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Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




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Organisational Paradigms and Network Centric Organisations




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Biases and Heuristics in Judgment and Decision Making: The Dark Side of Tacit Knowledge




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Threat Modeling Using Fuzzy Logic Paradigm




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Socio-Technical Theory and Knowledge Construction: Towards New Pedagogical Paradigms?




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Is Usage Predictable Using Belief-Attitude-Intention Paradigm?




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Modified Watershed Algorithm for Segmentation of 2D Images




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Open Innovation in SMEs: From Closed Boundaries to Networked Paradigm




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So Different Though So Similar? – Or Vice Versa? Exploration of the Logic Programming and the Object-Oriented Programming Paradigms




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Market Segmentation based on Risk of Misinforming Reduction




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Campus Event App - New Exploration for Mobile Augmented Reality




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Changing Paradigms of Technical Skills for Data Engineers

Aim/Purpose: This paper investigates the changing paradigms for technical skills that are needed by Data Engineers in 2018. Background: A decade ago, data engineers needed technical skills for Relational Database Management Systems (RDBMS), such as Oracle and Microsoft SQL Server. With the advent of Hadoop and NoSQL Databases in recent years, Data Engineers require new skills to support the large distributed datastores (Big Data) that currently exist. Job demand for Data Scientists and Data Engineers has increased over the last five years. Methodology: This research methodology leveraged the Pig programming language that used MapReduce software located on the Amazon Web Services (AWS) Cloud. Data was collected from 100 Indeed.com job advertisements during July of 2017 and then was uploaded to the AWS Cloud. Using MapReduce, phrases/words were counted and then sorted. The sorted phrase / word counts were then leveraged to create the list of the 20 top skills needed by a Data Engineer based on the job advertisements. This list was compared to the 20 top skills for a Data Engineer presented by Stitch that surveyed 6,500 Data Engineers in 2016. Contribution: This paper presents a list of the 20 top technical skills required by a Data Engineer.




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A Classification Schema for Designing Augmented Reality Experiences

Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications.




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Socio-Technical Knowledge Management and Epistemological Paradigms: Theoretical Connections at the Individual and Organisational Level




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Mise en Scène: A Film Scholarship Augmented Reality Mobile Application




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HUNT: Scavenger Hunt with Augmented Reality

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located




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An Augmented Infocommunication Model for Unified Communications in Situational Contexts of Collaboration

Aim/Purpose: In this work, the authors propose an augmented model for human-centered Unified Communications & Collaboration (UC&C) product design and evaluation, which is supported by previous theoretical work. Background: Although the goal of implementing UC&C in an organization is to promote and mediate group dynamics, increasing overall productivity and collaboration; it does not seem to provide a solution for effective communication. It is clear that there is still a lack of consideration for human communication processes in the development of such products. Methodology: This paper is sustained by existing research to propose and test the application of an augmented model capable of supporting the design, development and evaluation of UC&C services that can be driven by the human communication process. To test the application of the augmented model in UC&C service development, a proof-of-concept mobile prototype was elaborated upon and evaluated, making use of User Experience (UX) and user-centred methods and techniques. A total of nine testing sessions were carried out in an organizational communication setup and recorded with eye tracking technology. Contribution: The authors argue that UC&C services should look at the user’s (human) natural processes to improve effective infocommunication and thus enhance collaboration. Authors believe this augmented version of the model will pave the way improving the research and development of useful and practical infocommunication products, capable of truly serving users’ needs. Findings: On evaluation of the prototype, qualitative data analysis uncovered structural problems in the proposed prototype which hindered the augmented model’s elements and subsequently, the user experience. Five out of eighteen identified interaction issues are highlighted in this paper to demonstrate the proposed augmented model’s validity, applied in UC&C services evaluation. Recommendations for Practitioners: Considering and respecting the user’s natural communication processes, practitioners should be able to propose and develop innovative solutions that truly enable and empower effective organizational collaboration. UC&C functionalities should be designed, taking the augmented model’s proposed elements and their pertinence in representing the human interpersonal communication phenomena into consideration, namely: Social Presence; Immediacy of Communication; Concurrency and Synchronicity. Recommendation for Researchers: This paper intends to demonstrate that the adoption and use of UTAUT technology characteristics, in conjunction with Synchronicity proposition, can be considered as a reference for human-centric design and the evaluation of UC&C systems. Impact on Society: To highlight the need to develop further research on this important topic of human collaboration mediated by technology inside organizations. Future Research: This research focused its attention on communication functionalities. However, collaboration can potentially be affected by other services that may be included in a UC&C system, such as scheduling, meetings or task management. Future research could consider employing this augmented model to evaluate such systems or proof-of-concept prototypes.




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The Segmentation of Mobile Application Users in The Hotel Booking Journey

Aim/Purpose: This study aims to create customer segmentation who use Online Travel Agent (OTA) mobile applications in Indonesia throughout their hotel booking journey. Background: In the context of mobile hotel booking applications, research analyzing the customer experience at each customer journey stage is scarce. However, literature increasingly acknowledges the significance of this stage in comprehending customer behavior and revenue streams. Methodology: This study employs a mixed-method and exploratory approach by doing in-depth interviews with 20 participants and questionnaires from 207 participants. Interview data are analyzed using thematic analysis, while the questionnaires are analyzed using descriptive statistics. Contribution: This study enriches knowledge in understanding customer behavior that considers the usage of mobile apps as a segmentation criterion in the hotel booking journey. Findings: We developed four user personas (no sweat player, spotless seeker, social squad, and bargain hunter) that show customer segmentation based on the purpose, motivation, and actions in each journey stage (inspiration, consideration, reservation, and experience). Recommendations for Practitioners: The resulting customer segmentation enables hospitality firms to improve their current services by adapting to the needs of various segments and avoiding unanticipated customer pain points, such as incomplete information, price changes, no social proof, and limited payment options. Recommendation for Researchers: The quality and robustness of the customer segment produced in this study can be further tested based on the criteria of homogeneity, size, potential benefits, segment stability, segment accessibility, segment compatibility, and segment actionability. Impact on Society: This study has enriched the existing literature by establishing a correlation between user characteristics and how they use smartphones for tourism planning, focusing on hotel booking in mobile applications. Future Research: For future research, each customer segment’s demographic and behavioral factors can be explored further.




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Improving the Accuracy of Facial Micro-Expression Recognition: Spatio-Temporal Deep Learning with Enhanced Data Augmentation and Class Balancing

Aim/Purpose: This study presents a novel deep learning-based framework designed to enhance spontaneous micro-expression recognition by effectively increasing the amount and variety of data and balancing the class distribution to improve recognition accuracy. Background: Micro-expression recognition using deep learning requires large amounts of data. Micro-expression datasets are relatively small, and their class distribution is not balanced. Methodology: This study developed a framework using a deep learning-based model to recognize spontaneous micro-expressions on a person’s face. The framework also includes several technical stages, including image and data preprocessing. In data preprocessing, data augmentation is carried out to increase the amount and variety of data and class balancing to balance the distribution of sample classes in the dataset. Contribution: This study’s essential contribution lies in enhancing the accuracy of micro-expression recognition and overcoming the limited amount of data and imbalanced class distribution that typically leads to overfitting. Findings: The results indicate that the proposed framework, with its data preprocessing stages and deep learning model, significantly increases the accuracy of micro-expression recognition by overcoming dataset limitations and producing a balanced class distribution. This leads to improved micro-expression recognition accuracy using deep learning techniques. Recommendations for Practitioners: Practitioners can utilize the model produced by the proposed framework, which was developed to recognize spontaneous micro-expressions on a person’s face, by implementing it as an emotional analysis application based on facial micro-expressions. Recommendation for Researchers: Researchers involved in the development of a spontaneous micro-expression recognition framework for analyzing hidden emotions from a person’s face are playing an essential role in advancing this field and continue to search for more innovative deep learning-based solutions that continue to explore techniques to increase the amount and variety of data and find solutions to balancing the number of sample classes in various micro-expression datasets. They can further improvise to develop deep learning model architectures that are more suitable and relevant according to the needs of recognition tasks and the various characteristics of different datasets. Impact on Society: The proposed framework could significantly impact society by providing a reliable model for recognizing spontaneous micro-expressions in real-world applications, ranging from security systems and criminal investigations to healthcare and emotional analysis. Future Research: Developing a spontaneous micro-expression recognition framework based on spatial and temporal flow requires the learning model to classify optimal features. Our future work will focus more on exploring micro-expression features by developing various alternative learning models and increasing the weights of spatial and temporal features.




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The Influence of Augmented Reality Face Filter Addiction on Online Social Anxiety: A Stimulus-Organism-Response Perspective

Aim/Purpose: This study aims to analyze the factors that influence user addiction to AR face filters in social network applications and their impact on the online social anxiety of users in Indonesia. Background: To date, social media users have started to use augmented reality (AR) face filters. However, AR face filters have the potential to create positive and negative effects for social media users. The study combines the Big Five Model (BFM), Sense of Virtual Community (SVOC), and Stimuli, Organism, and Response (SOR) frameworks. We adopted the SOR theory by involving the personality factors and SOVC factors as stimuli, addiction as an organism, and social anxiety as a response. BFM is the most significant theory related to personality. Methodology: We used a quantitative approach for this study by using an online survey. We conducted research on 903 Indonesian respondents who have used an AR face filter feature at least once. The respondents were grouped into three categories: overall, new users, and old users. In this study, group classification was carried out based on the development timeline of the AR face filter in the social network application. This grouping was carried out to facilitate data analysis as well as to determine and compare the different effects of the factors in each group. The data were analyzed using the covariance-based structural equation model through the AMOS 26 program. Contribution: This research fills the gap in previous research which did not discuss much about the impact of addiction in using AR face filters on online social anxiety of users of social network applications. Findings: The results of this study indicated neuroticism, membership, and immersion influence AR face filter addiction in all test groups. In addition, ARA has a significant effect on online social anxiety. Recommendations for Practitioners: The findings are expected to be valuable to social network service providers and AR creators in improving their services and to ensure policies related to the list of AR face filters that are appropriate for use by their users as a form of preventing addictive behavior of that feature. Recommendation for Researchers: This study suggested other researchers consider other negative impacts of AR face filters on aspects such as depression, life satisfaction, and academic performance. Impact on Society: AR face filter users may experience changes in their self-awareness in using face filters and avoid the latter’s negative impacts. Future Research: Future research might explore other impacts from AR face filter addiction behavior, such as depression, life satisfaction, and so on. Apart from that, future research might investigate the positive impact of AR face filters to gain a better understanding of the impact of AR face filters.




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Learning Pod: A New Paradigm for Reusability of Learning Objects




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An Approach toward a Software Factory for the Development of Educational Materials under the Paradigm of WBE




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New Technologies and New Paradigms in Historical Research




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Quantum Computers: A New Paradigm in Information Technology




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The Impact of Paradigm Development and Course Level on Performance in Technology-Mediated Learning Environments





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Alternatives for Pragmatic Responses to Group Work Problems

Group work can provide a valuable learning experience, one that is especially relevant for those preparing to enter the information system workforce. While much has been discussed about effective means of delivering the benefits of collaborative learning in groups, there are some problems that arise due to pragmatic environmental factors such as the part time work commitments of students. This study has identified a range of problems and reports on a longitudinal Action Research study in two universities (in Australia and the USA). Over three semesters problems were identified and methods trialed using collaborative tools. Several promising solutions are presented to the identified problems. These include the use of Google documents and color to ensure team contributions are more even.




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Shifting Paradigms in Information Flow: An Open Science Framework (OSF) for Knowledge Sharing Teams

Aim/Purpose: This paper explores the implications of machine-mediated communication on human interaction in cross-disciplinary teams. The authors explore the relationships between Open Science Theory, its contributions to team science, and the opportunities and challenges associated with adopting open science principles. Background: Open Science Theory impacts many aspects of human interaction throughout the scholarly life cycle and can be seen in action through various technologies, which each typically touch only one such aspect. By serving multiple aspects of Open Science Theory at once, the Open Science Framework (OSF) serves as an exemplar technology. As such it illustrates how Open Science Theory can inform and expand cognitive and behavioral dynamics in teams at multiple levels in a single tool. Methodology: This concept paper provides a theoretical rationale for recommendations for exploring the connections between an open science paradigm and the dynamics of team communication. As such theory and evidence have been culled to initiate a synthesis of the nascent literature, current practice and theory. Contribution: This paper aims to illuminate the shared goals between open science and the study of teams by focusing on science team activities (data management, methods, algorithms, and outputs) as focal objects for further combined study. Findings: Team dynamics and characteristics that will affect successful human/machine assisted interactions through mediators of workflow culture, attitudes about ownership of knowledge, readiness to share openly, shifts from group-driven to user-driven functionality, group-organizing to self-organizing structures, and the development of trust as teams regulate between traditional and open science dissemination. Recommendations for Practitioners: Participation in open science practices through machine-assisted technologies in team projects/scholarship should be encouraged. Recommendation for Researchers: The information provided highlights areas in need of further study in team science as well as new primary sources of material in the study of teams utilizing machine-assisted methods in their work. Impact on Society: As researchers take on more complex social problems, new technology and open science practices can complement the work of diverse stakeholders while also providing opportunities to broaden impact and intensify scholarly contributions. Future Research: Future investigation into the cognitive and behavioral research conducted with teams that employ machine-assisted technologies in their workflows would offer researchers the opportunity to understand better the relationships between intelligent machines and science teams’ impacts on their communities as well as the necessary paradigmatic shifts inherent when utilizing these technologies.




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Aggregated to Pipelined Structure Based Streaming SSN for 1-ms Superpixel Segmentation System in Factory Automation

Yuan LI,Tingting HU,Ryuji FUCHIKAMI,Takeshi IKENAGA, Vol.E107-D, No.11, pp.1396-1407
1 millisecond (1-ms) vision systems are gaining increasing attention in diverse fields like factory automation and robotics, as the ultra-low delay ensures seamless and timely responses. Superpixel segmentation is a pivotal preprocessing to reduce the number of image primitives for subsequent processing. Recently, there has been a growing emphasis on leveraging deep network-based algorithms to pursue superior performance and better integration into other deep network tasks. Superpixel Sampling Network (SSN) employs a deep network for feature generation and employs differentiable SLIC for superpixel generation. SSN achieves high performance with a small number of parameters. However, implementing SSN on FPGAs for ultra-low delay faces challenges due to the final layer’s aggregation of intermediate results. To address this limitation, this paper proposes an aggregated to pipelined structure for FPGA implementation. The final layer is decomposed into individual final layers for each intermediate result. This architectural adjustment eliminates the need for memory to store intermediate results. Concurrently, the proposed structure leverages decomposed layers to facilitate a pipelined structure with pixel streaming input to achieve ultra-low latency. To cooperate with the pipelined structure, layer-partitioned memory architecture is proposed. Each final layer has dedicated memory for storing superpixel center information, allowing values to be read and calculated from memory without conflicts. Calculation results of each final layer are accumulated, and the result of each pixel is obtained as the stream reaches the last layer. Evaluation results demonstrate that boundary recall and under-segmentation error remain comparable to SSN, with an average label consistency improvement of 0.035 over SSN. From a hardware performance perspective, the proposed system processes 1000 FPS images with a delay of 0.947 ms/frame.
Publication Date: 2024/11/01




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BiConvNet: Integrating Spatial Details and Deep Semantic Features in a Bilateral-Branch Image Segmentation Network

Zhigang WU,Yaohui ZHU, Vol.E107-D, No.11, pp.1385-1395
This article focuses on improving the BiSeNet v2 bilateral branch image segmentation network structure, enhancing its learning ability for spatial details and overall image segmentation accuracy. A modified network called “BiconvNet” is proposed. Firstly, to extract shallow spatial details more effectively, a parallel concatenated strip and dilated (PCSD) convolution module is proposed and used to extract local features and surrounding contextual features in the detail branch. Continuing on, the semantic branch is reconstructed using the lightweight capability of depth separable convolution and high performance of ConvNet, in order to enable more efficient learning of deep advanced semantic features. Finally, fine-tuning is performed on the bilateral guidance aggregation layer of BiSeNet v2, enabling better fusion of the feature maps output by the detail branch and semantic branch. The experimental part discusses the contribution of stripe convolution and different sizes of empty convolution to image segmentation accuracy, and compares them with common convolutions such as Conv2d convolution, CG convolution and CCA convolution. The experiment proves that the PCSD convolution module proposed in this paper has the highest segmentation accuracy in all categories of the Cityscapes dataset compared with common convolutions. BiConvNet achieved a 9.39% accuracy improvement over the BiSeNet v2 network, with only a slight increase of 1.18M in model parameters. A mIoU accuracy of 68.75% was achieved on the validation set. Furthermore, through comparative experiments with commonly used autonomous driving image segmentation algorithms in recent years, BiConvNet demonstrates strong competitive advantages in segmentation accuracy on the Cityscapes and BDD100K datasets.
Publication Date: 2024/11/01




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TALK: Automated Data Augmentation via Wikidata Relationships

Automated Data Augmentation via Wikidata Relationships Oyesh Singh, UMBC10:30-11:30 Monday, 21 October 2019, ITE 346 With the increase in complexity of machine learning models, there is more need for data than ever. In order to fill this gap of annotated data-scarce situation, we look towards the ocean of free data present in Wikipedia and other […]

The post TALK: Automated Data Augmentation via Wikidata Relationships appeared first on UMBC ebiquity.




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Managing the Consequences of Organizational Stigmatization: Identity Work in a Social Enterprise

In this inductive study, we shift the focus of stigma research inside organizational boundaries by examining its relationship with organizational identity. To do so, we draw on the case of Keystone, a social enterprise in the East of England that became stigmatized after it initiated a program of support for a group of migrants in its community. Keystone's stigmatization precipitated a crisis of organizational identity. We examine how the identity crisis unfolded, focusing on the forms of identity work that Keystone's leaders enacted in response. Interestingly, we show not only that the internal effects of stigmatization on identity can be managed, but also that they may facilitate unexpected positive outcomes for organizations.




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Perceptions of employee volunteering: Is it "credited" or "stigmatized" by colleagues?

As research begins to accumulate on employee volunteering, it appears that this behavior is largely beneficial to employee performance and commitment. It is less clear, however, how employee volunteering is perceived by others in the workplace. Do colleagues award volunteering "credit"- for example, associating it with being concerned about others - or do they "stigmatize" it - for example, associating it with being distracted from work? Moreover, do those evaluations go on to predict how colleagues actually treat employees who volunteer more often? Adopting a reputation perspective, we draw from theories of person perception and attribution to explore these research questions. The results of a field study revealed that colleagues gave credit to employee volunteering when they attributed it to intrinsic reasons and stigmatized employee volunteering when they attributed it to impression management reasons. Ultimately, through the awarded credits, volunteering was rewarded by supervisors (with the allocation of more resources) and coworkers (with the provision of more helping behavior) when it was attributed to intrinsic motives - a relationship that was amplified when stigmas were low and mitigated when stigmas were high. The results of a laboratory experiment further confirmed that volunteering was both credited and stigmatized, distinguishing it from citizenship behavior, which was credited but not stigmatized.




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Comment on SmugMug buys Flickr – should we stay or should we go? by Arthur Weiss

A couple of years ago (I think just after the initial acquisition and when Flickr was being expanded) they offered an "automatic uploader" that scoured your computer and uploaded all images automatically. This sounded great - until I realised you had no control on what was uploaded. My Flickr account has so much junk in it that it would be really hard to clear out - as I have my photos PLUS images I've purchased PLUS images I've downloaded and even scans and stuff like that which I'd never wanted uploaded. These aren't even in albums - so I can't delete them except one-by-one. Fortunately I have my privacy settings set - but not everybody did, and Flickr is a great source for competitive intelligence as a result. Some of the stuff you can find is in the category of "how stupid can you get" (and is a real lesson in the importance of privacy settings). I found a table for a major manufacturer giving volume sales per month 2016 vs. volume sales per month 2015 and YTD value sales. When I was doing the work it was actually current data - invaluable to my client as it was the sort of stuff you cannot ever expect to find but proves there is such as thing as serendipity.




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Comment on SmugMug buys Flickr – should we stay or should we go? by Karen Blakeman

I do recall some colleagues and friends saying that one of the mobile apps that did exactly that by default. Thankfully I have never used any of automatic uploaders. All photos are added manually one by one. Not exactly high tech but a lot safer.




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SmugMug buys Flickr – should we stay or should we go?

So the wait is over. When it was announced that Verizon was to buy Yahoo! there was concern as to what was going to happen to Flickr. Yahoo! never did much in terms of developing Flickr and what it did do was rubbish. Trying to add the location of your photo is an interesting experience … Continue reading SmugMug buys Flickr – should we stay or should we go?




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Do You Need to Defragment an SSD? Understanding TRIM and SSD, NVME Optimization

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First NGMS spectrum auction for AJK, G-B held in Islamabad

Total revenue generated from spectrum auction process stands at over $30 million




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Scientists reveal rare fragment of a large motorcycle size meteorite

The fragment - black and shiny on the outside with a light grey, concrete-like interior - weighs less than 90 grams




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Using Six Sigma in Your Personal Life - Quality for Life - ASQ

In this Quality for life video, Kevin Holston, a certified Black Belt, shares how he uses Six Sigma tools in his everyday life, including providing humorous examples of how keeps his life in order and on track.




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GM recalling big pickups and SUVs because the rear wheels can lock up, increasing risk of a crash

General Motors is recalling nearly 462,000 pickup trucks and big SUVs with diesel engines because the rear wheels can lock up, increasing the risk of a crash.




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Mercy Triumphs Over Judgment

Learn a simple key to Christian life: mercy trumps judgment. Find out how Mercy can be a powerful tool for Christian living and testimony.




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Yankees GM Brian Cashman says he's talked with agent Scott Boras about Juan Soto and Pete Alonso

Yankees general manager Brian Cashman has started talks with agent Scott Boras about keeping Juan Soto with New York, and they also discussed power-hitting first baseman Pete Alonso.




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The BioFresh Blog - Perspective: Martin Sharman on ethics and the ecosystem services paradigm

In this guest post Martin Sharman opens up a rich area of debate by arguing that as a policy concept, ecosystem services puts human wants first and foremost and undermines moral-aesthetic value arguments for conservation that are widely held in society. Martin was the policy offer responsible for biodiversity and ecosystems in the European Commission’s DG Research & Innovation up until his retirement last November. During his career he made an enormous contribution to biodiversity research and policy, including the initiation of the BioFresh project. The opinions expressed in this post are, of course, his own and are not intended to represent a position of either the Commission or BioFresh.

A "resource" is something that is useful to someone. A "natural resource" is something in the natural environment that a human can use to satisfy want or increase wellbeing.

To adopt this vocabulary is to adopt a forthright utilitarian view of the natural environment, and implicitly to accept that human benefit is the only good. Not only is human benefit the only good, but it is quantifiable – for if not, then we can never agree on what constitutes a resource, or who has the greater right to it. Thus someone who speaks of natural resources accepts, again implicitly, that happiness and wellbeing can be quantified. The vocabulary also requires that this quantified human benefit remains, if not constant, then comparable over cultures and generations.

More than this: the wellbeing of the "resource" is insignificant. It is only by setting concern for the wellbeing of the resource to zero that one can regard it as merely something to satisfy human want. Human benefit is the only good. This is the First Commandment; in the limpid words of the King James version of the bible, thou shalt have no other gods before me.

In this observation lies much of the moral argument against the concept of ecosystem services: just as oranges are not the only fruit, so humans are not the only species.

The concept of ecosystem services is one thing; the premise of its proponents is another. It is, in short, that conservation based on intrinsic value of biodiversity has failed to stop the loss of species, ecosystems, and the complex web of interactions between them. Since an ethical argument has failed, then we should try self-interest. By demonstrating that human wellbeing is increased by the services rendered by ecosystems, we can motivate people to protect the source of the service – biodiversity.

We know that conservation is not working because we continue to lose biodiversity. Oh yeah? This is the equivalent of me deciding that my accelerator is not working because my car is losing speed. Why is such a daft non-sequitur accepted by otherwise intelligent people? You immediately thought of many reasons my car might be losing speed – I have the brakes on, I’m going up a hill, I’ve run out of fuel, I’ve run into sand, I’ve hit an oncoming truck. The obvious reason that we are losing biodiversity is the memento mori that stares at us from our looking glass – biodiversity loss is the inevitable result of our debt-based economic system and our swelling population’s unsustainable demands on nature. We all know that. Why do we mutely accept the dangerously diversionary nonsense that "biodiversity is being lost because conservation is not working"?

Ecosystem services takes the utilitarian logic of natural resources one important step further. A "service" by definition benefits humans. If we are to protect services only if they benefit humans, then what happens to the useless ecosystems? Are they simply to be cemented over?

I recently heard a discussion in which one person said "most people are useless", meaning that they are surplus to requirement. The outrage that this provoked was spearheaded by someone saying that you can never prove that anyone is useless, because you can never know enough about their contribution to their social fabric. So does this mean that you can never show that an ecosystem is useless? If so that leaves the ecosystem services argument saying that because some ecosystems benefit humans, we have to protect every ecosystem.

Which may be the right answer, but why reach it by such objectionable means?

For those of us with a reverence of nature, the ecosystem services rhetoric and mindset are abhorrent, being fundamentally immoral and unethical. They take the most ecologically damaging invasive species in the history of life, and place it above all other species on Earth. They cast all other – voiceless – species in the role of consumables. This mindset might have worked for Homo habilis. It will not work for Homo sapiens.

Martin Sharman  for the BioFresh Blog: http://biofreshblog.com/2013/07/03/perspective-martin-sharman-on-ethics-and-the-ecosystem-services-paradigm/

 





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Article Alert: Biophysical Characterization of Protected Areas Globally through Optimized Image Segmentation and Classification

A new EU BON derived paper, publsihed recently in the journal Remote Sensing, introduces eHabitat+, a habitat modelling service supporting the European Commission’s Digital Observatory for Protected Areas.

Abstract:

Protected areas (PAs) need to be assessed systematically according to biodiversity values and threats in order to support decision-making processes. For this, PAs can be characterized according to their species, ecosystems and threats, but such information is often difficult to access and usually not comparable across regions. There are currently over 200,000 PAs in the world, and assessing these systematically according to their ecological values remains a huge challenge. However, linking remote sensing with ecological modelling can help to overcome some limitations of conservation studies, such as the sampling bias of biodiversity inventories. The aim of this paper is to introduce eHabitat+, a habitat modelling service supporting the European Commission’s Digital Observatory for Protected Areas, and specifically to discuss a component that systematically stratifies PAs into different habitat functional types based on remote sensing data. eHabitat+ uses an optimized procedure of automatic image segmentation based on several environmental variables to identify the main biophysical gradients in each PA. This allows a systematic production of key indicators on PAs that can be compared globally. Results from a few case studies are illustrated to show the benefits and limitations of this open-source tool.

Original Source: 

Martínez-López, J.; Bertzky, B.; Bonet-García, F.J.; Bastin, L.; Dubois, G. Biophysical Characterization of Protected Areas Globally through Optimized Image Segmentation and Classification. Remote Sens. 2016, 8, 780. DOI: 0.3390/rs8090780






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Fourier transforms for detecting multitemporal landscape fragmentation by remote sensing




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Rocchini, D., Boyd, D. S., Féret, J.-B., Foody, G. M., He, K. S., Lausch, A., Nagendra, H., Wegmann, M., Pettorelli, N.





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Biophysical Characterization of Protected Areas Globally through Optimized Image Segmentation and Classification