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  <title>DSpace Collection: Computer Science (Scholarly Publications)</title>
  <link rel="alternate" href="http://hdl.handle.net/2262/118" />
  <subtitle>Computer Science (Scholarly Publications)</subtitle>
  <id>http://hdl.handle.net/2262/118</id>
  <updated>2013-05-19T09:53:52Z</updated>
  <dc:date>2013-05-19T09:53:52Z</dc:date>
  <entry>
    <title>Evaluation of a Domain-Aware Approach to User Model Interoperability</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/65744" />
    <author>
      <name>WALSH, EDMOND</name>
    </author>
    <author>
      <name>WADE, VINCENT PATRICK</name>
    </author>
    <author>
      <name>WALSH, EDDIE</name>
    </author>
    <author>
      <name>O'CONNOR, ALEXANDER</name>
    </author>
    <id>http://hdl.handle.net/2262/65744</id>
    <updated>2012-12-07T11:36:26Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: Evaluation of a Domain-Aware Approach to User Model Interoperability
Author: WALSH, EDMOND; WADE, VINCENT PATRICK; WALSH, EDDIE; O'CONNOR, ALEXANDER
Description: PUBLISHED; Milwaukee, Wisconsin, USA</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Dynamic Contextual Usage Metadata for Learning Resource Reuse in Adaptive Environments</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/65743" />
    <author>
      <name>WADE, VINCENT PATRICK</name>
    </author>
    <author>
      <name>WALSH, EDDIE</name>
    </author>
    <author>
      <name>WALSH, EDMOND</name>
    </author>
    <author>
      <name>CONLAN, OWEN</name>
    </author>
    <id>http://hdl.handle.net/2262/65743</id>
    <updated>2013-01-25T19:42:56Z</updated>
    <published>2011-01-01T00:00:00Z</published>
    <summary type="text">Title: Dynamic Contextual Usage Metadata for Learning Resource Reuse in Adaptive Environments
Author: WADE, VINCENT PATRICK; WALSH, EDDIE; WALSH, EDMOND; CONLAN, OWEN
Abstract: Drawing on the experiences and context of others who have already used a particular resource can greatly facili- tate that resource’s reuse. Such reuse is essential when the resources in question are digital learning assets, services and models which are expensive both in terms of time and monetary expenditure to develop and use. When these re- sources are deployed in personalised settings, where each user may be delivered a tailored sequence of resources that uniquely suits their particular needs, gathering and feder- ating a rich view of how these resources are being used be- comes important. In this article we describe an approach to facilitating the federating of contextual usage data, which is compiled over the lifecycle of a resource. Given that this data is likely to come from a range of different sources, our approach will need to be able to cope with the high level of heterogeneity expected in terms of its structure, syntax and semantics. We describe how such data may be used to sup- port users in assessing the value of learning resources and facilitating their appropriate reuse.
Description: PUBLISHED; Las Vegas, Nevada, USA</summary>
    <dc:date>2011-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>The non-verbal structure of patient case discussions in multidisciplinary medical team meetings</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64939" />
    <author>
      <name>LUZ, SATURNINO</name>
    </author>
    <id>http://hdl.handle.net/2262/64939</id>
    <updated>2013-01-16T09:16:58Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: The non-verbal structure of patient case discussions in multidisciplinary medical team meetings
Author: LUZ, SATURNINO
Abstract: Meeting analysis has a long theoretical tradition in social psychology, with established practical ramiﬁcations in computer science, especially in computer supported cooperative work. More recently, a good deal of research has focused on the issues of indexing and browsing multimedia records of meetings. Most research in this area, however, is still based on data collected in laboratories, under somewhat artiﬁcial conditions. This paper presents an analysis of the discourse structure and spontaneous interactions at real-life multidisciplinary medical team meetings held as part of the work routine in a major hospital. It is hypothesised that the conversational structure of these meetings, as indicated by sequencing and duration of vocalisations, enables segmentation into individual patient case discussions. The task of segmenting audio-visual records of multidisciplinary medical team meetings is described as a topic segmentation task, and a method for automatic segmentation is proposed. An empirical evaluation based on hand labelled data is presented which determines the optimal length of vocalisation sequences for segmentation, and establishes the competitiveness of the method with approaches based on more complex knowledge sources. The effectiveness of Bayesian classiﬁcation as a segmentation method, and its applicability to meeting segmentation in other domains are discussed
Description: PUBLISHED; Article no. 17</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Cross-cultural assessment of automatically generated multimodal referring expressions in a virtual world</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64938" />
    <author>
      <name>LUZ, SATURNINO</name>
    </author>
    <id>http://hdl.handle.net/2262/64938</id>
    <updated>2012-09-10T14:25:15Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: Cross-cultural assessment of automatically generated multimodal referring expressions in a virtual world
Author: LUZ, SATURNINO
Abstract: This paper presents an assessment of automatically generated multimodal referring expressions as produced by embodied conversational agents in a virtual world. The algorithm used for this purpose employs general principles of human motor control and cooperativity in dialogues that can be parametrised so as to vary the precision of the pointing gestures and the amount of linguistic information included in the referring expressions. The study assessed how native speakers of English and Japanese perceived three different algorithmic outputs for multimodal referring behaviour in terms of understandability, human-likeness and a social practice (selling). Results show that users generally prefer mobile agents that are economical in their linguistic descriptions to stationary verbose agents. They also show the need for further calibration of the algorithm to accommodate the differences between the two groups. In addition to the detailed description of the set up and results of the study, the paper discusses implications for the design and use of agents, methodological issues that arose while conducting the cross-cultural study and directions for future work.
Description: PUBLISHED</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>A Universal Clinical Decision Support System using semantic web services</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64246" />
    <author>
      <name>HEDERMAN, LUCY MARY</name>
    </author>
    <author>
      <name>KHAN, HASEEB AHMAD</name>
    </author>
    <id>http://hdl.handle.net/2262/64246</id>
    <updated>2012-07-24T09:23:39Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: A Universal Clinical Decision Support System using semantic web services
Author: HEDERMAN, LUCY MARY; KHAN, HASEEB AHMAD
Abstract: In this paper we propose the use of semantic web services to achieve a universal clinical decision support system (CDSS). Our goal is to develop a semi-automated approach to discover, select and compose CDSSs available as web services. Ontologies and tools support is necessary to achieve this goal. We describe similar efforts for ontologies and tools development and explain how our work is different from these efforts.
Description: PRESENTED; Crete, Greece</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Quality Estimation: an experimental study using unsupervised similarity measures</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64203" />
    <author>
      <name>MOREAU, ERWAN</name>
    </author>
    <author>
      <name>VOGEL, CARL</name>
    </author>
    <id>http://hdl.handle.net/2262/64203</id>
    <updated>2012-07-09T13:02:36Z</updated>
    <published>2012-01-01T00:00:00Z</published>
    <summary type="text">Title: Quality Estimation: an experimental study using unsupervised similarity measures
Author: MOREAU, ERWAN; VOGEL, CARL
Editor: Chris Callison-Burch, Philipp Koehn, Christof Monz, Matt Post, Radu Soricut, and Lucia Specia
Abstract: We present the approach we took for our participation to the WMT12 Quality Estimation Shared Task: our main goal is to achieve reasonably good results without appeal to supervised learning. We have used various similarity measures and also an external resource (Google N-grams). Details of results clarify the interest of such an approach.
Description: PUBLISHED</summary>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>A protected LR-PON deployment for the UK</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64199" />
    <author>
      <name>RUFFINI, MARCO</name>
    </author>
    <author>
      <name>Payne, David</name>
    </author>
    <id>http://hdl.handle.net/2262/64199</id>
    <updated>2012-07-09T11:52:10Z</updated>
    <published>2011-01-01T00:00:00Z</published>
    <summary type="text">Title: A protected LR-PON deployment for the UK
Author: RUFFINI, MARCO; Payne, David
Description: PUBLISHED</summary>
    <dc:date>2011-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Skinning with Dual Quaternions</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64125" />
    <author>
      <name>Kavan, Ladislav</name>
    </author>
    <author>
      <name>Collins, Steven</name>
    </author>
    <author>
      <name>O'Sullivan, Carol</name>
    </author>
    <author>
      <name>COLLINS, STEVEN</name>
    </author>
    <id>http://hdl.handle.net/2262/64125</id>
    <updated>2012-07-05T02:01:39Z</updated>
    <published>2007-01-01T00:00:00Z</published>
    <summary type="text">Title: Skinning with Dual Quaternions
Author: Kavan, Ladislav; Collins, Steven; O'Sullivan, Carol; COLLINS, STEVEN
Abstract: Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this paper, we present a novel GPU-friendly skinning algorithm based on dual quaternions. We show that this approach solves the artifacts of linear blend skinning at minimal additional cost. Upgrading an existing animation system (e.g., in a videogame) from linear to dual quaternion skinning is very easy and has negligible impact on run-time performance.
Description: PUBLISHED</summary>
    <dc:date>2007-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System:</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64121" />
    <author>
      <name>DOBBYN, SIMON</name>
    </author>
    <author>
      <name>O'SULLIVAN, ANN CAROL</name>
    </author>
    <author>
      <name>Hamill, David</name>
    </author>
    <author>
      <name>O'Conor, keith</name>
    </author>
    <id>http://hdl.handle.net/2262/64121</id>
    <updated>2012-07-04T02:00:41Z</updated>
    <published>2005-01-01T00:00:00Z</published>
    <summary type="text">Title: Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System:
Author: DOBBYN, SIMON; O'SULLIVAN, ANN CAROL; Hamill, David; O'Conor, keith
Editor: Luebke; D., and Pfister; H.P
Abstract: The simulation of large crowds of humans is important in many fi elds of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. We present a novel hybrid rendering system for crowds that solves the classic problem of degraded quality of image-based representations at close distances by building an impostor rendering system on top of a full, geometry-based, human animation system. This enables almost imperceptible switching between the two representations based on a  pixel to texel  ratio, with minimal popping artefacts. Seamless interchanges are further facilitated by exploiting programmable graphics hardware to efficiently enhance the realism and variety of the dynamically-lit impostors, thereby also improving on existing impostor techniques. To test our system, our virtual crowds are embedded in an urban simulation system (as shown in Figure 1). The results demonstrate a system capable of rendering large realistic crowds with the visual realism of a high-resolution geometry rendering system, but at a fraction of the rendering cost.
Description: PUBLISHED</summary>
    <dc:date>2005-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Collisions and Attention</title>
    <link rel="alternate" href="http://hdl.handle.net/2262/64116" />
    <author>
      <name>O'SULLIVAN, ANN CAROL</name>
    </author>
    <id>http://hdl.handle.net/2262/64116</id>
    <updated>2012-07-03T02:00:42Z</updated>
    <published>2005-01-01T00:00:00Z</published>
    <summary type="text">Title: Collisions and Attention
Author: O'SULLIVAN, ANN CAROL
Abstract: Attention is an important factor in the perception of static and dynamic scenes, which should, therefore, be taken into account when creating graphical images and animation. Recently, researchers have recognized this fact and have been investigating how the focus of attention can be measured, predicted, and exploited in graphical systems. In this article, we explore some preliminary strategies for developing an automatic means of predicting and exploiting attention in the processing of collisions and other dynamic events. Recent work on the perception of causality has shown that attention can change the way in which a dynamic scene consisting of collision events is perceived. We describe a series of experiments designed to determine the source of biases in the perception of anomalous collision dynamics and, in particular, whether attention plays a role. Using an eyetracker, eye-movements were recorded while participants viewed animations of simple causal launching events in 3D involving two colliding spheres. Results indicated that there was indeed a deﬁnite pattern to the allocation of attention based on the nature of the event, which is promising for the goal of developing a predictive metric. As a follow-up, a paper-based experiment was carried out in which participants were asked to sketch the predicted post-collision trajectories of the same two spheres printed on paper. These experiments demonstrated that attention alone was not sufﬁcient in determining performance, but rather the nature of the dynamic event itself also played a role.
Description: PUBLISHED</summary>
    <dc:date>2005-01-01T00:00:00Z</dc:date>
  </entry>
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