scholarly journals Partially-static data as free extension of algebras

2018 ◽  
Vol 2 (ICFP) ◽  
pp. 1-30 ◽  
Author(s):  
Jeremy Yallop ◽  
Tamara von Glehn ◽  
Ohad Kammar
Keyword(s):  
2021 ◽  
Vol 10 (6) ◽  
pp. 386
Author(s):  
Jennie Gray ◽  
Lisa Buckner ◽  
Alexis Comber

This paper reviews geodemographic classifications and developments in contemporary classifications. It develops a critique of current approaches and identifiea a number of key limitations. These include the problems associated with the geodemographic cluster label (few cluster members are typical or have the same properties as the cluster centre) and the failure of the static label to describe anything about the underlying neighbourhood processes and dynamics. To address these limitations, this paper proposed a data primitives approach. Data primitives are the fundamental dimensions or measurements that capture the processes of interest. They can be used to describe the current state of an area in a multivariate feature space, and states can be compared over multiple time periods for which data are available, through for example a change vector approach. In this way, emergent social processes, which may be too weak to result in a change in a cluster label, but are nonetheless important signals, can be captured. As states are updated (for example, as new data become available), inferences about different social processes can be made, as well as classification updates if required. State changes can also be used to determine neighbourhood trajectories and to predict or infer future states. A list of data primitives was suggested from a review of the mechanisms driving a number of neighbourhood-level social processes, with the aim of improving the wider understanding of the interaction of complex neighbourhood processes and their effects. A small case study was provided to illustrate the approach. In this way, the methods outlined in this paper suggest a more nuanced approach to geodemographic research, away from a focus on classifications and static data, towards approaches that capture the social dynamics experienced by neighbourhoods.


2021 ◽  
Vol 7 (4) ◽  
pp. 61
Author(s):  
David Urban ◽  
Alice Caplier

As difficult vision-based tasks like object detection and monocular depth estimation are making their way in real-time applications and as more light weighted solutions for autonomous vehicles navigation systems are emerging, obstacle detection and collision prediction are two very challenging tasks for small embedded devices like drones. We propose a novel light weighted and time-efficient vision-based solution to predict Time-to-Collision from a monocular video camera embedded in a smartglasses device as a module of a navigation system for visually impaired pedestrians. It consists of two modules: a static data extractor made of a convolutional neural network to predict the obstacle position and distance and a dynamic data extractor that stacks the obstacle data from multiple frames and predicts the Time-to-Collision with a simple fully connected neural network. This paper focuses on the Time-to-Collision network’s ability to adapt to new sceneries with different types of obstacles with supervised learning.


Forecasting ◽  
2021 ◽  
Vol 3 (2) ◽  
pp. 322-338
Author(s):  
Marvin Carl May ◽  
Alexander Albers ◽  
Marc David Fischer ◽  
Florian Mayerhofer ◽  
Louis Schäfer ◽  
...  

Currently, manufacturing is characterized by increasing complexity both on the technical and organizational levels. Thus, more complex and intelligent production control methods are developed in order to remain competitive and achieve operational excellence. Operations management described early on the influence among target metrics, such as queuing times, queue length, and production speed. However, accurate predictions of queue lengths have long been overlooked as a means to better understanding manufacturing systems. In order to provide queue length forecasts, this paper introduced a methodology to identify queue lengths in retrospect based on transitional data, as well as a comparison of easy-to-deploy machine learning-based queue forecasting models. Forecasting, based on static data sets, as well as time series models can be shown to be successfully applied in an exemplary semiconductor case study. The main findings concluded that accurate queue length prediction, even with minimal available data, is feasible by applying a variety of techniques, which can enable further research and predictions.


1995 ◽  
Vol 21 (6) ◽  
pp. 483-497
Author(s):  
Fathy E. Eassa ◽  
M.M. Eassa ◽  
M. Zaki

2016 ◽  
Vol 846 ◽  
pp. 553-558
Author(s):  
Jed Guinto ◽  
Philippe Blanloeuil ◽  
Chun H. Wang ◽  
Francis Rose ◽  
Martin Veidt

A majority of the research in Structural Health Monitoring focuses on detection of damage. This paper presents a method of imaging crack damage in an isotropic material using the Time Reversal imaging algorithm. Inputs for the algorithm are obtained via computational simulation of the propagation field of a crack in a medium under tone-burst excitation. The approach is similar to existing techniques such as Diffraction Tomography which makes use of the multi-static data matrix constructed using scatter field measurements from the computational simulation. Results indicate excellent reconstruction quality and accurate estimation of damage size.


Author(s):  
David Ko ◽  
Nalaka Kahawatte ◽  
Harry H. Cheng

Highly reconfigurable modular robots face unique teleoperation challenges due to their geometry, configurability, high number of degrees of freedom and complexity. Current methodology for controlling reconfigurable modular robots typically use gait tables to control the modules. Gait tables are static data structures and do not readily support realtime teleoperation. Teleoperation techniques for traditional wheeled, flying, or submerged robots typically use a set of joysticks to control the robots. However, these traditional methods of robot teleoperation are not suitable for reconfigurable modular robotic systems which may have dozens of controllable degrees of freedom. This research shows that modern cell phones serve as highly effective control platforms for modular robots because of their programmability, flexibility, wireless communication capabilities, and increased processing power. As a result of this research, a versatile Graphical User Interface, a set of libraries and tools have been developed which even a novice robotics enthusiast can use to easily program their mobile phones to control their hobby project. These libraries will be beneficial in any situation where it is effective for the operator to use an off-the-shelf, relatively inexpensive, hand-held mobile phone as a remote controller rather than a considerably heavy and bulky remote controllers which are popular today. Several usage examples and experiments are presented which demonstrate the controller’s ability to effectively control a modular robot to perform a series of complex gaits and poses, as well as navigating a module through an obstacle course.


2020 ◽  
Vol 9 (1) ◽  
pp. 1
Author(s):  
Sari Wahyuni ◽  
M Ridha Alhamdani ◽  
Jawas Dwijo Putro

Over time, everyone grows up with what he remembers during our lifetime. Game Center is the place for the memory gathering. This has an impact on the interest of both young and old players which will continue to grow every year. Currently Pontianak does not have this game center. Meanwhile, game enthusiasts, especially in terms of audio-visual, are getting higher. From the static data in Statista, it states that the high demand and activity from games. Therefore, it is necessary to design a Game Center. The Game Center design is designed not only as a mere function of a game center, but also as a place for traditional games of the local community as well as a communal space that fills social activities. This game center design is done by analyzing internal and external sources and literature as well as standard references in existing game centers. The space requirements of the actors' activities also need to be analyzed to find the spatial program in the game center. Function, layout, circulation and utility are prioritized to produce a Game Center with communal functions. The building is designed to have three separate building masses. One mass building in the middle as the main building with a central function. The other two masses of the building are placed around the main building.


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