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Current Search:
All of 'Computer' and 'Science' in all fields;
1663 items found
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Displaying Results 1 - 25 of 1663 on page 1 of 67
Marked
Mark
Discrete Structures Teaching: A Systematic Literature Review. Technical Report: NUIM-CS-TR-2010-01
(2010)
Whelan, Thomas; Bergin, Susan; Power, James F.
Discrete Structures Teaching: A Systematic Literature Review. Technical Report: NUIM-CS-TR-2010-01
(2010)
Whelan, Thomas; Bergin, Susan; Power, James F.
Abstract:
The ACM curriculum defines Discrete Structures as foundational material for computer science; material that the ability to work with is necessary for many other areas of computer science. However a significant amount of uncertainty remains on how exactly to teach the subject to computer science undergraduates in a tangible way. This technical report presents a systematic literature review of the literature relevant to the teaching of discrete structures and evaluates the findings of the process. A categorisation of the results is described followed by an analysis of each category.
http://eprints.nuim.ie/2742/
Marked
Mark
Computer Graphical Interfaces, Reflection and the Teaching and Learning of Music Composition - a Holistic Study.
(2006)
JENNINGS, KEVIN GERARD
Computer Graphical Interfaces, Reflection and the Teaching and Learning of Music Composition - a Holistic Study.
(2006)
JENNINGS, KEVIN GERARD
Abstract:
This thesis is a holistic study in the area of teaching and learning of music composition for children in the age range eight to eleven years. It investigates the role of graphical computer technology within the framework of a reflection-in-action model for teaching, learning and research. Its primary aims are firstly: to examine if reflection-in-action provides a valid model for description of the behaviour and interactions of teachers, learners and researchers in a technology-enabled environment, and secondly; to investigate how technology enables/facilitates this model in the case of each. This is done through both examination of both childrens and teachers behaviours, processes and strategies as they work together with graphical music software, and also by analysis of childrens compositional products. Two pieces of software were developed, one designed solely by the author (DrumSteps), the other in collaboration with research students at MIT (Hyperscore). Each piece of softwar...
http://hdl.handle.net/2262/3378
Marked
Mark
An Overview of the Integration of Problem Based Learning into an existing Computer Science Programming Module
(2004)
O'Kelly, Jackie; Mooney, Aidan; Bergin, Susan; Gaughran, Peter; Ghent, John
An Overview of the Integration of Problem Based Learning into an existing Computer Science Programming Module
(2004)
O'Kelly, Jackie; Mooney, Aidan; Bergin, Susan; Gaughran, Peter; Ghent, John
Abstract:
In this paper we present an overview of the use of Problem Based Learning (PBL) in a first year Computer Science programming module.PBL was not employed in any of the programmong modules within the Department of Computer Science and assessment and learning for this module was on an individual student basis. We outline the problems that we encountered with our previous approach for teaching this module and our rationale for enhancing our approach through PBL.
http://eprints.nuim.ie/726/
Marked
Mark
Research Directions for AI in Computer Games
(2001)
Fairclough, Chris; Fagan, Michael; Mac Namee, Brian; Cunningham, Pádraig
Research Directions for AI in Computer Games
(2001)
Fairclough, Chris; Fagan, Michael; Mac Namee, Brian; Cunningham, Pádraig
Abstract:
TCD-CS-2001-29
The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games and introduce three projects doing just that.
http://hdl.handle.net/2262/13098
Marked
Mark
Overview of Appearance Based Methods in Computer Vision
(1999)
Duffy, Nicola
Overview of Appearance Based Methods in Computer Vision
(1999)
Duffy, Nicola
Abstract:
TCD-CS-1999-51
Appearance based methods turned traditional computer vision approaches to object recognition upside down. Instead of going from image to 3D model and matching that model to models of know objects, appearance based methods stay in the 2D image domain. Objects are modelled based on how they can appear in images, and this is learned directly from images; it is not necessary to have any explicit knowledge of the shape or re ectance properties of the object. This technical report presents an overview of appearance based methods in computer vision.
http://hdl.handle.net/2262/13038
Marked
Mark
Case-Based Plan Recognition in Computer Games
(2003)
Fagan, Michael; Cunningham, Pádraig
Case-Based Plan Recognition in Computer Games
(2003)
Fagan, Michael; Cunningham, Pádraig
Abstract:
TCD-CS-2003-01
In this paper we explore the use of case-based plan recognition to predict a player’s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player.
http://hdl.handle.net/2262/12498
Marked
Mark
Can future physical assessment continue without support from computer science?
(2011)
Doherty, Aiden R.; Kelly, Paul; Smeaton, Alan F.; Foster, Charlie
Can future physical assessment continue without support from computer science?
(2011)
Doherty, Aiden R.; Kelly, Paul; Smeaton, Alan F.; Foster, Charlie
Abstract:
Purpose: Public health research requires data-intense studies over extended periods. With the advent of new technologies, there has been a resulting explosion in the amount of data generated by wearable sensors that can be used in physical activity research. Unfortunately the advances in hardware (e.g. device size), have not been matched by software to help manage, organise and analyse this data deluge. Public health research will require cross-disciplinary interactions with the computer science community in working towards solutions to automatically recognise human activities from wearable sensor data. Methods: We conducted a meta-review of contemporary computing science and information retrieval approaches such as: 1) the management and indexing of data from wearable accelerometer and image capturing devices; 2) the synchronisation and fusion of data from multiple devices (e.g. GPS, accelerometer, & SenseCam data); and 3) the representation of the meaning of image data Res...
http://doras.dcu.ie/16836/
Marked
Mark
Smart Radio - Building Music Radio On the Fly
(2000)
Hayes, Conor; Cunningham, Pádraig
Smart Radio - Building Music Radio On the Fly
(2000)
Hayes, Conor; Cunningham, Pádraig
Abstract:
TCD-CS-2000-25
This paper describes the development of a networked music application at Trinity College Dublin. Smart Radio is a web based client-server application which uses streaming audio technology and collaborative recommendation techniques to allow users build, manage and share music programmes. While it is generally acknowledged that music distribution over the web will dramatically change how the music industry operates, there are few prototypes available to demonstrate how this could work in an managed way. The Smart Radio approach is to have people manage their music resources by putting together personalised music programmes. These programmes can then be swapped using techniques of collaborative recommendation to find similarities between users. The smart radio system currently runs within the Computer Science Intranet with permission from the Irish Music Rights Organisation (IMRO). It is a prototype system for an "always on" high bandwidth Internet connect...
http://hdl.handle.net/2262/13042
Marked
Mark
Software Agents: A review
(1997)
Green, Shaw; Hurst, Leon; Nangle, Brenda; Cunningham, Pádraig
Software Agents: A review
(1997)
Green, Shaw; Hurst, Leon; Nangle, Brenda; Cunningham, Pádraig
Abstract:
TCD-CS-1997-06
[Introduction] In September 1996, Broadcom Ireland formed a research collaboration with the Computer Science Department in Trinity College Dublin., in order to explore current research in the domain of Intelligent Agents and to apply this technology to applications in communications. The resulting collaboration has been named the Intelligent Agents Group (IAG), consisting of four members from TCD working in liaison with a group of similar size from Broadcom. Intelligent Agents are one of the "hot" topics in Information Systems R&D at the moment. The last ten years have seen a marked interest in agent-oriented technology, spanning applications as diverse as information retrieval, user interface design and network management. This diversity means that the IA field presents a very confusing picture. The main goal of this IAG review is to report on research in the rapidly evolving area of software agents and to highlight the applicability of this technol...
http://hdl.handle.net/2262/12980
Marked
Mark
A quantitative evaluation of the relative status of journal and conference publications in computer science
(2010)
Freyne, Jill; Coyle, Lorcan; Smyth, Barry; Cunningham, Pádraig
A quantitative evaluation of the relative status of journal and conference publications in computer science
(2010)
Freyne, Jill; Coyle, Lorcan; Smyth, Barry; Cunningham, Pádraig
Abstract:
While it is universally held by computer scientists that conference publications have a higher status in computer science than in other disciplines there is little quantitative evidence in support of this position. The importance of journal publications in academic promotion makes this a big issue since an exclusive focus on journal papers will miss many significant papers published at conferences in computer science. In this paper we set out to quantify the relative importance of journal and conference papers in computer science. We show that computer science papers in leading conferences match the impact of papers in mid-ranking journals and surpass the impact of papers in journals in the bottom half of the ISI rankings - when im- pact is measured by citations in Google Scholar. We also show that there is a poor correlation between this measure of impact and conference acceptance rates. This indicates that conference publication is an inefficient market where venues that are equal...
http://hdl.handle.net/10197/2525
Marked
Mark
Where do "Soccer Moms" Come From? : Cognitive Constraints on Noun-Noun Compounding in English
(1996)
Keane, Mark T.; Costello, Fintan
Where do "Soccer Moms" Come From? : Cognitive Constraints on Noun-Noun Compounding in English
(1996)
Keane, Mark T.; Costello, Fintan
Abstract:
TCD-CS-96-18
Every year new noun-noun combinations enter the English language and become common parlance; compounds like "notebook computer" and "soccer mom". But, why is one pair of words chosen rather than another pair ? For example,why do we not use "patio-tile computer" and "sports mother" ? Clearly, many factors influence the process. We concentrate on the cognitive factor of informativeness; namely, that a novel combination should convey its meaning unambiguously. Costello & Keane (1996) have shown that some classes of concept promote ambiguity (or polysemy) in novel nounnoun compounds; artifact and superordinate terms promote polysemy whereas natural-kind and basic-level terms do not. Here we show that the topology of these conceptual classes in a large corpus of familiar compounds indicates that they constrain the compounds that appear in a language.
http://hdl.handle.net/2262/12898
Marked
Mark
Topographic Object Recognition Through Shape
(2001)
Keyes, Laura; Winstanley, Adam C.
Topographic Object Recognition Through Shape
(2001)
Keyes, Laura; Winstanley, Adam C.
Abstract:
Automatic structuring (feature coding and object recognition) of topographic data, such as that derived from air survey or raster scanning large-scale paper maps, requires the classification of objects such as buildings, roads, rivers, fields and railways. The recognition of objects in computer vision is largely based on the matching of descriptions of shapes. Fourier descriptors, moment invariants, boundary chain coding and scalar descriptors are methods that have been widely used and have been developed to describe shape irrespective of position, orientation and scale. The applicability of the above four methods to topographic shapes is described and their usefulness evaluated. All methods derive descriptors consisting of a small number of real values from the object's polygonal boundary. Two large corpora representing data sets from Ordnance Survey maps of Purbeck and Plymouth were available. The effectiveness of each description technique was evaluated by using one corpus ...
http://eprints.nuim.ie/9/
Marked
Mark
Objects, Components and the Virtual Enterprise
(1999)
Nixon, Patrick; Dobson, Simon
Objects, Components and the Virtual Enterprise
(1999)
Nixon, Patrick; Dobson, Simon
Abstract:
TCD-CS-1999-07
We are currently witnessing a convergence of several threads of technology and business imperatives. The idea of a virtual enterprise (VE) – a business built from both organizationally and geographically distributed units – is becoming an area of increasing interest to both computer scientists and business people. The Objects, Components and the Virtual Enterprise workshop at OOPSLA 98 investigated the role of Object/Component analysis, design and programming in the realization of the VE. The workshop addressed topics including lifecycle models, case studies, HCI, object renaming, and software architectures VEs.
http://hdl.handle.net/2262/13008
Marked
Mark
Bézier Curves for Camera Motion
(1994)
Buckley, Colm
Bézier Curves for Camera Motion
(1994)
Buckley, Colm
Abstract:
TCD-CS-94-18
This paper describes an attempt to address some of the deficiencies and infelicities associated with the use of piecewise Bézier segments when constructing a smooth path for a camera in a computer animation. In particular, techniques are presented for rotational interpolation, ensuring continuity where the time intervals between key-frames are variable and generating curve segments with higher-order continuity, for example, acceleration continuity.
http://hdl.handle.net/2262/12781
Marked
Mark
AI Structuralist Storytelling In Computer Games
(2004)
Fairclough, Chris; Cunningham, Pádraig
AI Structuralist Storytelling In Computer Games
(2004)
Fairclough, Chris; Cunningham, Pádraig
Abstract:
TCD-CS-2004-43
This paper is a description of our work in creating a story director agent which utilises AI techniques. The story director controls the storyline in an adventure computer game, with the player controlling the hero character, and the story director reacting to the player's actions. The story is told through subplot-level plans being formulated with a case-based planner, and a social simulation system that the story director is 'plugged in to', allowing consistent logical stories while allowing for player freedom. The system has been named OPIATE – Open-ended Proppian Interactive Adaptive Tale Engine.
http://hdl.handle.net/2262/13239
Marked
Mark
A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters
(2001)
Mac Namee, Brian; Cunningham, Pádraig
A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters
(2001)
Mac Namee, Brian; Cunningham, Pádraig
Abstract:
TCD-CS-2001-20
In the past, games development has been driven by the need to achieve more realistic graphics. This has resulted in a situation today with games set in visually stunning, and almost photo realistic worlds being the norm. As game developers seek something new to make their games stand out from the rest, artificial intelligence is playing a far more important role in game design than before. The most obvious application of AI to games is in creating Non Player Characters (NPCs). Although visually stunning worlds have been created for computer games, the NPCs inhabiting these worlds are most often shallow and uninteresting. This paper will introduce the idea of Proactive Persistent NPCs, that is NPCs that are always modelled (at least to some extent) even when the human player is not in their vicinity. We will consider the issues involved in creating these persistent characters, and propose an intelligent agent architecture which will allow the creation of realistic,...
http://hdl.handle.net/2262/13118
Marked
Mark
Non-Contact Surface Geometry Measurement Techniques
(1999)
Bradshaw, Gareth
Non-Contact Surface Geometry Measurement Techniques
(1999)
Bradshaw, Gareth
Abstract:
TCD-CS-1999-46
It is often necessary to be able to create computer models from physical objects. This is often done for the purposes of reverse engineering, or archival. Many of the contact methods, such as callipers or Coordinate Measuring Machines, are unsuitable for use in areas where the material is delicate. There are numerous techniques that are capable of performing quick accurate measurements of surface geometry, a number of which are reviewed.
http://hdl.handle.net/2262/13020
Marked
Mark
On the Automatic Generation of Case Libraries by Chunking Chess Games
(1995)
Flinter, Stephen; Keane, Mark T.
On the Automatic Generation of Case Libraries by Chunking Chess Games
(1995)
Flinter, Stephen; Keane, Mark T.
Abstract:
TCD-CS-95-16
As a research topic computer game playing has contributed problems to AI that manifest exponential growth in the problem space. For the most part, in games such as chess and checkers these problems have been surmounted with enormous computing power on brute-force search methods using massive databases. It remains to be seen whether such techniques will extend to other games such as go and shogi. One suggestion is that these games and even chess might benefit from a knowledge-based treatment but such approaches have met with limited success. The problem, as ever from such approaches, is the characterisation of the knowledge to be used by the system. This paper deals with the Tal system, which employs case-based reasoning techniques for chess playing. In the paper, rather than focus on playing, we concentrate on the automatic generation of suitable case knowledge using a chunking technique on a corpus of grandmaster games.
http://hdl.handle.net/2262/12878
Marked
Mark
The Cognitive Processes Underlying Complex Analogies: Theoretical and Empirical Advances
(1993)
Keane, Mark T.
The Cognitive Processes Underlying Complex Analogies: Theoretical and Empirical Advances
(1993)
Keane, Mark T.
Abstract:
TCD-CS-93-25
The psychological investigation of complex analogies (like the solar system / atom analogy) began in the late 1970s and in the intervening period has grown into a prototypical, area of Cognitive Science research. During this time the investigation of complex analogies have gone from rough general notions to detailed computational models. This paper traces the theoretical and empirical development in the area and plots the major advances which have occurred. Apart from reviewing the literature, the main aim of the paper is to present this area as a template for the development of other Cognitive Science research topics. Thus, it should have important implications for the methodology of modern research in Cognitive Psychology. Finally, some outstanding problems in the area and likely directions for future research are considered.
http://hdl.handle.net/2262/12940
Marked
Mark
Class Noise and Supervised Learning in Medical Domains: The Effect of Feature Extraction
(2006)
Tsymbal, Alexey
Class Noise and Supervised Learning in Medical Domains: The Effect of Feature Extraction
(2006)
Tsymbal, Alexey
Abstract:
TCD-CS-2006-25
Inductive learning systems have been successfully applied in a number of medical domains. It is generally accepted that the highest accuracy results that an inductive learning system can achieve depend on the quality of data and on the appropriate selection of a learning algorithm for the data. In this paper we analyze the effect of class noise on supervised learning in medical domains. We review the related work on learning from noisy data and propose to use feature extraction as a pre-processing step to diminish the effect of class noise on the learning process. Our experiments with 8 medical datasets show that feature extraction indeed helps to deal with class noise. It clearly results in higher classification accuracy of learnt models without the separate explicit elimination of noisy instances.
http://hdl.handle.net/2262/13498
Marked
Mark
Does Relevance Matter to Data Mining Research?
(2006)
Tsymbal, Alexey
Does Relevance Matter to Data Mining Research?
(2006)
Tsymbal, Alexey
Abstract:
TCD-CS-2006-24
Data mining (DM) and knowledge discovery are intelligent tools that help to accumulate and process data and make use of it. We review several existing frameworks for DM research that originate from different paradigms. These DM frameworks mainly address various DM algorithms for the different steps of the DM process. Recent research has shown that many real-world problems require integration of several DM algorithms from different paradigms in order to produce a better solution elevating the importance of practice-oriented aspects also in DM research. In this paper we strongly emphasize that DM research should also take into account the relevance of research, not only the rigor of it. Under relevance of research in general, we understand how good this research is in terms of the utility of its results. This chapter motivates development of such a new framework for DM research that would explicitly include the concept of relevance. We introduce the basic idea behin...
http://hdl.handle.net/2262/13499
Marked
Mark
Dynamic Integration with Random Forests
(2006)
Tsymbal, Alexey; Cunningham, Pádraig
Dynamic Integration with Random Forests
(2006)
Tsymbal, Alexey; Cunningham, Pádraig
Abstract:
TCD-CS-2006-23
Random Forests are a successful ensemble prediction technique that combines two sources of randomness to generate base decision trees; bootstrapping instances for each tree and considering a random subset of features at each node. Breiman in his introductory paper on Random Forests claims that they are more robust than boosting with respect to overfitting noise, and are able to compete with boosting in terms of predictive performance. Multiple recently published empirical studies conducted in various application domains confirm these claims. Random Forests use simple majority voting to combine the predictions of the trees. However, it is clear that each decision tree in a random forest may have different contribution in classifying a certain instance. In this paper, we demonstrate that the prediction performance of Random Forests may still be improved in some domains by replacing the combination function. Dynamic integration, which is based on local performance es...
http://hdl.handle.net/2262/13500
Marked
Mark
Feature Extraction for Dynamic Integration of Classifiers
(2006)
Tsymbal, Alexey
Feature Extraction for Dynamic Integration of Classifiers
(2006)
Tsymbal, Alexey
Abstract:
TCD-CS-2006-32
Recent research has shown the integration of multiple classifiers to be one of the most important directions in machine learning and data mining. In this paper, we present an algorithm for the dynamic integration of classifiers in the space of extracted features (FEDIC). It is based on the technique of dynamic integration, in which local accuracy estimates are calculated for each base classifier of an ensemble, in the neighborhood of a new instance to be processed. Generally, the whole space of original features is used to find the neighborhood of a new instance for local accuracy estimates in dynamic integration. However, when dynamic integration takes place in high dimensions the search for the neighborhood of a new instance is problematic, since the majority of space is empty and neighbors can in fact be located far from each other. Furthermore, when noisy or irrelevant features are present it is likely that also irrelevant neighbors will be associated with a t...
http://hdl.handle.net/2262/13461
Marked
Mark
Context-Aware Aspects
(2006)
Bergel, Alexandre
Context-Aware Aspects
(2006)
Bergel, Alexandre
Abstract:
TCD-CS-2006-35
Context-aware applications behave differently depending on the context in which they are running. Since context-specific behaviour tends to crosscut base programs, it can advantageously be implemented as aspects. This leads to the notion of context-aware aspects, i.e., aspects whose behaviour depends on context. This paper analyzes the issue of appropriate support from the aspect language to both restrict the scope of aspects according to the context and allow aspect definitions to access information associated to the context.We propose an open framework for context-aware aspects that allows for the definition of first-class contexts and supports the definition of context awareness constructs for aspects, including the ability to refer to past contexts, and to provide domainand application-specific constructs.
http://hdl.handle.net/2262/13460
Marked
Mark
Overfitting in Wrapper-Based Feature Subset Selection: The Harder You Try the Worse it Gets
(2005)
Cunningham, Pádraig; Loughrey, John
Overfitting in Wrapper-Based Feature Subset Selection: The Harder You Try the Worse it Gets
(2005)
Cunningham, Pádraig; Loughrey, John
Abstract:
TCD-CS-2005-17
In Wrapper based feature selection, the more states that are visited during the search phase of the algorithm the greater the likelihood of finding a feature subset that has a high internal accuracy while generalizing poorly. When this occurs, we say that the algorithm has overfitted to the training data. We outline a set of experiments to show this and we introduce a modified genetic algorithm to address this overfitting problem by stopping the search before overfitting occurs. This new algorithm called GAWES (Genetic Algorithm With Early Stopping) reduces the level of overfitting and yields feature subsets that have a better generalization accuracy.
http://hdl.handle.net/2262/13440
Displaying Results 1 - 25 of 1663 on page 1 of 67
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