scholarly journals Media Control Using Hand Gestures

Author(s):  
Mrigank Singh ◽  
◽  
Sheenu Rizvi

The corporate world today basically relies on presentations of ideas and statistics. In the board room, the presenters are highly conscious of depicting confidence in their presen-tation. This would entail accessibility and mobility to the presenter or media viewer. As the extent of Artificial Intelligence is increasing in all directions, I am utilizing its extreme capabilities to create a software that would help in accessibility and save time and money. This paper describes a software written in Python 3.8 and makes use of Python libraries like OpenCV and PyAutoGUI to receive input from the computer’s Webcam and recognize gestures to control the PowerPoint Presentation and Portable Document For-mat (PDF) files or the Media Control. The user interface is built with the Python library PyQt5. This paper aims are to help people control their Presentations and Portable Document Format (PDF) files, and many other media through their hand gestures, without using a mouse or any other pointing device. The software would not require any other external hardware; hence it would not burn a hole in people’s pockets.

SISFORMA ◽  
2017 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Wahyu Febriyanto ◽  
Brenda Chandrawati ◽  
Erdhi Widyarto

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image


Author(s):  
Rowland W Pettit ◽  
Jordan Kaplan ◽  
Matthew M Delancy ◽  
Edward Reece ◽  
Sebastian Winocour ◽  
...  

Abstract Background The Open Payments Program, as designated by the Physician Payments Sunshine Act is the single largest repository of industry payments made to licensed physicians within the United States. Though sizeable in its dataset, the database and user interface are limited in their ability to permit expansive data interpretation and summarization. Objectives We sought to comprehensively compare industry payments made to plastic surgeons with payments made to all surgeons and all physicians to elucidate industry relationships since implementation. Methods The Open Payments Database was queried between 2014 and 2019, and inclusion criteria were applied. These data were evaluated in aggregate and for yearly totals, payment type, and geographic distribution. Results 61,000,728 unique payments totaling $11,815,248,549 were identified over the six-year study period. 9,089 plastic surgeons, 121,151 surgeons, and 796,260 total physicians received these payments. Plastic surgeons annually received significantly less payment than all surgeons (p=0.0005). However, plastic surgeons did not receive significantly more payment than all physicians (p = 0.0840). Cash and cash equivalents proved to be the most common form of payment; Stock and stock options were least commonly transferred. Plastic surgeons in Tennessee received the most in payments between 2014-2019 (mean $ 76,420.75). California had the greatest number of plastic surgeons to receive payments (1,452 surgeons). Conclusions Plastic surgeons received more in industry payments than the average of all physicians but received less than all surgeons. The most common payment was cash transactions. Over the past six years, geographic trends in industry payments have remained stable.


2021 ◽  
Vol 54 (5) ◽  
pp. 1-38
Author(s):  
Arwa I. Alhussain ◽  
Aqil M. Azmi

Computational generation of stories is a subfield of computational creativity where artificial intelligence and psychology intersect to teach computers how to mimic humans’ creativity. It helps generate many stories with minimum effort and customize the stories for the users’ education and entertainment needs. Although the automatic generation of stories started to receive attention many decades ago, advances in this field to date are less than expected and suffer from many limitations. This survey presents an extensive study of research in the area of non-interactive textual story generation, as well as covering resources, corpora, and evaluation methods that have been used in those studies. It also shed light on factors of story interestingness.


Information ◽  
2021 ◽  
Vol 12 (7) ◽  
pp. 275
Author(s):  
Peter Cihon ◽  
Jonas Schuett ◽  
Seth D. Baum

Corporations play a major role in artificial intelligence (AI) research, development, and deployment, with profound consequences for society. This paper surveys opportunities to improve how corporations govern their AI activities so as to better advance the public interest. The paper focuses on the roles of and opportunities for a wide range of actors inside the corporation—managers, workers, and investors—and outside the corporation—corporate partners and competitors, industry consortia, nonprofit organizations, the public, the media, and governments. Whereas prior work on multistakeholder AI governance has proposed dedicated institutions to bring together diverse actors and stakeholders, this paper explores the opportunities they have even in the absence of dedicated multistakeholder institutions. The paper illustrates these opportunities with many cases, including the participation of Google in the U.S. Department of Defense Project Maven; the publication of potentially harmful AI research by OpenAI, with input from the Partnership on AI; and the sale of facial recognition technology to law enforcement by corporations including Amazon, IBM, and Microsoft. These and other cases demonstrate the wide range of mechanisms to advance AI corporate governance in the public interest, especially when diverse actors work together.


2021 ◽  
Vol 73 (01) ◽  
pp. 12-13
Author(s):  
Manas Pathak ◽  
Tonya Cosby ◽  
Robert K. Perrons

Artificial intelligence (AI) has captivated the imagination of science-fiction movie audiences for many years and has been used in the upstream oil and gas industry for more than a decade (Mohaghegh 2005, 2011). But few industries evolve more quickly than those from Silicon Valley, and it accordingly follows that the technology has grown and changed considerably since this discussion began. The oil and gas industry, therefore, is at a point where it would be prudent to take stock of what has been achieved with AI in the sector, to provide a sober assessment of what has delivered value and what has not among the myriad implementations made so far, and to figure out how best to leverage this technology in the future in light of these learnings. When one looks at the long arc of AI in the oil and gas industry, a few important truths emerge. First among these is the fact that not all AI is the same. There is a spectrum of technological sophistication. Hollywood and the media have always been fascinated by the idea of artificial superintelligence and general intelligence systems capable of mimicking the actions and behaviors of real people. Those kinds of systems would have the ability to learn, perceive, understand, and function in human-like ways (Joshi 2019). As alluring as these types of AI are, however, they bear little resemblance to what actually has been delivered to the upstream industry. Instead, we mostly have seen much less ambitious “narrow AI” applications that very capably handle a specific task, such as quickly digesting thousands of pages of historical reports (Kimbleton and Matson 2018), detecting potential failures in progressive cavity pumps (Jacobs 2018), predicting oil and gas exports (Windarto et al. 2017), offering improvements for reservoir models (Mohaghegh 2011), or estimating oil-recovery factors (Mahmoud et al. 2019). But let’s face it: As impressive and commendable as these applications have been, they fall far short of the ambitious vision of highly autonomous systems that are capable of thinking about things outside of the narrow range of tasks explicitly handed to them. What is more, many of these narrow AI applications have tended to be modified versions of fairly generic solutions that were originally designed for other industries and that were then usefully extended to the oil and gas industry with a modest amount of tailoring. In other words, relatively little AI has been occurring in a way that had the oil and gas sector in mind from the outset. The second important truth is that human judgment still matters. What some technology vendors have referred to as “augmented intelligence” (Kimbleton and Matson 2018), whereby AI supplements human judgment rather than sup-plants it, is not merely an alternative way of approaching AI; rather, it is coming into focus that this is probably the most sensible way forward for this technology.


1976 ◽  
Vol 4 (1) ◽  
pp. 40-45
Author(s):  
M E Cox ◽  
J I Mangels

A small portable chamber for the recovery of anaerobic bacteria is described. This rigid chamber is constructed of clear acrylic with dimensions of 30 inches (ca. 76.2 cm) wide, 18 inches (ca. 44.7 cm) deep, and 18 inches (ca. 44.7 cm) high. Conventional bacteriological techniques can be used inside the chamber to efficiently isolate strict anaerobic organisms. An adapter allows the attachment of a standard anaerobic jar to the outside of the chamber. The jar can be used to store reduced media. Once the jar is attached to the chamber and the media is removed to the interior of the chamber, the jar is available to receive inoculated media. The anaerobic jar can then be removed from the chamber, without contaminating the jar or chamber with oxygen, and be placed in a conventional 37degreesC incubator. This chamber also allows the microbiologist to process cultures without wearing gloves as was necessary with previous anaerobic chambers. Air-tight latex rubber sleeves seal around the microbiologists arms and to the armport flange of the chamber to prevent the introduction of oxygen into the chamber. Anaerobic conditions are maintained by circulating a 80% N2, 10% H2, 10% CO2 gas mixture through alumina pellets coated with palladium. This study indicates that anaerobic conditions obtained in this chamber are sufficient for recovery of obligate anaerobes.


2018 ◽  
Vol 14 (4) ◽  
pp. 734-747 ◽  
Author(s):  
Constance de Saint Laurent

There has been much hype, over the past few years, about the recent progress of artificial intelligence (AI), especially through machine learning. If one is to believe many of the headlines that have proliferated in the media, as well as in an increasing number of scientific publications, it would seem that AI is now capable of creating and learning in ways that are starting to resemble what humans can do. And so that we should start to hope – or fear – that the creation of fully cognisant machine might be something we will witness in our life time. However, much of these beliefs are based on deep misconceptions about what AI can do, and how. In this paper, I start with a brief introduction to the principles of AI, machine learning, and neural networks, primarily intended for psychologists and social scientists, who often have much to contribute to the debates surrounding AI but lack a clear understanding of what it can currently do and how it works. I then debunk four common myths associated with AI: 1) it can create, 2) it can learn, 3) it is neutral and objective, and 4) it can solve ethically and/or culturally sensitive problems. In a third and last section, I argue that these misconceptions represent four main dangers: 1) avoiding debate, 2) naturalising our biases, 3) deresponsibilising creators and users, and 4) missing out some of the potential uses of machine learning. I finally conclude on the potential benefits of using machine learning in research, and thus on the need to defend machine learning without romanticising what it can actually do.


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