräckligt goda representationer av ytor för tolkning av objektens form och för att diskriminera objekt utifrån forminformation.
Bui, Thi Hien. "EFL undergraduate students' perspectives and experiences of the flipped classroom at a Vietnamese university." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2022. https://ro.ecu.edu.au/theses/2512.
Full textMonteiro, Rocha Lima Bruno. "Object Surface Exploration Using a Tactile-Enabled Robotic Fingertip." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39956.
Full textColangelo, Jenna. "Diving Beneath the Surface: A Phenomenological Exploration of Shark Ecotourism and Environmental Interpretation from the Perspective of Tourists." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32579.
Full textJacobs, H., and V. N. Teise. "The roles of work-integrated learning in achieving critical cross-field outcomes in a hospitality management programme." Journal for New Generation Sciences, Vol 12, Issue 1: Central University of Technology, Free State, Bloemfontein, 2014. http://hdl.handle.net/11462/653.
Full textWork-Integrated Learning (WIL) is a form of Experiential Learning (EL) which implies learning by experience. This article represents the findings of a study regarding the roles of WIL and how such roles can be quantified when measured against the achievement of Critical Cross-Field Outcomes (CCFOs). The study was based on an empirical mixed-method triangulation, which allowed the researchers to use both qualitative and quantitative methods to address the research problem. The sample size is 35, constituting the third and fourth-year groups in the Hospitality Management programme at a higher education institution in South Africa. The results of the quantitative study indicate that the students have identified various roles for WIL whereas the quantitative investigation revealed that students are of the opinion that WIL contributes significantly towards the achievement of CCFOs. WIL therefore contributes to skills development in general and to the attainment of skills and attributes as represented by the CCFOs in particular. Recommendations regarding the implications of the study are made for curriculation purposes as well as for credit values to be attached to WIL.
Herron, Christopher, and André Zachrisson. "Machine Learning Based Intraday Calibration of End of Day Implied Volatility Surfaces." Thesis, KTH, Matematisk statistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273419.
Full textImplicita volatilitetsytor är ett viktigt vektyg för front office- och riskhanteringsfunktioner hos Nasdaq och andra finansiella institut som behöver omvärdera deras portföljer bestående av derivat under dagen men också för att mäta risk i handeln. Baserat på ovannämnda affärsbehov är det eftertraktat att kunna kalibrera de implicita volatilitets ytorna som skapas i slutet av dagen nästkommande dag baserat på ny marknadsinformation. I denna uppsats används statistisk inlärning för att kalibrera dessa ytor. Detta görs genom att uttnytja historiska ytor från optioner i OMXS30 under 2019 i kombination med optioner nära at the money för att träna 3 Maskininlärnings modeller. Modellerna inkluderar Feed Forward Neural Network, Recurrent Neural Network och Gaussian Process som vidare jämfördes baserat på data som var bearbetat på olika sätt. Den bästa Maskinlärnings modellen jämfördes med ett basvärde som bestod av att använda föregående dags yta där resultatet inte innebar någon större förbättring. Samtidigt hade modellen en lägre spridning samt genomsnittligt fel i jämförelse med basvärdet som indikerar att det finns potential att använda Maskininlärning för att kalibrera dessa ytor.
MURTAZA, ALEXANDER. "Parameter Tuning in a Jet Printing Machine usingReinforcement Learning." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299505.
Full textYtmontering är en metod som används för att montera elektriska komponenter på kretskort. Föratt kunna montera komponenterna används lödpasta. En teknik för att applicera lödpasta påkretskort är jet printing.Kvaliteten på lödpastavolymen på ett kretskort beror dels på egenskaperna hos lödpastan, dels påutskjutningssparametrarna hos jetprintern. Varje lödpasta är unik med hänsyn till flödesegenskaper. En lödpastadeposition har god kvalitet om depositionen har en bra position, omdepositionen är cirkulär och om mängden satelliter är minimal. En satellit är en droppe lödpastasom fallit utanför huvuddepositionen. Parametrarna som har störst effekt på lödpasta ärvågformsparameterna stigtid och spänningsnivå.Detta examensarbete undersökte möjligheten att hitta en feedbackbaserad maskininlärningsalgoritm som kan hitta de mest lämpliga värdena för stigtiden och spänningsnivå som ger godkvalitet på lödpastadepositionen. Algoritmen som användes var en Förstärkande inlärningsalgoritm.Förstärkande inlärning är en belöningsbaserad inlärningsalgoritm där en agent lär sig attinteragera med en miljö genom att använda trial and error. Den specifika algoritmen som användesvar en Deep-Q-Learning-algoritm. I examensarbetet undersöktes även hur kameraupplösningenspåverkar algoritmen och dess beslut. För att undersöka detta användes två maskiner, en nyare ochäldre version där att kameraupplösningen är lägre.Slutsatsen som drogs var att en Deep-Q-Learning-algoritm kan användas för att hitta det mestlämpliga värdena för vågformsparametrarna stigtid och spänningsnivå. En annan slutsats somdrogs var att algoritmen konvergerade snabbare när kameraupplösningen är lägre. Parapeternasom är optimala för den kameran med lägre upplösning är inte optimala för den kameran medhögre upplösning.
Stella, Federico. "Learning a Local Reference Frame for Point Clouds using Spherical CNNs." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20197/.
Full textDodd-Williams, Lynde L. "Surface Water and Groundwater Hydrology of Borrow-Pit Wetlands and Surrounding Areas of the Lewisville Lake Environmental Learning Area, Lewisville, Texas." Thesis, University of North Texas, 2004. https://digital.library.unt.edu/ark:/67531/metadc4624/.
Full textWilson, Linda J. "The effects of parallel block scheduling versus surface scheduling on reading and mathematics achievement and on students' attitudes toward school and learning." Virtual Press, 1993. http://liblink.bsu.edu/uhtbin/catkey/897467.
Full textDepartment of Educational Leadership
Kravchenko, Evgenija. "Association between cognitive measures, global brain surface area, genetics, and screen-time in young adolescents : Estimation of causal inference with machine learning." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-290033.
Full textSkärmaktivitet som att titta på TV och video, spela videospel och använda sociala medier har blivit en populär fritidsaktivitet för barn och ungdomar. Effekten av skärmtid har varit ett mycket debatterat ämne; det finns dock fortfarande mycket lite kunskap om det. Med hjälp av datasetet från Adolescent Brain Cognitive Development långtidsstudien kunde 4 217 ungdomar, som uppfyllde specifika krav, väljas ut för detta avhandlingsprojekt efter bearbetning av datan. Detta avhandlingsprojekt undersökte kausal ordning mellan genetisk effekt (Polygenic scores (PGS) för kognitiv prestation), skärmtidsaktivitet, hjärnmorfologi (strukturell Magnet Resonans Imaging (sMRI) för hjärnans ytarea och hjärnbarks tjocklek), brist på ihärdighet och kognitiv förmåga (kristalliserad IQ) med en maskininlärningsalgoritm DirectLiNGAM. Tydlig korrelation mellan skärmaktivitet och PGS hittades för alla typer av skärmaktiviteter men endast videospel och sociala medier korrelerade till den globala ytarean. Dessutom verkar TV och video påverka brist på ihärdighet och brist på ihärdighet i sin tur påverkar hur mycket tid som spenderas på videospel. Dessa resultat antyder att olika typer av sociala medier inte är så lika som vi trodde och kan påverka ungdomar olika. Sammanlagt stöder dessa upptäckter tidigare forskning om skärmtidseffekt på brist på ihärdighet, hjärnmorfologi och kognitiv förmåga och föreslår en ny kausal inferens mellan genetik och skärmtid. Slutligen ledde algoritmen som användes i detta avhandlingsprojekt fram till rimliga kausala ordningar och kan ses som ett mycket bra komplement till dagens kausala modellering.
Song, Tianqi. "Détection et caractérisation des plis-de-passage sur la surface du cortex cérébral : de la morphologie à la connectivité." Thesis, Ecole centrale de Marseille, 2021. https://tel.archives-ouvertes.fr/tel-03789664.
Full textThe surface of the cerebral cortex is very convoluted, with a large number of folds, the cortical sulci. Moreover, these folds are extremely variable from one individual to another. This great variability is a problem for many applications in neuroscience and brain imaging. One central problem is that cerebral sulci are not the good unit to describe folding over the cortical surface. In particular, their geometry (shape) and topology (branches, number of pieces) are very variable. “Plis de passages” (PPs) or “annectant gyri” can explain part of the variability. The concept of PPs was first introduced by Gratiolet (1854) to describe transverse gyri that interconnect both sides of a sulcus, are frequently buried in the depth of these sulci, and are sometimes apparent on the cortical surface. As an interesting feature of the cortical folding process, the underlying structural connectivity of PPs also generated a lot of interest. However, the difficulty of identifying PPs and the lack of systematic methods to automatically detecting them limited their use. This thesis aims to detect and characterise the PPs on the cortical surface from both morphology and connectivity aspects. It was structured around two main research axes: 1. Definition of a machine learning-based PPs detection process using their geometrical (or morphological) characteristics. 2. Investigate the relationships between PPs and their un- derlying structural connectivity, and further development of multi-modal machine learning models. In the first part, we present a method to detect the PPs on the cortex automatically according to the local morphological characteristics proposed in (Bodin et al., 2021), To record the local morphological patterns for each vertex on the cortical surface, we used the cortical surface profiling method (Li et al., 2010). After that, the three-dimensional PP recognition problem is converted to a two-dimensional image classification problem of class-imbalance where more points in the STS are non-PPs than PPs. To solve this case, we propose an ensemble SVM model (EnsSVM) with a rebalancing strategy. Experimental results and quantitative statistics analyses show the effectiveness and robustness of our method. In the second part, we study the structural connectivity, particularly short-range U-fibers, underlying the location of PPs, and propose a new approach to study the density of U-fiber terminations on the cortical surface. We hypothesize that the PPs are located in regions of high density of intercrossing U-fibers termination. Indeed, our statistical analyses show a robustness correlation between PPs and U-fibers termination density. Moreover, we discuss the impact of connectivity heterogeneity in the STS on the machine learning results, and the myelin map is then used as a supplement to the structural connectivity
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.
Full textCatalá 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