Two-dimensional barcodes: An effective real world example to teach design and programming

Author(s):  
Beena Ahmed ◽  
Hossam Hammady
Keyword(s):  
2019 ◽  
Vol 16 (158) ◽  
pp. 20190345 ◽  
Author(s):  
Junjie Jiang ◽  
Alan Hastings ◽  
Ying-Cheng Lai

Complex and nonlinear ecological networks can exhibit a tipping point at which a transition to a global extinction state occurs. Using real-world mutualistic networks of pollinators and plants as prototypical systems and taking into account biological constraints, we develop an ecologically feasible strategy to manage/control the tipping point by maintaining the abundance of a particular pollinator species at a constant level, which essentially removes the hysteresis associated with a tipping point. If conditions are changing so as to approach a tipping point, the management strategy we describe can prevent sudden drastic changes. Additionally, if the system has already moved past a tipping point, we show that a full recovery can occur for reasonable parameter changes only if there is active management of abundance, again due essentially to removal of the hysteresis. This recovery point in the aftermath of a tipping point can be predicted by a universal, two-dimensional reduced model.


2013 ◽  
Vol 569-570 ◽  
pp. 767-774 ◽  
Author(s):  
Fabio Casciati ◽  
Sara Casciati ◽  
Li Jun Wu

The availability of a suitable data acquisition sensor network is a key implementation issue to link models with real world structures. Non-contact displacement sensors should be preferred since they do not change the system properties. A two-dimensional vision-based displacement measurement sensor is the focus of this contribution. In particular, the perspective distortion introduced by the angle between the optic axis of the camera and the normal to the plane in which the structural system deforms is considered. A two-dimensional affine transformation is utilized to eliminate the distortion from the recorded to the distortion-free image. The results of a laboratory experiment show the potential of the proposed approach.


Omega ◽  
2014 ◽  
Vol 47 ◽  
pp. 99-115 ◽  
Author(s):  
Enrico Malaguti ◽  
Rosa Medina Durán ◽  
Paolo Toth

SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Seiki Ubukata ◽  
◽  
Sho Sekiya ◽  
Akira Notsu ◽  
Katsuhiro Honda

In the field of cluster analysis, rough set-based extensions of hard C-means (HCM; k-means) including rough C-means (RCM), rough set C-means (RSCM), and rough membership C-means (RMCM) are promising approaches for dealing with the certainty, possibility, uncertainty of belonging of object to clusters. Since C-means-type methods are strongly affected by noise, noise clustering approaches have been proposed. In noise clustering approaches, noise objects, which are far from any cluster center, are rejected for robust estimation. In this paper, we introduce noise rejection approaches for rough set-based C-means based on probabilistic memberships and propose noise RCM with membership normalization (NRCM-MN), noise RSCM with membership normalization (NRSCM-MN), and noise RMCM (NRMCM). In addition, visualization demonstration of the cluster boundaries on the two-dimensional plane of the proposed methods is carried out to confirm the characteristics of each method. Furthermore, the clustering performance is verified by numerical experiments using real-world datasets.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
James A. Kleiss

Previous research indicates two properties of real-world scenes are important to pilots for visual low-altitude flight: (a) vertical development mediated by presence or absence of hills and ridges, and (b) discrete objects exemplified by large objects or groups of objects. The present investigation sought to determine whether these scene properties can be represented with adequate perceptual fidelity in flight simulator visual scenes. The stimuli were sixteen computer-generated scenes exhibiting variation in both properties described above. Subjects rated the visual similarity of scenes with regard to properties useful for visual low-altitude flight. Ratings were analyzed using multidimensional scaling. A two-dimensional spatial configuration captured orderly variation in both scene properties. Unlike previous results using real-world scenes, discrete objects were relatively more important than vertical development in computer-generated scenes. Also, groups of trees were no more salient than randomly scattered trees in computer-generated scenes. Thus, properties important in real-world scenes can be effectively modeled in computer-generated scenes although some differences remain.


Author(s):  
Apple Xu Yaping

This paper analyzes the early film writing of Georg Lukács, particularly ‘Thoughts Towards an Aesthetic of the Cinema’ (‘Gedanken zu einer Ästhetic des Kino’, 1913), from the perspective of the oral mode of communication and expression, or, orality. It considers that the essence of the orality lies with the embodied engagement of human beings, basing on Walter J. Ong’s ideas of the orality-literacy hypothesis. With such understanding, it argues that the moving image can be the technological redemption of the orality, and suggests that the visual revival of the orality depends on but beyond the optical perception, necessarily involving the spectatorial embodiment. Lukács’s understandings towards the primitive moving-images imply that the revived orality in the visual can reside in two aspects: the mimetic representation of the moving image, and the intersubjective engagement between the two-dimensional screen world and the three-dimensional real world in the cinema experience. Additionally, this paper elucidates such hypothesis of the moving-image redemption of orality with a case study on a digital documentary Life in a Day (dir. Kevin Macdonald, 2011, 95 min.), for the purpose of suggesting the relevance of Lukács’s early thoughts to the recent digital culture and scholarly-discussions on the cinematic ‘affect’.


2020 ◽  
Author(s):  
Sagar Deshpande ◽  
tanmay kank ◽  
Mina Armanyous ◽  
Simranjeet Singh ◽  
Madhusmita Kalita

In this age of digital advancements, where technologies are changing in a fraction of time. From the abacus which made tutoring math easy millennia back, to word processor which changed the way research paper is being written and presented. After every era, with the advancements in the technology has not only given shaped the education but also transformed it. There was a time when the education world of black on white changed to projected presentations. However, now in this paper, we believe to go beyond the two-dimensional space and create a whole new educational world for children. Augmented Reality (AR) has successfully made classroom learning more interactive and engaging for students as well as for teachers to deliver their lectures. AR is the combination of the real-world with computer- generated world. It is one of the most emerging fields in computer science. The conventional approach for learning can be stressful and to a certain extent less effective for some students. So, we propose a system in which students use smart devices like tablets, mobile, etc. that act as an alternative to boring supportive textbooks. Also, we plan to develop an application consisting of two modules like interactive learning and fun examination, a hybrid of the traditional approach and innovative practical illustrations of complicated concepts leading education in another dimension.


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