Real-time in the real world

1996 ◽  
Vol 28 (4es) ◽  
pp. 187 ◽  
Author(s):  
Lui Sha
Keyword(s):  
Author(s):  
Ritesh Srivastava ◽  
M.P.S. Bhatia

Twitter behaves as a social sensor of the world. The tweets provided by the Twitter Firehose reveal the properties of big data (i.e. volume, variety, and velocity). With millions of users on Twitter, the Twitter's virtual communities are now replicating the real-world communities. Consequently, the discussions of real world events are also very often on Twitter. This work has performed the real-time analysis of the tweets related to a targeted event (e.g. election) to identify those potential sub-events that occurred in the real world, discussed over Twitter and cause the significant change in the aggregated sentiment score of the targeted event with time. Such type of analysis can enrich the real-time decision-making ability of the event bearer. The proposed approach utilizes a three-step process: (1) Real-time sentiment analysis of tweets (2) Application of Bayesian Change Points Detection to determine the sentiment change points (3) Major sub-events detection that have influenced the sentiment of targeted event. This work has experimented on Twitter data of Delhi Election 2015.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2004 ◽  
Vol 41 (02) ◽  
pp. 299-312 ◽  
Author(s):  
Juri Hinz

The purpose of this paper is to analyse the real-time trading of electricity. We address a model for an auction-like trading which captures key features of real-world electricity markets. Our main result establishes that, under certain conditions, the expected total payment for electricity is independent of the particular auction type. This result is analogous to the revenue-equivalence theorem known for classical auctions and could contribute to an improved understanding of different electricity market designs and their comparison.


2012 ◽  
Author(s):  
Derek Gobel ◽  
Jan Briers ◽  
Frank de Boer ◽  
Ron Cramer ◽  
Kok-Lam Lai ◽  
...  

2010 ◽  
Vol 19 (2) ◽  
pp. 151-171 ◽  
Author(s):  
Emily Troscianko

We read in a linear fashion, page by page, and we seem also to experience the world around us thus, moment by moment. But research on visual perception shows that perceptual experience is not pictorially representational: it does not consist in a linear, cumulative, totalizing process of building up a stream of internal picture-like representations. Current enactive, or sensorimotor, theories describe vision and imagination as operating through interactive potentiality. Kafka’s texts, which evoke perception as non-pictorial, provide scope for investigating the close links between vision and imagination in the context of the reading of fiction. Kafka taps into the fundamental perceptual processes by which we experience external and imagined worlds, by evoking fictional worlds through the characters’ perceptual enaction of them. The temporality of Kafka’s narratives draws us in by making concessions to how we habitually create ‘proper’, linear narratives out of experience, as reflected in traditional Realist narratives. However, Kafka also unsettles these processes of narrativization, showing their inadequacies and superfluities. Kafka’s works engage the reader’s imagination so powerfully because they correspond to the truth of perceptual experience, rather than merely to the fictions we conventionally make of it. Yet these texts also unsettle because we are unused to thinking of the real world as being just how these truly realistic, Kafkaesque worlds are: inadmissible of a complete, linear narrative, because always emerging when looked for, just in time.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


1999 ◽  
Vol 121 (02) ◽  
pp. 60-61
Author(s):  
Phil Kittredge ◽  
Thomas Urbas ◽  
Wayne Shintaku

This article focuses on the fact that engineers at Meritor Automotive decided to learn how truck components really held up on the highways. So they outfitted an 18-wheeler with the company’s products for a 24,000-mile trial, in real time and in the real world. According to Meritor, the comprehensive data generated by the test has spurred improvements in brake components, clutches, drivelines, axles, and transmissions. The company claims that the data opens opportunities for improvements in virtually every type of heavy-duty truck component that Meritor builds. The engineers in Meritor’s experimental mechanics unit enlisted support from all the groups in the heavy vehicle division. The use of a channel to record clutch pedal displacement helped engineers improve their model for determining the number of clutch applications in a line-haul duty cycle. Meritor expects that this information will lead to improved durability of several clutch components.


2022 ◽  
Vol 8 (1) ◽  
pp. 1-30
Author(s):  
Xinyu Ren ◽  
Seyyed Mohammadreza Rahimi ◽  
Xin Wang

Personalized location recommendation is an increasingly active topic in recent years, which recommends appropriate locations to users based on their temporal and geospatial visiting patterns. Current location recommendation methods usually estimate the users’ visiting preference probabilities from the historical check-ins in batch. However, in practice, when users’ behaviors are updated in real-time, it is often cost-inhibitive to re-estimate and updates users’ visiting preference using the same batch methods due to the number of check-ins. Moreover, an important nature of users’ movement patterns is that users are more attracted to an area where have dense locations with same categories for conducting specific behaviors. In this paper, we propose a location recommendation method called GeoRTGA by utilizing the real time user behaviors and geographical attractions to tackle the problems. GeoRTGA contains two sub-models: real time behavior recommendation model and attraction-based spatial model. The real time behavior recommendation model aims to recommend real-time possible behaviors which users prefer to visit, and the attraction-based spatial model is built to discover the category-based spatial and individualized spatial patterns based on the geographical information of locations and corresponding location categories and check-in numbers. Experiments are conducted on four public real-world check-in datasets, which show that the proposed GeoRTGA outperforms the five existing location recommendation methods.


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