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Khan, Habib Ullah, Farhad Ali, Yazeed Yasin Ghadi, Shah Nazir, Inam Ullah i Heba G. Mohamed. "Human–Computer Interaction and Participation in Software Crowdsourcing". Electronics 12, nr 4 (13.02.2023): 934. http://dx.doi.org/10.3390/electronics12040934.

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Improvements in communication and networking technologies have transformed people’s lives and organizations’ activities. Web 2.0 innovation has provided a variety of hybridized applications and tools that have changed enterprises’ functional and communication processes. People use numerous platforms to broaden their social contacts, select items, execute duties, and learn new things. Context: Crowdsourcing is an internet-enabled problem-solving strategy that utilizes human–computer interaction to leverage the expertise of people to achieve business goals. In crowdsourcing approaches, three main entities work in collaboration to solve various problems. These entities are requestors (job providers), platforms, and online users. Tasks are announced by requestors on crowdsourcing platforms, and online users, after passing initial screening, are allowed to work on these tasks. Crowds participate to achieve various rewards. Motivation: Crowdsourcing is gaining importance as an alternate outsourcing approach in the software engineering industry. Crowdsourcing application development involves complicated tasks that vary considerably from the micro-tasks available on platforms such as Amazon Mechanical Turk. To obtain the tangible opportunities of crowdsourcing in the realm of software development, corporations should first grasp how this technique works, what problems occur, and what factors might influence community involvement and co-creation. Online communities have become more popular recently with the rise in crowdsourcing platforms. These communities concentrate on specific problems and help people with solving and managing these problems. Objectives: We set three main goals to research crowd interaction: (1) find the appropriate characteristics of social crowd utilized for effective software crowdsourcing, (2) highlight the motivation of a crowd for virtual tasks, and (3) evaluate primary participation reasons by assessing various crowds using Fuzzy AHP and TOPSIS method. Conclusion: We developed a decision support system to examine the appropriate reasons of crowd participation in crowdsourcing. Rewards and employments were evaluated as the primary motives of crowds for accomplishing tasks on crowdsourcing platforms, knowledge sharing was evaluated as the third reason, ranking was the fourth, competency was the fifth, socialization was sixth, and source of inspiration was the seventh.
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Liu, Xiaoying. "Animation Special Effects Production Method and Art Color Research Based on Visual Communication Design". Scientific Programming 2022 (27.03.2022): 1–13. http://dx.doi.org/10.1155/2022/7835917.

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In the context of social informatization, the continuous progress of information technology has promoted the emergence and rapid development of new media. In recent years, the interaction between the design of visual communication and the increasingly popular virtual reality, special effects, and animation has constituted a new way of media communication. In the process of producing special effects of interactive animation, in order to improve the visibility of visual communication design works and achieve excellent information transmission effects, it is necessary to utilize many advanced science and technology methods such as visual communication design. This article, firstly, introduces the visual communication design technology, analyzes and introduces the animation special effects design technology, and then investigates and analyzes the application of visual communication design in real life. Experiments in this article show that animation special effects production based on visual communication design can not only save development companies at least 5% of development costs but also attract 15% of the younger age groups. The most important thing is to better promote the spread of animation film and television works.
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Lin, Hsiung-Cheng, Ming-Dian Wang, Jun-Wei Chen i Hong-Ming Chen. "Development of APP-Controlled Hydraulic Damping Adjustment System for Bike Front Fork". International Journal of Software Innovation 10, nr 1 (1.01.2022): 1–16. http://dx.doi.org/10.4018/ijsi.309727.

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With quickly growing environmental awareness, cycling has become a popular global activity. However, the bike riding road may be so rugged that the suspension damping status should be appropriately adjusted to make riding more comfortable. Traditionally, the damping adjustment in bikes relies on a manual operation in advance, causing inconvenience during riding. To resolve this problem, this paper aims to develop an APP-controlled hydraulic damping adjustment system for bike front fork suspension control. The microprocessor works as a core controller. G-sensor (accelerometer) is used to detect the road condition. Blade with photointerrupter circuit is designed to accurately control the DC motor rotating position for determining fork damping ratio. Moreover, APP can send control signals and receive data to/from the microprocessor via Bluetooth module between each other. Additionally, the bike driving mileage, period of time, and route can be displayed on APP instantly. The experimental results confirm that the proposed system is superior in term of robustness, accuracy, and convenience.
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Kiejziewicz, Agnieszka. "Kolekcjonowanie popkultury. Kilka słów o archiwizacji anime i japońskich filmowych memorabiliach". Studia Filmoznawcze 42 (1.08.2022): 5–16. http://dx.doi.org/10.19195/0860-116x.42.1.

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The presented article concerns the issue of collecting film memorabilia, with a particular emphasis on the Japanese artefacts related to anime production. Beginning with a brief introduction to the differences between collections and archives, the author aims to present the current state of research on the categorization of popular culture memorabilia. The following parts of the article underline the importance of considering Japanese post-animation products as historical resources. Regarding the ways of presentation of selected works in galleries, the author provides such case-study examples of exhibitions as A World Is Born: The Emerging Arts and Designs in 1980s Japanese Animation (Singapore 2018, Stockholm 2019) and Proto Anime Cut — Spaces and Visions in Japanese Animation (International, 2011–2012). A significant part of the article is devoted to the description and analysis of the presence of Japanese anime memorabilia in European and Polish collections, which shows the rapid development of interest in collecting popular culture.
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Zhang, Yu, Yue Yu, Tao Wang, Zhixing Li i Xiaochuan Wang. "Dual Channel Among Task and Contribution on OSS Communities: An Empirical Study". International Journal of Software Engineering and Knowledge Engineering 31, nr 08 (sierpień 2021): 1213–34. http://dx.doi.org/10.1142/s0218194021500388.

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Open Source Software (OSS) community has attracted a large number of distributed developers to work together, e.g. reporting and discussing issues as well as submitting and reviewing code. OSS developers create links among development units (e.g. issues and pull requests in GitHub), share their opinions and promote the resolution of development units. Although previous work has examined the role of links in recommending high-priority tasks and reducing resource waste, the understanding of the actual usage of links in practice is still limited. To address the research gap, we conduct an empirical study based on the 5W1H model and data mining from five popular OSS projects on GitHub. We find that links originating from a PR are more common than the other three types of links, and links are more frequently created in Documentation. We also find that average duration between development units’ create time in a link is half a year. We observed that link behaviors are very complex and the duration of link increases with the complexity of link structure. We also observe that the reasons of link are very different, especially in P–P and I–I. Finally, future works are discussed in conclusion.
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Liang, Wei. "Innovative Development of Egg Carving Cultural and Creative Products Using 3D Printing Technology Based on Internet of Things". Scientific Programming 2021 (21.12.2021): 1–8. http://dx.doi.org/10.1155/2021/3267155.

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’3D printing technology is becoming increasingly popular in the automotive, electronics, and healthcare industries, to name a few, and the IoT can play an important role in ensuring quality control by connecting big data analytics to 3D printing through the strategic use of embedded sensors. The purpose is to integrate 3D printing technology with intangible cultural heritage-related cultural and creative products in the new era background, so as to achieve the double effects of economic benefits and cultural heritage. The connotation, characteristics, and types of egg carving handicraft are taken as the theoretical basis, and the innovation and development of egg carving cultural and creative products in Linxia city, Gansu Province, are taken as an example. Then, the innovation of egg carving handicraft technology is put forward, including the innovation of technique and expression form. On this basis, 3D printing technology is used, the hollow egg carving model which combines the characteristics of Gansu Linxia egg carving is designed, and 3D solid printing is carried out. The results show that the surface of the eggshell is not too bright and the effect is very subtle. The dark color of the eggshell can well set off the white font and white picture, and the calligraphy and knife method can be integrated and unified. The 3D modeling image of egg carving reveals that the selection of color and material can set off a better viewing effect. Moreover, the 3D printed hollow egg carving works have complete appearance and high artistic design, which has strong artistic effect and is in line with the special color of Gansu Linxia egg carving. Therefore, the strategy of innovative development of egg carving cultural and creative products based on 3D printing technology has a promoting effect on the inheritance and development of intangible cultural heritage of Linxia egg carving in Gansu Province.
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Sufi, Fahim. "Algorithms in Low-Code-No-Code for Research Applications: A Practical Review". Algorithms 16, nr 2 (13.02.2023): 108. http://dx.doi.org/10.3390/a16020108.

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Algorithms have evolved from machine code to low-code-no-code (LCNC) in the past 20 years. Observing the growth of LCNC-based algorithm development, the CEO of GitHub mentioned that the future of coding is no coding at all. This paper systematically reviewed several of the recent studies using mainstream LCNC platforms to understand the area of research, the LCNC platforms used within these studies, and the features of LCNC used for solving individual research questions. We identified 23 research works using LCNC platforms, such as SetXRM, the vf-OS platform, Aure-BPM, CRISP-DM, and Microsoft Power Platform (MPP). About 61% of these existing studies resorted to MPP as their primary choice. The critical research problems solved by these research works were within the area of global news analysis, social media analysis, landslides, tornadoes, COVID-19, digitization of process, manufacturing, logistics, and software/app development. The main reasons identified for solving research problems with LCNC algorithms were as follows: (1) obtaining research data from multiple sources in complete automation; (2) generating artificial intelligence-driven insights without having to manually code them. In the course of describing this review, this paper also demonstrates a practical approach to implement a cyber-attack monitoring algorithm with the most popular LCNC platform.
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Diachenko, Nataliia, i Olesia Kydysiuk. "Verbal representation of monster’s image in works for children of modern Ukrainian authors". Philological Review, nr 2 (5.12.2021): 15–22. http://dx.doi.org/10.31499/2415-8828.2.2021.246060.

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The article investigates the peculiarities of the linguistic representation of monster image in modern Ukrainian children’s literature. The literary discourse of fear and monster image is presented. From the communicative-pragmatic point of view, the traditional, usual images of monster, in particular Babay and Chupacabra, are compared with their counterparts from the works of such popular Ukrainian writers. New images of the monster, the appearance of which was caused by the COVID-19 pandemic, are characterized. The purpose of the article is to investigate the peculiarities of the linguistic representation of the image of monster in modern Ukrainian children’s literature. The following research methods were used: linguistic observation and description of language phenomena; method of decoding an artistic text, analysis, synthesis, induction, deduction, as well as the method of continuous sampling. It is established that in the works for children of modern Ukrainian authors the image of a fearless, good monster is gaining popularity, which testifies to the tendency to improve traditional negative images. To create «updated» images of monsters, writers use a range of language tools and stylistic devices. The individual author’s onyms for monster and occasional sign tokens are particularly expressive, which appear during the creation of these images. It is observed that the image of monster in children’s works implements a number of pragmatic functions: cognitive (acquisition and assimilation of knowledge about the world (about the world of things; about the world of human relations); developmental (enrichment of the child’s vocabulary, formation of reading skills, development of imagination, critical / creative thinking, cognitive interest, etc.); educational (formation of basic moral principles, learning patterns of behavior, etc.); entertainment (enjoyment of artistic communication). The study of the usual and occasional in the linguistic representation of fear and monster in the works for children of modern Ukrainian writers complemented the knowledge about the connection of the writer’s worldview with the works’ language and with the national linguistic picture of the world.
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Lee, Hee-Jin, Joon-Sang Lee, Eunkyoung Jee i Doo-Hwan Bae. "A User eXperience Evaluation Framework for Mobile Usability". International Journal of Software Engineering and Knowledge Engineering 27, nr 02 (marzec 2017): 235–79. http://dx.doi.org/10.1142/s0218194017500097.

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The worldwide mobile software market has grown dramatically since feature phones became popular in the early 1990s. In practice, mobile usability — which can be defined for a resource-constrained device in two ways, namely, User eXperience (UX) and User Interface (UI) — has been regarded as the key to gaining superiority in terms of both market share and customer loyalty. Unfortunately, de facto standards for software design and the development process, such as Unified Modeling Language (UML) and Rational Unified Process (RUP), do not seem to promote mobile usability in a systematic manner in practice. This paper proposes a systematic and generalizable approach to modeling and evaluating the properties of mobile usability, herein treating it as a first-class software quality from the perspective of software engineering. We devise a UX evaluation framework for mobile usability, which we call UX Evaluation Framework (UEF) throughout this paper. A UX is specified by inter-scene interactions between users and terminals of software products using Extended Menu Navigation Viewpoints (EMNVs); then, a model checker, NuSMV, is adopted to observe whether the EMNV model meets a set of given UX properties. Importantly, the analysis and design of RUP is extended to support the co-design of UX and UI so that major roles, activities and artifacts in the UX and UI can be explicitly monitored and controlled by stakeholders. Through case studies, we demonstrate that UEF works properly to treat software products that prioritize mobile usability. Consequently, UEF plays a key role in filling the gap between two research disciplines to address usability: software engineering and human–computer interactions.
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Снытников, Алексей Владимирович, i Галина Геннадьевна Лазарева. "Computational methods of continuum mechanics for exaflop computer systems". Вычислительные технологии, nr 5 (24.11.2021): 81–94. http://dx.doi.org/10.25743/ict.2021.26.5.007.

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Рассмотрены вопросы использования экзафлопсных вычислений для решения прикладных задач. На основе обзора работ в этой области выделены наиболее актуальные вопросы, связанные с экзафлопсными вычислениями. Особое внимание уделено особенностям программного обеспечения, алгоритмам и численным методам для экзафлопсных суперЭВМ. Приведены примеры разработки новых и адаптации существующих алгоритмов и численных методов для решения задач механики сплошной среды. Сделан анализ наиболее популярных приложений The article deals with applied issues which arise when exascale computing are used to solve applied problems. Based on the review of works in this area, the most pressing issues related to exascale calculations are highlighted. Particular attention is paid to software features, algorithms and numerical methods for exaflop supercomputers. The requirements for such programs and algorithms are formulated. Based on the review of existing approaches related to achieving high performance, the main fundamentally different and non-overlapping directions for improving the performance of calculations are highlighted. The question of the necessity for criteria of applicability for computational algorithms for exaflop supercomputers is raised. Currently, the only criterion which is used, demands the absence of a significant drop in efficiency in the transition from a petaflop calculation to a ten-petaflop calculation. In the absence of the possibility of such calculations, simulation modelling can be carried out. Examples of development for new and adaptation of existing algorithms and numerical methods for solving problems of continuum mechanics are given. The fundamental difference between algorithms specially designed for exascale machines and algorithms adapted for exaflops is shown. The analysis of publications has showed that in the field of solving problems of continuum mechanics, the approach not associated with the development of new, but rather with the adaptation of existing numerical methods and algorithms to the architecture of exaflop supercomputers prevails. The analysis of the most popular applications is made. The most relevant application of exaflop supercomputers in this area is computational fluid dynamics. This is because hydrodynamic applications are rich and diverse field. The number of publications indicates that the involvement of high-performance computing now is available and in demand
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Ghosh, Sukanta, Amar Singh i Shakti Kumar. "PB3C-CNN: An integrated PB3C and CNN based approach for plant leaf classification". Inteligencia Artificial 26, nr 72 (24.05.2023): 15–29. http://dx.doi.org/10.4114/intartif.vol26iss72pp15-29.

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Plant identification and classification are critical to understand, protect, and conserve biodiversity. Traditional plant classification requires years of intensive training and experience, making it difficult for others to classify plants. Plant leaf classification is a challenging issue as similar features appears in different species of plant. With the development of automated image-based classification, machine learning (ML) is becoming very popular. Deep learning (DL) methods have significantly improved plant image identification and classification. In the last decade, convolutional neural networks (CNN) have entirely dominated the field of computer vision, showing outstanding feature extraction capabilities and significant identification and classification performance. The capability of CNN lies in its network. The primary strategy to continue this trend in the literature relies on further scaling networks in size. However, costs increase rapidly, while performance improvements may be marginal when the number of net-works increases. Hence, there is a need to optimize the CNN network to get the best possible result with the minimum number of networks and other parameters such as the number of epochs, number of layers, batch size and number of neurons. The paper aims to evolve the optimal architecture of CNN using PB3C algorithm for plant leaf classification. For this, we use the nature-inspired computing technique parallel big bang–big crunch to evolve a CNN's optimal architecture automatically. Current study validated the proposed approach for plant leaf classification and compared it with 11 other machine learning-based approaches. From the results obtained it was found that the proposed approach was able to outperforms all 11 existing state-of-the-art techniques.
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Kolesnikov, Alexey, Egor Plitchenko i Maria Kropacheva. "Automation of data preparation for mapping using natural language processing systems". InterCarto. InterGIS 28, nr 1 (2022): 659–69. http://dx.doi.org/10.35595/2414-9179-2022-1-28-659-669.

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The current level of development of information technology makes it possible to automate the processing of those types of data that only a specialist could previously work with. One such example is natural language processing technologies that implement the functions of sentiment analysis, machine translation, and question-answer systems. For the processes of creating cartographic and geoinformation works, the methods of extracting named entities are of the greatest interest, which allows extracting geographical names from unstructured text and linking named entities, which make it possible to create logical links between the extracted names of spatial objects. Their processing, through a local or network database of the service for geocoding, will automate the creation of map layers in a geographic information system based on text messages. The article describes the most popular approaches and their software implementations for solving the problem of extracting named entities in the example of texts of biographies and works of Siberian writers. Rule-based methodologies, maximum entropy models, and convolutional neural networks are analyzed. To assess the quality of the results of extracting geographical names and objects from the text, in addition to the standard F1-score, the authors propose an additional variant of the evaluation method that takes into account a larger number of criteria and is also based on an error matrix. The description of text block markup formats is given to improve the quality of recognition and expand the possible options for geographical names of named entities based on additional training of the neural network model.
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Kornilov, Daniil, i Elena Prohorova. "Development of methods for representation on maps of the infrastructure for means of individual mobility in Moscow". InterCarto. InterGIS 29, nr 2 (2023): 396–406. http://dx.doi.org/10.35595/2414-9179-2023-2-29-396-406.

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The number of cyclists and users of personal mobility aids in Moscow is growing every year, while building the necessary facilities, providing security and managing the cycling network has not always kept pace with such rapid growth. The construction of infrastructure for means of individual mobility involves planning and designing it depending on the places of attraction of target audiences (universities, transport hubs, parks and the most popular streets for cyclists). At the same time, a cartographic vision of the problem is necessary at all stages. A review of works on the possibilities of depicting cycling infrastructure and the movement of cyclists on the streets of the city shows little experience in presenting this topic on maps. The main function of existing maps is to display the actual position of linear and point objects of cycling without a spatial analysis of their position. The article shows the possibilities of infrastructure mapping for means of individual mobility and solves the problem of finding reliable and up-to-date sources of statistical and cartographic data. The information collected in the course of urban and field surveys of the urban space of Moscow was processed and systematized. A database of bicycle infrastructure objects has been formed, which includes vector and raster representations of data, the results of field and statistical studies. Based on it, methods for visualizing the obtained data have been developed. The paper formulates the basic requirements for the cartographic basis for creating infrastructure maps, shows various techniques and ways of depicting phenomena, which made it possible to clearly demonstrate the results of the study. Considering the visualization possibilities found, maps of the cycling infrastructure were compiled, highlighting its main elements and types.
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Rahman, Abdur, Abu Nayem i Saeed Siddik. "Non-Functional Requirements Classification Using Machine Learning Algorithms". International Journal of Intelligent Systems and Applications 15, nr 3 (8.06.2023): 56–69. http://dx.doi.org/10.5815/ijisa.2023.03.05.

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Non-functional requirements define the quality attribute of a software application, which are necessary to identify in the early stage of software development life cycle. Researchers proposed automatic software Non-functional requirement classification using several Machine Learning (ML) algorithms with a combination of various vectorization techniques. However, using the best combination in Non-functional requirement classification still needs to be clarified. In this paper, we examined whether different combinations of feature extraction techniques and ML algorithms varied in the non-functional requirements classification performance. We also reported the best approach for classifying Non-functional requirements. We conducted the comparative analysis on a publicly available PROMISE_exp dataset containing labelled functional and Non-functional requirements. Initially, we normalized the textual requirements from the dataset; then extracted features through Bag of Words (BoW), Term Frequency and Inverse Document Frequency (TF-IDF), Hashing and Chi-Squared vectorization methods. Finally, we executed the 15 most popular ML algorithms to classify the requirements. The novelty of this work is the empirical analysis to find out the best combination of ML classifier with appropriate vectorization technique, which helps developers to detect Non-functional requirements early and take precise steps. We found that the linear support vector classifier and TF-IDF combination outperform any combinations with an F1-score of 81.5%.
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Rylskiy, Ilya, Tatiana Nokelaynen, Tatiana Kotova i Alexandr Panin. "Calculation of vegetation passability categories for vehicles based on laser scanning data". InterCarto. InterGIS 28, nr 1 (2022): 314–24. http://dx.doi.org/10.35595/2414-9179-2022-1-28-314-324.

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Determining the categories of vegetation passability for vehicles (in forested areas) is a very popular and technically difficult task. Its complexity increases as the area of the territory increases, while duration of works and their cost should decrease. The passability of forests is influenced by elementary characteristics such as the species composition, the diameter of the trunks, the average distance between the trunks, etc. An example of such work is the construction of vegetation passability maps for vehicles by category. This task is in high demand during the construction of new facilities (pipelines, roads, railways) and the development of new deposits in the forest zone. One of the most promising methods of information support for solving this problem is airborne laser scanning and digital aerial photography. The disadvantage of this method (as well as all methods of remote sensing) is the practical impossibility of direct instrumental measurement of a number of vegetation parameters (despite 25 years of progress in the development of the lidar method), such as the diameter of the trunk, or its exact location. Increasing scan density, combined with the use of UAVs surveying at high angles to the vertical, allows these characteristics to be obtained at the cost of a significant decrease in productivity, an exponential increase in the cost of surveying and data processing, with little confidence in the obtained vegetation characteristics. This paper proposes an alternative approach based on the identification of relationships between characteristics that can be directly measured from low-density laser scanning data (crown height, coverage density, range of distribution of points of laser reflections in height relative to the ground) and vegetation passability categories measured in the field conditions. The obtained results show high reliability. A positive feature of this approach is the low cost and high productivity in determining the categories of terrain passability.
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Anderson Ise, Orobor, i Ojo Omokhafue Sophia. "LOW COST APPROACH TO SECURED STUDENT ATTENDANCE MANAGEMENT SYSTEM DEVELOPMENT". International Journal of Engineering Applied Sciences and Technology 7, nr 3 (1.07.2022): 306–15. http://dx.doi.org/10.33564/ijeast.2022.v07i03.043.

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In every setting where attendance is important, a system for managing attendance is a crucial tool. Several works exist in automated attendance management systems however, most of the approaches come with a lot of weakness and relatively high operational costs. These include additional hardware installations, less secure, and most critical, not efficient in handling large target/classroom populations. This paper identifies some weaknesses of the most popular approach used in developing student attendance management systems. Hence, develop a low-cost and secured student attendance management system using face recognition and GPS location that can be provisioned as a cloud application and accessible using any internet-enabled mobile device. Using this approach, the student can only clock-in attendance within the stipulated lecture time using their face and must be within the lecture venue coordinates. The proposed system was developed with python using the Django framework. It uses Viola-Jones Algorithm and face recognition API for face detection and recognition respectively. The system was deployed and tested on AWS EC2. The results showed that the system could be adopted by institutions or organisations having large classroom populations that desire to take attendance more efficiently with less cost.
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Br Tarigan, Yuni Franciska, Karina Andriani, Rika Rosnelly i Wanayumini Wanayumini. "Implementasi Metode HSI pada Transformasi Ruang Warna Dalam Mendeteksi Kematangan Buah Mangga Udang". JURNAL MEDIA INFORMATIKA BUDIDARMA 6, nr 4 (25.10.2022): 2257. http://dx.doi.org/10.30865/mib.v6i4.4547.

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Mango is a plant that is widely cultivated in Indonesia. Mango is a fruit that is popular and favored by almost the entire world population. Mango is not a native plant from Indonesia but is a fruit plant native to India that has a distinctive taste. The shelf life is very short because it is a fruit that is easily damaged or rotted in a certain period of time. The use of technology Digital image is an image that can be processed directly by a computer. A digital image can be represented by a matrix consisting of M columns and N rows, where the intersection between the columns and rows is called a pixel (picture element), which is the smallest element of an image. Image processing is a form of processing an image or image by numerical processing of the image, in this case, each pixel or point of the image is processed. One image processing technique utilizes a computer as software to process each pixel of an image. For image processing applications that perform object recognition, it will be easier if the object is identified using the difference in its hue value by limiting a certain value of the hue value to the object. The HSI color space model is a color space system similar to the performance of the human eye. HSI works by combining the color or grayscale contained in the image. Based on the reference value range of the Mango Shrimp fruit that has been determined in the process using the HSI method, it can be concluded that the test image of the Mango Shrimp fruit with a value of H=32 S=0.675 I=83 then the manga can be said to be ripe.
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Spolnik, O., A. Gaidus i L. Kaliberda. "Modern methods of teaching physics in universities". New Collegium 1, nr 103 (30.03.2021): 77–83. http://dx.doi.org/10.30837/nc.2021.1.77.

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The article analyzes the difficulties faced by physics teachers in higher educational institutions. The modern information-communication and educational technologies are considered, which make it possible to improve the quality of teaching physics and the assimilation of the discipline by students. The role of distance learning (DL) is emphasized in the context of a limited number of hours devoted to physics. The article examines the global trends in the development of distance learning, analyzes the role of this form of education in the modern educational process and the factors affecting the development of DL. Attention is drawn to the difficulties of implementing a virtual laboratory practice, without which it is impossible to implement full-fledged teaching of physics remotely. The use of virtual works allows observing the main principle of didactics – visualization. Visibility provides optimal assimilation of the material by increasing the emotional perception of the material and the use of all types of thinking in students. The need for high realism of experiments in virtual laboratories, accuracy of reproduction of the physical laws and the essence of experiments and phenomena. This allows students to develop skills in experimental work. The implementation of high variability in the conduct of experiments and initial data allows you to increase the efficiency of using a laboratory practice in computer classes. The paper discusses the most available software tools for creating. In the article analyzes modern teaching technologies, the application of which radically changes the approach to the educational process. In the article discusses such popular and effective brands of educational technologies as adaptive web resources Cerego, Grockit, Smart Sparrow, as well as adaptive technologies based on distance learning systems – Blackboard, Desire2Learn, ILIAS, Lotus Learning Space, Moodle allowing to analyze the level of learning student teaching material. The high potential possessed by mobile technologies in the distance-learning environment is noted.
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BESIN, VIKTOR, MARKUS HECHER i STEFAN WOLTRAN. "Utilizing Treewidth for Quantitative Reasoning on Epistemic Logic Programs". Theory and Practice of Logic Programming 21, nr 5 (wrzesień 2021): 575–92. http://dx.doi.org/10.1017/s1471068421000399.

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AbstractExtending the popular answer set programming paradigm by introspective reasoning capacities has received increasing interest within the last years. Particular attention is given to the formalism of epistemic logic programs (ELPs) where standard rules are equipped with modal operators which allow to express conditions on literals for being known or possible, that is, contained in all or some answer sets, respectively. ELPs thus deliver multiple collections of answer sets, known as world views. Employing ELPs for reasoning problems so far has mainly been restricted to standard decision problems (complexity analysis) and enumeration (development of systems) of world views. In this paper, we take a next step and contribute to epistemic logic programming in two ways: First, we establish quantitative reasoning for ELPs, where the acceptance of a certain set of literals depends on the number (proportion) of world views that are compatible with the set. Second, we present a novel system that is capable of efficiently solving the underlying counting problems required to answer such quantitative reasoning problems. Our system exploits the graph-based measure treewidth and works by iteratively finding and refining (graph) abstractions of an ELP program. On top of these abstractions, we apply dynamic programming that is combined with utilizing existing search-based solvers like (e)clingo for hard combinatorial subproblems that appear during solving. It turns out that our approach is competitive with existing systems that were introduced recently.
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Badi, Hassan, Imad Badi, Karim El Moutaouakil, Aziz Khamjane i Abdelkhalek Bahri. "Sentiment analysis and prediction of polarity vaccines based on Twitter data using deep NLP techniques". Radioelectronic and Computer Systems, nr 4 (29.11.2022): 19–29. http://dx.doi.org/10.32620/reks.2022.4.02.

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The global impact of COVID-19 has been significant and several vaccines have been developed to combat this virus. However, these vaccines have varying levels of efficacy and effectiveness in preventing illness and providing immunity. As the world continues to grapple with the ongoing pandemic, the development and distribution of effective vaccines remains a top priority, making monitoring prevention strategies mandatory and necessary to mitigate the spread of the disease. These vaccines have raised a huge debate on social networks and in the media about their effectiveness and secondary effects. This has generated big data, requiring intelligent tools capable of analyzing these data in depth and extracting the underlying knowledge and feelings. There is a scarcity of works that analyze feelings and the prediction of these feelings based on their estimated polarities at the same time. In this work, first, we use big data and Natural Language Processing (NLP) tools to extract the entities expressed in tweets about AstraZeneca and Pfizer and estimate their polarities; second, we use a Long Short-Term Memory (LSTM) neural network to predict the polarities of these two vaccines in the future. To ensure parallel data treatment for large-scale processing via clustered systems, we use the Apache Spark Framework (ASF) which enables the treatment of massive amounts of data in a distributed way. Results showed that the Pfizer vaccine is more popular and trustworthy than AstraZeneca. Additionally, according to the predictions generated by Long Short-Term Memory (LSTM) model, it is likely that Pfizer will continue to maintain its strong market position in the foreseeable future. These predictive analytics, which uses advanced machine learning techniques, have proven to be accurate in forecasting trends and identifying patterns in data. As such, we have confidence in the LSTM's prediction of Pfizer's ongoing dominance in the industry.
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Lukšėnienė, Alina, Birutė Žygaitienė i Kristina Pošiūnaitė. "ICT measures application of peculiarities in technology lessons". Pedagogika 113, nr 1 (5.03.2014): 148–58. http://dx.doi.org/10.15823/p.2014.1758.

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Relevance.There have been performed a number of studies and international projects in the country, related to IT deployment and ICT skills education in schools: since year 2004, a “General computer literacy” research is carried out annually, a series of scientific, methodological, information works, reports have been produced to convey experience of the ICT implementation in education. The study was conducted to investigate how ICT education skills are organized in technology lessons.The aim of the researchis to analyze IT tools application peculiarities in the elementary school for 5–8 classes in the technology lessons.The objectives of the researche as follows:1. To identify the importance of education for pupils’ ICT skills in the elementary school during technology lessons.2. To investigate the aims of IT usage during educational process which are used by technology teachers.3. To analyse the features of ICT application skills during technology lessons for 5–8 grade students.4. Summarize the major problems associated with the application of IT in the technology lessons.The empirical method was applied in the research. The survey was carried out in 2011–2012 school year at Lithuanian general education schools. The data of all respondents was statistically treated (n = 603): managers of elementary school (n= 215), technology teachers (n= 112) and 5–8 grades students (n = 276).The study found that in order to develop pupils’ skills in information technology more attention should be paid to ensuring high-speed internet connection, the installation of computer individual sites, modern interactive teaching material, learning space development, educational contentadaptation for work in cyberspace, for dissemination of good practice. It is also important to create conditions for students to develop consistently the ICT application skills through technology lessons in general education schools.In the educational content, IT dominate as a tool for reaching the lesson objectives, effectively exploiting the lesson time and space. The survey revealed that majority of teachers plan the use of ICT in lessons and always include it in the annual work plans. Most of the teachers use IT inextracurricular activities. Technology teachers use IT often and have used almost the same amount of all programs during classes. The study revealed that the most popular and most commonly used are the search, preparation of presentations and text editing programs.According to technology teachers opinion, usage of IT improves students’ information and technical skills and partly develops students critical thinking, learning, creativity and communication skills. Students of 5–8 grades expressed the opinion that, usage of IT during technology lessons mostly develops information and technological skills, partly promotes thinking and collaboration as well. However, unlike the technology teachers, almost half of the students think that the use of IT tools do not promote learning motivation. School principles and teachers felt that the application of IT for students of 5–8 grades during technology lessons more interestingly conveys the educational content, the work with the latest software; hardware encourages the teachers to improve themselves as well.Technology teachers faces with some problems by applying IT during their lessons: one-third of the participating teachers’ lack of licensed programs and computer access. More than half of the teachers do not have internet access in their classrooms. Even two-thirds of the teachers would like to improve their computer literacy. Almost a third of teacher’s state that school schedules are not aligned. And only the tenth of teachers involved in the study says that do not feel the lack of computers and licensed programs.
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Wong, Kok Wai, Tamás Gedeon i Chun Che Fung. "Special Issue on Advances in Intelligent Data Processing". Journal of Advanced Computational Intelligence and Intelligent Informatics 11, nr 3 (20.03.2007): 259–60. http://dx.doi.org/10.20965/jaciii.2007.p0259.

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Technological advancement using intelligent techniques has provided solutions to many applications in diverse engineering disciplines. In application areas such as web mining, image processing, medical, and robotics, just one intelligent data processing technique may be inadequate for handling a task, and a combination or hybrid of intelligent data processing techniques becomes necessary. The sharp increase in activities in the development of innovative intelligent data processing technologies also attracted the interest of many researchers in applying intelligent data processing techniques in other application domains. In this special issue, we presented 12 research papers focusing on different aspects of intelligent data processing and its applications. We start with a paper entitled "An Activity Monitor Design Based on Wavelet Analysis and Wireless Sensor Networks," which focuses on using wavelet analysis and wireless sensor networks for monitoring the human physical condition. The second paper, "An Approach in Designing Hierarchy of Fuzzy Behaviors for Mobile Robot Navigation," presents a hierarchical approach using fuzzy theory to assist in the task of mobile robot navigation. It also discusses the design of hierarchical behavior of mobile robots using sensors. The third paper, "Toward Natural Communication: Human-Robot Gestural Interaction Using Pointing," also works with robots focusing more on the interaction between users and robots in which the robot recognizes pointing by a human user through intelligent data processing. The fourth paper, "Embodied Conversational Agents for H5N1 Pandemic Crisis," examines the use of intelligent software bots as an interaction tool for crisis communication. linebreaknewpage The work is based on a novel Automated Knowledge Extraction Agent (AKEA). There are many interests of using intelligent data processing techniques for image processing and analysis, as shown in the next few papers. The fifth paper, "A Feature Vector Approach for Inter-Query Learning for Content-Based Image Retrieval," presents relevance feedback based technique for content based image retrieval. It extends the relevance feedback approach to capture the inter-query relationship between current and previous queries. The sixth paper, "Abstract Image Generation Based on Local Similarity Pattern," also falls in the area of image retrieval using local similarity patterns to generate abstract images from a given set of images. Along the same line of similarity measure for image retrieval, the seventh paper, "Cross-Resolution Image Similarity Modeling," works on cross resolution using probabilistic and fuzzy theory to formulate cross resolution image similarity modeling. The eighth paper, "Bayesian Spatial Autoregressive for Reducing Blurring Effect in Image," presents a Bayesian Spatial Autoregressive technique developed by Geweke and LeSage. The ninth paper, "Logistic GMDH-Type Neural Network and its Application to Identification of X-Ray Film Characteristic Curve," presents a class of neural networks for X-Ray Film processing and compares results with some conventional techniques. As digital entertainment and games grow increasingly popular, the tenth paper, "Classification of Online Game Players Using Action Transition Probability and Kullback Leibler Entropy," looks into the use of intelligent data processing for classifying of online game players. The eleventh paper, "Parallel Learning Model and Topological Measurement for Self-Organizing Maps," presents the concept of a SOM parallel learning model that appears both robust and efficient. The twelfth paper, "Optimal Size Fuzzy Models," delineates concepts on how to make fuzzy systems more efficient. As guest editors for this issue, we thank the authors for their hard work. We also thank the reviewers for their assistance in the review process. All full papers submitted to this special issue have been peer-reviewed by at least two international reviewers in the area.
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Kukharska, N. "PROGRAM IMPLEMENTATION OF ALGORITHMS OF HIDING OF INFORMATION BY METHODS OF A RANDOM INTERVAL". Bulletin of Lviv State University of Life Safety, nr 18 (31.12.2018): 41–48. http://dx.doi.org/10.32447/20784643.18.2018.03.

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At the current stage of the development of information systems and technologies, global computer systems and multimedia tools, as never before, there is an urgent need to ensure the reliability, security of storage of digital data and their transmission through open channels of information communications. One of the most promising and popular approaches to solving this problem is based on the applying of computer steganography methods. The purpose of the article is systematizing information about methods of textual steganography, namely methods of arbitrary intervals, carrying out a comparative bandwidth analysis. Methods of research - methods of textual steganography: the method of double spaces between words, the method of changing the space code, the method of changing the number of spaces at the end of text strings, the method of changing the number of spaces between words aligned to the width of the text. Methods of arbitrary interval are used to hide the data in the free space in the text. They use intervals between sentences, spaces at the end of text strings, intervals between words in the text, including those, which are aligned in width, manipulate symbols of spaces, which have different ASCII codes. They are used to organize secret transmission of confidential information through open communication channels. In the article, on the basis of the software complexes developed in the environment of the computer algebra MathCAD, the steganographic transformations, which consistent with the algorithms of the methods, are sequentially tracked. The question of the bandwidth of the constructed steganosystems was considered. Bandwidth is the maximum amount of additional information that can be embedded in one element (symbol) of the text container. So, the bandwidth of the double-space method between words and the method of changing the space code in the case of the Ukrainian-language text container is 1.75%. The method of changing the number of spaces between aligned by the width of the text of the words has a lower bandwidth of 0.4%. The bandwidth of the method of changing the number of spaces at the end of the text strings depends on the difference between the number of symbols in the longest line and all other lines. The article also outlines the advantages and disadvantages of each method. Conclusions. The arbitrary interval methods are effective provided that the text is presented in ASCII format. In general, text files are "inconvenient" containers. They lack redundancy in comparison, for example, with graphic or audio files. For such arbitrary interval methods as a method of changing the space code, the method of changing the number of spaces at the end of the text strings is characterized by the fact that the hidden data can not be obtained from a hard copy of the text file. Despite the drawbacks, arbitrary interval methods have reason to be applied because of the prevalence of text file files. Users of computer networks are constantly exchanging text messages. This is a routine everyday action, so text files, even those, which contain hidden confidential information, should not cause unnecessary interest among outsiders.
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Shan, Xiaowen, i Hao Chen. "Design of Automatic Integration Algorithm for Popular Science Microanimation Works in the Context of New Media". Scientific Programming 2021 (21.10.2021): 1–8. http://dx.doi.org/10.1155/2021/8269439.

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When traditional methods integrate popular science microanimation works, the integration effect of the animation works is not good. In this paper, we propose an automatic integration algorithm of popular science microanimation works in the context of new media. The system first analyzes the characteristics of the new media context and gives the meaning of microanimation in the context of new media. It simplifies the edge folding of popular science microanimation integration and calculates the Facial Animation Parameter (FAP) value to realize the automatic integration of popular science microanimation works. We conducted a number of experiments using various size datasets to test the proposed system. We achieved an average integration accuracy of 96.3% with datasets of 500 to 3000 animation works, having the highest accuracy of 99% with a dataset of 500 animation works. On the other hand, the integration time of the animation works was recorded just 1.25 seconds with a dataset of 3000 animation works which is much lower than the existing work.
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Gawrysiak, Piotr. "LICENCJE WOLNEGO OPROGRAMOWANIA". Zeszyty Prawnicze 8, nr 1 (23.06.2017): 193. http://dx.doi.org/10.21697/zp.2008.8.1.09.

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Open Source Software LicencesSummary Computer software is regarded in popular culture as a typical consumer good. Legally, it constitutes however an example of a „content”, which is protected – in a way not dissimilar to literary or audio-visual works – by copyright law. An important property of these works, closely related to recent advances in computer science and resulting ease of digitization and duplication, is a possibility of costless duplication. This allows the creator of a digital work – for example a computer program – to distribute it at no cost, hence the const of duplication itself is either minimal or even non-existent.In recent years, an emergence of a new content distribution philosophy can be observed. Its proponents postulate, that it should be possible to create such computer software, that would be available for everyone to use, modify and redistribute – all that at no cost.This paper introduces the concept of free software and discuses some legal aspects of its creation and distribution. An overview of the construction of the most popular free software licence, the GNU General Public License is also included.
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Steenhuisen, Mara. "Orbs and Spiritual Experiences: In an orbital shape of mind". Culture and Cosmos 26, nr 01 (czerwiec 2022): 109–29. http://dx.doi.org/10.46472/cc.0126.0211.

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The orb phenomenon is commonly dismissed and neglected by academia on the one hand, while on the other, is well-known in popular paranormal media, where it has been explored by ghost-hunters, mediums and paranormal researchers. Since the mid-1990s, the mass usage of digital imaging has been the impetus that has confronted snapshot photographers with the phenomenon of orbs; this, coupled with the broad spectrum of interpretations of orbs, has polarised the mundane explicable and the paranormal elusive perspectives. One emerging group of interpretations that has been overlooked are accounts of spiritual experiences with orbs, prompting a forthcoming study on the research of these particular anomalous light experiences. Comparisons with other anomalous lights are found in folkloristic narratives, in miraculous religious photography, in paranormal popular ghost and haunting narratives, and in the discussion on the reliability of digital photography, which finds itself in a tradition of ambiguous environments: physical, paranormal and spiritual. This last is where orbs perhaps signify an aspect of how, in Evelyn Underhill’s words, ‘we are in constant correspondence with our spiritual environment’.
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Baskerville, R., B. Ramesh, L. Levine i J. Pries-Heje. "High-Speed Software Development Practices: What Works, What Doesn't". IT Professional 8, nr 4 (lipiec 2006): 29–36. http://dx.doi.org/10.1109/mitp.2006.86.

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Yang, Zeyin. "Application and Development of Digital Enhancement of Traditional Sculpture Art". Scientific Programming 2022 (3.02.2022): 1–8. http://dx.doi.org/10.1155/2022/9095577.

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Sculpture art, as an important carrier of spiritual civilization, also portrays a prosperous scene as an industry with urban and cultural development. Three-dimensional technology offers a new platform for sculpture creation, allowing for the digitization of sculpture works via electronic information technology, and the display of sculpture works in front of people via displays, facilitating the exchange and dissemination of information and promoting the growth and progress of the entire sculpture creation industry. We plan to use digital enhancement technology to conduct small-scale creation experiments on traditional sculpture works, discuss the method of GA (Genetic Algorithm) in image restoration processing, investigate the method of image segmentation processing based on the genetic algorithm, and propose the method of image segmentation processing based on the fuzzy membership surface genetic algorithm, in order to verify and solve the creation difficulties of traditional sculpture works.
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Huang, Jian Wen. "Research on the Computer Graphic Design and Visual Communication Design". Advanced Materials Research 1055 (listopad 2014): 342–45. http://dx.doi.org/10.4028/www.scientific.net/amr.1055.342.

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With the development of computer processing software and related technology, modern television, advertising, games, software and commercial activities have made extensive use of computer image processing software for graphic design and visual communication design. The works designed by these means have a strong infection, clear characteristics and it is easy to impress viewers. And the works designed by these means have a high degree of art innovation and also have a positive and profound significance on the creators. This paper analyzed and discussed the computer-based graphic design and visual communication design and their related applications.
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Corno, Fulvio, Luigi De Russis i Juan Pablo Saenz. "How is Open Source Software Development Different in Popular IoT Projects?" IEEE Access 8 (2020): 28337–48. http://dx.doi.org/10.1109/access.2020.2972364.

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Shubin, Aleksey Vitalevich, Gulnara Faritovna Sahibgareeva i Vlada Vladimirovna Kugurakova. "The Concept of Automatic Creation Tool for Computer Game Scenario Prototype". Russian Digital Libraries Journal 25, nr 5 (12.12.2022): 533–52. http://dx.doi.org/10.26907/1562-5419-2022-25-5-533-552.

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The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project. Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.
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Zeynalov, Zakir Gadzhi. "Innovation in Leasing and Leasing of Innovation: A Meta-Analysis". Marketing and Management of Innovations, nr 4 (2020): 202–18. http://dx.doi.org/10.21272/mmi.2020.4-16.

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The paper deals with the analysis of the approaches in defining the main research directions in the field of leasing of innovations and innovations in leasing. Developing the Internet and expansion of mobile Internet, the advent of the Internet of Devices, Fintech, Insurtech, and the development of sharing economy provokes many debates about the future of innovation within the asset finance and innovation in the leasing of assets. This paper aimed to determine the scientific publication tendencies in the field investigating the issues on leasing of innovations and innovations in leasing to identifying prospective research areas. The methodological instruments of this paper are bibliographic tool VOSviewer, Scopus, and Web of Science (WoS) databases. The study sample is 2513 scientific documents, published in the scientific journals indexed by Scopus (1915 documents) and WoS (598 documents) databases. The study has no limited time sample. The obtained results by Scopus and WoS tools showed the growing publication tendencies on the investigated issues. Besides, the number of papers in the Scopus database had a growing tendency with a variable rate. There is a significant increase in the number of papers that occurred from 2000 to 2010. In turn, the number of papers in journals indexed by WoS had been regularly rising during the analyzed period with a growth rate of 19,9%. Thus, this database shows a considerable growth of publications from 2010 to 2019. In 2019 the number of articles in the field of leasing of innovations and innovations in leasing increased by 412% compared to 2010. Therefore, the investigated issues remain popular in investigations of the great string of scientists. In the Scopus database, mostly the issues on leasing of innovations and innovations in leasing were investigated under the subject area as follows: Medicine, Engineering, Social Sciences, Environmental Science, Business, Management and Accounting, Computer Science. The author noted that the most significant part of the scientists who analyzed the leasing of the innovations and innovations in leasing was from the USA, China, United Kingdom, and Germany. Herewith, in 2019, the number of papers devoted to investigated issues enhanced in scientific journals with high impact factors such as Land Use Policy, European Journal of Operational Research, Ecology and Society. Therefore, it indicates that investigated issues are actually in the trends of sharing economy. The obtained results by VOSviewer analysis allowed identifying six clusters of the scientific publications scrutinized the leasing of the innovations and innovations in leasing from different perspectives. It worth mentioning that three out of six clusters have a close connection. The first biggest cluster links the keywords as follows: sustainable development, environmental impact, environmental protection, energy policy, land use, land management, fishery management, laws and legislation, risk assessment, etc. In turn, the second cluster indicated on the investigations in the sphere of information system and software in leasing. Three clusters (the third, fourth and fifth) are connected by the words «leasing – legal aspect – health care/medical practice management – hospital equipment/hospital information system», etc. The keywords such as financial management, taxes, capital financing, leasing – property, capital expenditure, accounting, legal aspect, management, and tax connected them with the sixth cluster. Keywords: innovation, leasing, leasing management, innovation in leasing.
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Sookkaew, Jirawat, Wisoot Kaenmueang i Nakarin Chaikaew. "Development and Creation of Ancient Sandstone Carvings Using 3D Software Tools and Mobile/Tablet Devices". International Journal of Interactive Mobile Technologies (iJIM) 17, nr 19 (10.10.2023): 20–35. http://dx.doi.org/10.3991/ijim.v17i19.39007.

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In the area of Phayao Province that used to be part of the ancient Lanna Kingdom, there are unique works of art that can be found until today, which are sandstone carvings caused by religious beliefs resulting in works such as Buddha statues. These are art related to religion. Nowadays, these works of art have started to fade away and receive less and less attention from people. The creation of art objects in this research therefore uses the interpretation of the creative objects in line with people’s lifestyles by selecting the lotus, which is a plant related to rivers, and is important in religion. In the lotus, which is interconnected and aligned with Buddhism, and in harmony with a way of life that aligns with the river, creative works are found in various forms, connecting people in Buddhism, including sandstone carving. In this creation, digital technology tools and methods are used to collect data to create a 3D work piece. Photogrammetry is used to record detailed proportions and information and customization of 3D work pieces. In these steps, mobile phone-type tools are used to collect image data to create the 3D work or an application is used to customize 3D work pieces from a tablet device to create prototypes of sandstone sculptures from the artisans that remain today. This can be seen in creating, maintaining, and recording digital data, creation, and the integration of knowledge. This demonstrates that today’s tools and portable devices can help create more creative pieces of work and preserve art and culture.
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Özkan, Deniz, i Alok Mishra. "Agile Project Management Tools: A Brief Comprative View". Cybernetics and Information Technologies 19, nr 4 (1.11.2019): 17–25. http://dx.doi.org/10.2478/cait-2019-0033.

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Abstract Agile methodologies are becoming popular in software development. Managers are required to understand project’s progress and product quality without development documents. During Agile practices of the teams and organizations, Agile project management tools are frequently used. The use of such tools leads to achieving speed and efficiency, affects the quality of the software. The quality of final product is mostly related with to project management. Accordingly, the paper provides brief comparative perspective about the popular project management tools for agile projects. 16 popular Agile project management tools have been presented helping agile developers to plan and manage their tasks in an efficient manner. Taiga, Axosoft, Agielan, Planbox are more appropriate for start-up projects. The most twitted and most appreciated tools are reported as Jira, Trello, and VersionOne. SpiraTeam by Inflectra and Pivotal Tracker are other pricing and popular agile tools, providing flexibility to Agile developers and increase collaboration among team members.
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Amekudzi, Adjo, Paul Fischbeck, James Garrett, Haris Koutsopoulos, Sue McNeil i Mitchell Small. "Computer Tools to Facilitate Brownfield Development". Public Works Management & Policy 2, nr 3 (styczeń 1998): 231–42. http://dx.doi.org/10.1177/1087724x9800200306.

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Brownfields are both a resource and a liability. Brownfield sites represent an opportunity to build the tax base and to rejuvenate decaying infrastructure and depressed communities. With ever-increasing pressures on existing infrastructure from both development and age, and the opportunities for more rational approaches to site remediation, brownfields and their associated infrastructure offer an attractive alternative to greenfield sites. These close links between site development and the provision of physical infrastructure emphasize one aspect of brownfield development as public works. This article focuses on the role of computer tools in facilitating the brownfield development process. It draws on examples of tools currently under development, existing research, and commercially available software to illustrate the application of the tools, their strengths and limitations, and issues related to data, comparative analysis, and interpretation of results.
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Nawaz, Marriam, Tahira Nazir, Seema Islam, Momina Masood, Awais Mehmood i Samira Kanwal. "Agile Software Development Techniques: A Survey". Proceedings of the Pakistan Academy of Sciences: A. Physical and Computational Sciences 58, nr 1 (1.09.2021): 17–33. http://dx.doi.org/10.53560/ppasa(58-1)721.

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In this IT era, where there is a race of software development, it is necessary to introduce such types of software development techniques which will help the practitioners to deliver fast solutions. In the past, various traditional approaches were used for this purpose, but now agile techniques are getting more popular because conventional software development approaches are not efficient in managing the changing requirements. The agile software development process is one of the most emerging lightweight software development methodologies, which uses iterative and prototype development approaches to accommodate changes in software requirements. Final software products are delivered to the end-users in short iterations. One of the most noticeable drawbacks of agile methods is their limited courtesy to the structured and architectural design of the system. Hence this development approach will restrict small to medium design decisions only. In this paper, we have performed the analysis of different agile techniques, which will help the readers to understand their positive and negative points and select the most appropriate technique suited to their projects.
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Kumar, Vijay, Sahil Sharma, Chandan Kumar i Aditya Kumar Sahu. "Latest Trends in Deep Learning Techniques for Image Steganography". International Journal of Digital Crime and Forensics 15, nr 1 (24.02.2023): 1–14. http://dx.doi.org/10.4018/ijdcf.318666.

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The development of deep convolutional neural networks has been largely responsible for the significant strides forward made in steganography over the past decade. In the field of image steganography, generative adversarial networks (GAN) are becoming increasingly popular. This study describes current development in image steganographic systems based on deep learning. The authors' goal is to lay out the various works that have been done in image steganography using deep learning techniques and provide some notes on the various methods. This study proposed a result that could open up some new avenues for future research in deep learning based on image steganographic methods. These new avenues could be explored in the future. Moreover, the pros and cons of current methods are laid out with several promising directions to define problems that researchers can work on in future research avenues.
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Khalid, Ayesha, Shariq Aziz Butt, Tauseef Jamal i Saikat Gochhait. "Agile Scrum Issues at Large-Scale Distributed Projects". International Journal of Software Innovation 8, nr 2 (kwiecień 2020): 85–94. http://dx.doi.org/10.4018/ijsi.2020040106.

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The agile model is a very vast and popular model in use in the software industry currently. It changes the way software is developed. It was introduced in 2001 to overcome deficiencies of software development in a workshop arranged by researchers and practitioners who were involved with the agile concept. They introduced the complete agile manifesto. The agile model has main components that make it more viable for use in well-organized software development. One of these is scrum methodology. The reason for the agile-scrum popularity is its use for small-scale projects, making small teams and allows change requests at any stage of a project from the client. It works for client satisfaction. Instead of so much popularity and distinctive features, agile-scrum also has some limitations when used for large scale projects development that makes it less efficient for development. This article discusses the agile-scrum methodology and its limitations when using for large-scale project organization.
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39

Rakovic, Radoslav. "Towards a methodology to estimate cost of object-oriented software development projects". Computer Science and Information Systems 1, nr 2 (2004): 173–94. http://dx.doi.org/10.2298/csis0402173r.

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Successful management of a software project, besides a well-defined project development process, requires an early estimate of project complexity. In a prevailing practice, software development costs usually have been determined a posteriori i.e. after software project implementation. It is essential however, to know this estimate a priori, i.e., before commencement of works. This paper presents an attempt to construct a methodology that would enable an early estimate of software development cost and its refinements during subsequent development phases. The methodology assumes an object-oriented approach based on the Unified Modeling Language (UML) and Unified Software Development Process (USDP). It outlines an Use Case Driven Architecture-Centric, Iterative and Incremental estimate process that could significantly improve and simplify early cost estimates. The presented methodology is illustrated on example of the POST software development project.
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40

Shrivastava, Gourav, Praveen Kaushik i R. K.Pateriya. "Load balancing strategies in software defined networks". International Journal of Engineering & Technology 7, nr 3 (22.08.2018): 1854. http://dx.doi.org/10.14419/ijet.v7i3.14017.

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In the past few years, network requirements have been changing frequently as the amount of data traffic increasing exponentially so it is difficult to utilize the full capacity of network resources. Software Defined Networking (SDN) is emerging as a new networking technology which decouples the control plane from the data plane in the network devices. Separation of control and data plane allows a network administrator a better control over network management and also enables new development through network programmability. Presently Open-Flow is the most popular SDN protocol which provides communication between network devices and controller. In this paper, the Round Robin algorithm is compared with the Dynamic load balancing algorithm using the OpenFlow protocol in SDN under varying load conditions of TCP and UDP traffic. Experimental analysis shows that the dynamic load balancing strategy works better than the Round Robin load balancing.
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41

Semenyuta, Bogdan E. "On the Qualification of Computer Programms as Composite Works". Zakon 20, nr 5 (maj 2023): 74–82. http://dx.doi.org/10.37239/0869-4400-2023-20-5-74-82.

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In a computer programme development it is absolutely normal not to create a programme from scratch. During the development third party’s solutions (software libraries) are often used. Such use has received its legal assessment in the Decree of the Constitutional Court of 16 June 2022 No. 25-P, as well as in the acts of arbitrazh courts. In so doing, courts interpreted it with equating the programme with a composite work. The article is devoted to the analysis of the notion “composite work” under Russian law in the context of a computer programme, the relations with the notions “complex work” and “derivative work”. It is concluded that there are no sufficient grounds for qualifying a computer programme as composite, complex or derivative work when another programme is used. The article offers various ways out of the situation.
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Uspenskaya, N. A. "The Role of Yahya Haqqi in Egyptian Literature of the 20>sup>th</sup> Century". Orientalistica 6, nr 5 (4.02.2024): 1010–20. http://dx.doi.org/10.31696/2618-7043-2023-6-5-1010-1020.

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Yahya Haqqi is one of the most popular novelists in Egypt in the mid–twentieth century. He is known not only as an author of works of art. His books on the history of Egyptian literature, critical works, books of commemorations provide invaluable material about the life and activities of the literary circles of Egypt in the last century. He is the founder of the genre of “lauhat” (literary sketches) in Egyptian literature. The writer's artistic creativity reflects the development of Arabic short stories for more than forty years. His most famous works are “The Lamp of Umm Hashim”, “Awakening”, “The Postman”, “God bless you”. He is considered, first of all, the master of the novella, at the origins of which he stood in Egyptian literature. Yahya Haqqi plays a huge role in the creation of modern literary Arabic. He consciously set himself this task, scrupulously working on each phrase. He is the author of one of the most significant works of Arabic literature of the last century, his “Lamp of Umm Hashim” has become the most popular not only in Egypt, but throughout the Arab world.
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Tsahat, Conrad Onesime Oboulhas, i Ngoulou A. Ndzeli. "SOFTWARE TESTING AND ITS ASPECTS". SYNCHROINFO JOURNAL 10, nr 1 (2024): 2–7. http://dx.doi.org/10.36724/2664-066x-2024-10-1-2-7.

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The software testing topic is becoming more and more popular. This article discusses the software testing concept, software testing types, how it works and where it is applied. Software testing is the most important phase of the software development life cycle, so this article is about ensuring the quality of all software applications types by executing certain types of testing methods and streamlined software testing processes. The object of the work is the software testing process. The subject of the research is software testing and its life cycle. The purpose of the work is to review the software testing con-cept, testing types, software testing capabilities, software testing stages, as well as current state presentation of issue. The theoretical method was chosen as the research method. In this paper, an optimized testing process is considered, which considers all testing life cycle stages and also considers the testing types. The article describes the current state of issue. The work objectives have been achieved. The assigned tasks have been completed.
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Bai, Zhen, i Zhi Guo Zhang. "The Current Situation of the Application and Development of Computers". Applied Mechanics and Materials 513-517 (luty 2014): 2244–47. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2244.

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The development of modern volleyball sports has become much more closely connected to the application of computers, and computer has been widely used in many aspects including sports training, game statistics, sports meeting organization and management, and sports teaching. Having searched the sports research documents in last 20 years, I found that the application of computers research started early among sports staffs in China. And the research content is composed of computer software development of game statistics, CAI course material development based on WEB in colleges, CAT software development of students sports result in colleges, sports statistics software development based on VB, sports meeting items arrangement and management software development, and remote network visit technology in sports meetings in colleges. However, the software developed is comparably low in quantities and quality, especially not popular in practical application. This condition has restricted the development of volleyball to a certain extent.
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Chung, Chun Yen, i Hung Yuan Chung. "Computer Simulation for New Theoretical Model Constructed with Tuberculosis". Applied Mechanics and Materials 300-301 (luty 2013): 1658–63. http://dx.doi.org/10.4028/www.scientific.net/amm.300-301.1658.

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In order to simulate the transmissions of vector-borne diseases and discuss the related health policies effects on vector-borne diseases, we using compartmental model to develop an epidemic simulation models. The research will analyze the complex dynamic mathematic model of tuberculosis epidemic and determine its stability property by using the popular Matlab/Simulink software and relative software packages. Facing the current TB epidemic situation, the development of TB and its developing trend through constructing a dynamic bio-mathematic system model of TB is investigated.
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46

Matveev, Andrey O., Alexander V. Bystrov, Vitaly I. Bibaev i Nikita I. Povarov. "Development of Software Tools to Improve the Work of the Code Completion Mechanism Using Machine Learning Algorithms in an Integrated Development Environment for Python". Vestnik NSU. Series: Information Technologies 18, nr 2 (2020): 62–75. http://dx.doi.org/10.25205/1818-7900-2020-18-2-62-75.

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Auto-completion is an essential feature of any popular text editor for some language. It allows users to avoid the process of annoying typing of long expressions in their projects. There are a lot of different works in this direction in scientific research and commercial products. These works are very different and either use some special features and heuristics to improve code completion or use machine learning techniques. Most of these approaches rely on synthetic data and do not take into account the behavior of real users. The article proposes an approach to improve the automatic code completion mechanism for the Python language by collecting information about usage of this mechanism by real users. The obtained data is used to train the model to rank completion variants with machine learning algorithms. To train the model, two types of features are used: contextual and elemental. Contextual features describe information about the code next to the cursor position in a text editor. Elemental features describe the characteristics of the proposed variant, for example, the length of the matching prefix. When building a model, it is important to take into account the limits of the response time of the model and its size. Also, in the paper, various approaches of assessing the quality of the final model are considered.
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47

Kunkel, Julian. "Inside the Open Source Community". ITNOW 61, nr 3 (21.08.2019): 62–63. http://dx.doi.org/10.1093/itnow/bwz085.

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Abstract Julian Kunkel from the BCS Open Source SG explains why collaboratively created software development is so popular, how its economics work and how contributing to a project is easier than you think.
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PAZDRIY, Ihor. "COMPARATIVE ANALYSIS OF SOFTWARE DEVELOPMENT SYSTEMS BASED ON FRAMEWORKS". Herald of Khmelnytskyi National University. Technical sciences 317, nr 1 (23.02.2023): 155–61. http://dx.doi.org/10.31891/2307-5732-2023-317-1-155-161.

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The article provides a comparative analysis of web frameworks based on the Python programming language. The right choice of a software development tool will allow developers to speed up the process of designing and software implementation of web resources. With the development of programming languages, solutions have begun to appear that make it easier for programmers to create web applications. In recent years, many tools of this type have been developed, including web frameworks. Some of them are used to develop small web applications, and other frameworks are used to create large-scale systems. The existing web frameworks differ from each other, but choosing them can be a difficult task for a programmer. Therefore, it is necessary to specify several parameters that are common to frameworks, according to which the desired web framework should be selected. The selected criteria make it possible to evaluate the frameworks more qualitatively and more objectively and speed up the process of design and software implementation of web resources. Due to the high demand for web applications, developers need to develop cost-effective, secure and well-coded web applications. Analyzing the Django framework, it can be argued that it is the most popular for web development, written in the Python programming language and using the MVC architecture. It is ideal for application projects with limited time and a small budget. If the application is not very voluminous and only simple URL routing and templates with a simple context are needed, then the Flask framework can be used instead of Django. The framework for building a Flask application in the resulting HTML files contains additional tags and scripts. The mechanism of work of processing forms also works differently. Flask stores more information about form fields on pages. The size of HTML files created using the Flask framework turns out to be significantly larger.
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Nassif, Ali Bou, Mohammad Azzeh, Ali Idri i Alain Abran. "Software Development Effort Estimation Using Regression Fuzzy Models". Computational Intelligence and Neuroscience 2019 (20.02.2019): 1–17. http://dx.doi.org/10.1155/2019/8367214.

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Software effort estimation plays a critical role in project management. Erroneous results may lead to overestimating or underestimating effort, which can have catastrophic consequences on project resources. Machine-learning techniques are increasingly popular in the field. Fuzzy logic models, in particular, are widely used to deal with imprecise and inaccurate data. The main goal of this research was to design and compare three different fuzzy logic models for predicting software estimation effort: Mamdani, Sugeno with constant output, and Sugeno with linear output. To assist in the design of the fuzzy logic models, we conducted regression analysis, an approach we call “regression fuzzy logic.” State-of-the-art and unbiased performance evaluation criteria such as standardized accuracy, effect size, and mean balanced relative error were used to evaluate the models, as well as statistical tests. Models were trained and tested using industrial projects from the International Software Benchmarking Standards Group (ISBSG) dataset. Results showed that data heteroscedasticity affected model performance. Fuzzy logic models were found to be very sensitive to outliers. We concluded that when regression analysis was used to design the model, the Sugeno fuzzy inference system with linear output outperformed the other models.
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Liao, Zhifang, Xiaofei Qi, Yan Zhang, Xiaoping Fan i Yun Zhou. "How to Evaluate the Productivity of Software Ecosystem: A Case Study in GitHub". Scientific Programming 2020 (3.08.2020): 1–13. http://dx.doi.org/10.1155/2020/8814247.

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With the development of open source community, the software ecosystem has become a popular perspective in the research on software development process and environment. Software productivity is an important evaluation indicator of the software ecosystem health. A successful software ecosystem relies on long-term and stable production activities by the users, which ensures that the software ecosystem can continuously provide the value needed by users. Therefore, the measurement of software ecosystem productivity can help maintain the user development efficiency and the stability of the software ecosystem. However, there is still little literature on the productivity of open source software ecosystems. By analogy with the natural ecosystem, this paper gives the relevant definitions of software ecosystem productivity and analyzes the factors affecting the productivity of software ecosystem. Based on the factors of the ecosystem productivity and their interrelationships, this paper establishes a software ecosystem productivity model and takes the GitHub platform as an example for detailed analysis and explanation. The results show that the model can better explain the factors affecting the productivity of software ecosystems. It is helpful for the research on the measurement of the software ecosystem health and the software development efficiency.
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