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Displaying Results 226 - 250 of 3054 on page 10 of 123
Marked
Mark
Segmentation and three-dimensional visualisation of digital in-line holographic microscopy data
(2009)
Molony, Karen M.; Naughton, Thomas J.
Segmentation and three-dimensional visualisation of digital in-line holographic microscopy data
(2009)
Molony, Karen M.; Naughton, Thomas J.
Abstract:
This paper demonstrates that transmissive or partially transmissive scenes imaged by digital in-line holographic microscopy (DIHM) can be reconstructed as a threedimensional (3-D) model of the imaged volume from a single capture. This process entails numerical reconstruction, segmentation and polygonisation. Numerical reconstruction of a digital hologram captured using a DIHM set up is performed at equally spaced depths within a range. In the case of intensity modulating objects, segmentation of each of the reconstructed intensity images produces a contour slice of the scene by applying an adaptive threshold and border following. These slices are visualised in 3-D by polygonising the data using the marching cubes algorithm. We present experimental results for a real world DIHM capture of a partially transmissive scene that demonstrates the steps in this process.
http://mural.maynoothuniversity.ie/2551/
Marked
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Digital Homes - Part One Creating a Home Network Infrastructure. Technical Report NUIM-CS-TR-2008-03
(2008)
Kelly, Dermot
Digital Homes - Part One Creating a Home Network Infrastructure. Technical Report NUIM-CS-TR-2008-03
(2008)
Kelly, Dermot
Abstract:
Abstract included in text
http://mural.maynoothuniversity.ie/2388/
Marked
Mark
A Definition of the Chidamber and Kemerer Metrics suite for UML. Technical Report NUIM-CS-TR-2006-03
(2006)
McQuillan, Jacqueline A.; Power, James F.
A Definition of the Chidamber and Kemerer Metrics suite for UML. Technical Report NUIM-CS-TR-2006-03
(2006)
McQuillan, Jacqueline A.; Power, James F.
Abstract:
Since there is no standard formalism for defining software metrics, many of the measures that exist have some ambiguity in their definitions which hinders their comparison and implementation. We address this problem by presenting an approach for defining software metrics. This approach is based on expressing the measures as Object Constraint Language queries over a language metamodel. To illustrate the approach, we specify how the Chidamber and Kemerer metrics suite can be measured from Unified Modelling Language class diagrams by presenting formal definitions for these metrics using the Unified Modelling Language 2.0 metamodel.
http://mural.maynoothuniversity.ie/2391/
Marked
Mark
Curricular responses to computer science provision in schools: current provision and alternative possibilities
(2020)
McGarr, Oliver; Johnston, Keith T.
Curricular responses to computer science provision in schools: current provision and alternative possibilities
(2020)
McGarr, Oliver; Johnston, Keith T.
Abstract:
The full text of this article will not be available in ULIR until the embargo expires on the 20/03/2022
This paper explores the rationales underpinning the introduction of Computer Science (CS) into school curricula and examines the ways in which educational systems have responded to these growing calls. In outlining the possible ways that educational systems can respond to this demand, the paper makes use of a conceptual framework through which the various possibilities for the provision of CS in school curricula can be categorised. The paper analyses and discusses possible modes of provision identifying the benefits and drawbacks of different approaches. Through this development, the paper aims to raise wider questions about the long-term positioning of CS within the curriculum and draws particular attention to the need for greater consideration of provision at lower secondary level.
ACCEPTED
peer-reviewed
http://hdl.handle.net/10344/8734
Marked
Mark
Computational Thinking in Secondary Education: Where does it fit? A systematic literary review
(2018)
Lockwood, James; Mooney, Aidan
Computational Thinking in Secondary Education: Where does it fit? A systematic literary review
(2018)
Lockwood, James; Mooney, Aidan
Abstract:
Computational Thinking has been described as an essential skill which everybody should learn. Since Wing popularised the term in 2006 increased focus and attention have been placed on Computational Thinking. The first aim of this systematic literary review is to give second-level educators, who are considering incorporating Computational Thinking into their classrooms, ideas and options about how to achieve this. The hope is also to present reasons as to why it is beneficial to teach Computational Thinking, along with potential issues. Secondly, we aim to present education researchers with an overview of what work has been carried out in the domain, as well as potential gaps that still exist. Thirdly, this is the first stage in a longer-term project to develop a Computational Thinking based curriculum which is taught using Computer Science. It is hoped that the problems and ideas that are presented here will underpin this curriculum.
http://mural.maynoothuniversity.ie/13752/
Marked
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Limitations of Scientific Ontology
(1992)
Vernon, David; Furlong, Dermot
Limitations of Scientific Ontology
(1992)
Vernon, David; Furlong, Dermot
Abstract:
TCD-CS-92-07
Artificial life is a new multi-disciplinary science which is emerging from established practices in artificial intelligence, computational biology, and cybernetics. It is argued in this paper that conventional scientific concepts of being and existence, i.e. ontology, which underpin most of our attempts to create artificial life and intelligent systems, are inadequate to deal with these issues. It is argued that the current, pervasive and popular, positivistic philosophy of science is wholly inadequate when we come to deal with the issue of artificial life. However, by extending our ontological basis, specifically by incorporating a relativistic ontology (supporting a continuum of existence and being) we argue that the problem concerning the possibility of the creation of artificial life becomes tractable but not necessarily solvable. We argue that this approach lends itself to the development of usefully adaptive systmes which can, in effect, simulate the intellige...
http://hdl.handle.net/2262/12778
Marked
Mark
Evolving critical systems: a research agenda for computer-based systems.
(2010)
Hinchey, Mike; Coyle, Lorcan
Evolving critical systems: a research agenda for computer-based systems.
(2010)
Hinchey, Mike; Coyle, Lorcan
Abstract:
Increasingly software can be considered to be critical,due to the business or other functionality which it supports. Upgrades or changes to such software are expensive and risky, primarily because the software has not been designed and built for ease of change. Expertise, tools and methodologies which support the design and implementation of software systems that evolve without risk (of failure or loss of quality) are essential. We address a research agenda for building software in computer-based systems that (a) is highly reliable and (b) retains this reliability as it evolves, either over time or at run-time.
http://hdl.handle.net/10344/2085
Marked
Mark
Evaluating the perception of virtual characters by manipulating components of their physical appearance
(2017)
ZIBREK, KATJA
Evaluating the perception of virtual characters by manipulating components of their physical appearance
(2017)
ZIBREK, KATJA
Abstract:
This work explores the possibilities of studying the perception of 3D generated (virtual) based on the knowledge of perceptual organisation and methods used to study human behaviour. Our main intention is to present studies which explore responses towards virtual characters by manipulating specific components of their appearance. The literature on virtual characters presents some examples on how appearance could affect the perceiver's response. The most well-known phenomenon is the so called ?Uncanny Valley? which describes the loss in appeal and increase in eeriness when the virtual character reaches a certain level of detail, closely resembling a human being. The research has since shown that the concept of uncanny valley is not as clear as proposed by Mori (1970) and some methodological and conceptual discrepancies have been revealed. In addition, disinterest and lack of appeal can be found in the responses to non-realistic characters as well. While virtual characters are be...
http://hdl.handle.net/2262/81739
Marked
Mark
Collaborative computer personalities in the game of chess
(2002)
Haran, Aidan
Collaborative computer personalities in the game of chess
(2002)
Haran, Aidan
Abstract:
Computer chess has played a crucial role in Artificial Intelligence research since the creation of the modem computer. It has gained this prominent position due to the large domain that it encompasses, including psychology, philosophy and computer science. The new and innovative techniques initially created for computer chess have often been successfully transferred to other divergent research areas such as theorem provers and economic models. The progress achieved by computers in the game of chess has been illustrated by Deep Blue’s famous victory over Garry Kasparov in 1997. However, further improvements are required if more complex problems are to be solved. In 1999 the Kasparov versus the World match took place over the Internet. The match allowed chess players from around the world to collaborate in a single game of chess against the then world champion, Garry Kasparov. The game was closely fought with Kasparov coming out on top. One of the most surprising aspects of the conte...
http://doras.dcu.ie/17193/
Marked
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Analogue Dynamics Engine (ADE)
(2005)
Woulfe, Muiris
Analogue Dynamics Engine (ADE)
(2005)
Woulfe, Muiris
Abstract:
This report outlines the design and implementation of the Analogue Dynamics Engine (ADE). The ADE is a physics engine constructed from a hybrid, analogue and digital, computer. Software physics engines are becoming increasingly common in computer games, and the ADE was designed as a hardware equivalent to these software engines. Analogue computers, although currently rare, have useful properties such as their ability to evaluate functions in realtime. The physics engine exploits this functionality while using digital components to provide reconfigurability.
The core hybrid computer was constructed by connecting twenty nine custom designed reconfigurable analogue cells to thirty two bus lines, using programmable interconnect. Each cell can perform inversion, integration, addition and multiplication. At the periphery of this computer lie two ADCs and two DACs, so that the hybrid computer may provide a digital interface.
In order to make the engine suitable for use with games, ...
http://hdl.handle.net/2262/35987
Marked
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Efficient GPU usage for rendering of Volume Data
(2020)
GANTER, DAVID
Efficient GPU usage for rendering of Volume Data
(2020)
GANTER, DAVID
Abstract:
Visualising medical images or scientific data that can be shown in 3D poses some interesting challenges. This thesis investigates two distinct areas of Direct Volume Rendering (DVR); time-varying datasets on emerging light-field displays, and acceleration data-structures for large, static datasets. Firstly, a novel method to efficiently display volume data that changes over time (time-varying) on emerging display technologies is shown to improve upon traditional techniques in the field. The second main focus is acceleration data-structures in the context of volume rendering. The attention is on how particular acceleration data-structures are used in current DVR approaches and why Bounding Volume Hierarchies (BVHs) haven t been the method of choice for large-scale volume rendering. This thesis provides an insightful look at how new hardware implementations in consumer products impact on DVR, and how this may change the adoption of BVHs in this area. Results show that BVHs coupled wit...
http://hdl.handle.net/2262/93333
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Effective Index-Mapping of Quantized Values for Low-Precision Neural Networks on Power-Efficient Embedded Devices
(2020)
HUNTER, IAN FREDERICK
Effective Index-Mapping of Quantized Values for Low-Precision Neural Networks on Power-Efficient Embedded Devices
(2020)
HUNTER, IAN FREDERICK
Abstract:
Neural networks are sets of algorithms that together can approximate general functions. To approximate a function, the network must first be trained by a framework that can give informed feedback to reinforce correct predictions. As these function approximations can be trained ahead of time, neural networks are often used for work that will have previously unseen inputs such as those seen in the field of Computer Vision. The Intel? Movidius Myriad VPU is an embedded processor that is integrated into many hand-held and battery powered devices. In Intel? Movidius s latest processor, a hardware component was included to accelerate neural network software. In this thesis, we explore a particular feature of this hardware component An index mapping of the neural network s intermediary and trained values. We propose several new approaches to configuring this component and how they could be used to improve classification rates for very low precision networks. Of particular note,...
http://hdl.handle.net/2262/93330
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Facial Animation Pipeline Optimisation with Blendshape Importance Ordering and Perceptual Metrics
(2020)
CARRIGAN, EMMA VIOLET
Facial Animation Pipeline Optimisation with Blendshape Importance Ordering and Perceptual Metrics
(2020)
CARRIGAN, EMMA VIOLET
Abstract:
The quality of realistic virtual human faces has increased in recent years with the availability of new technologies such as photogrammetry systems to scan actors and reproduce their shape and texture digitally with minute detail, improved motion capture to allow for the recording of intricate facial movements, and new game engines which allow for the real-time rendering of complex structures and materials such as the human eye. All of these combined have led to an intensely high level of quality in virtual characters, but the added complexity of these technologies has increased the amount of time, money, and effort needed to create them, with a significant increase in the computational power and memory required due to the high level of detail. The goal of this thesis is to review the facial animation pipeline, identify areas to optimise, and create new methods and algorithms to assist in the creation of high-quality, realistic facial animation. The current industry standard for th...
http://hdl.handle.net/2262/93868
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Spatial sound for computer games and virtual reality
(2011)
Murphy, David; Neff, Flaithrí
Spatial sound for computer games and virtual reality
(2011)
Murphy, David; Neff, Flaithrí
Abstract:
In this chapter, we discuss spatial sound within the context of Virtual Reality and other synthetic environments such as computer games. We review current audio technologies, sound constraints within immersive multi-modal spaces, and future trends. The review process takes into consideration the wide-varying levels of audio sophistication in the gaming and VR industries, ranging from standard stereo output to Head Related Transfer Function implementation. The level of sophistication is determined mostly by hardware/system constraints (such as mobile devices or network limitations), however audio practitioners are developing novel and diverse methods to overcome many of these challenges. No matter what approach is employed, the primary objectives are very similar—the enhancement of the virtual scene and the enrichment of the user experience. We discuss how successful various audio technologies are in achieving these objectives, how they fall short, and how they are aligned to overcom...
http://hdl.handle.net/10468/229
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The Relo-KT Process for Cross-Disciplinary Knowledge Transfer
(2019)
CLARKE, EMMA LOUISE
The Relo-KT Process for Cross-Disciplinary Knowledge Transfer
(2019)
CLARKE, EMMA LOUISE
Abstract:
Digital humanities research, by its nature, is collaborative and interdisciplinary. A key aim when undertaking cross-disciplinary research is to integrate insights from two or more distinct disciplines using both formal and informal methodologies to achieve effective knowledge transfer. Such collaboration can lead to new ideas, creative solutions and innovation within both disciplines, in a way not possible within single discipline research and work. Whilst collaboration happens regularly in academic, creative and work environments, methods of cross-disciplinary knowledge transfer in interdisciplinary research are not often documented. This thesis explores synergies between the linguistics discipline and the extensive science around machine language translation. While both disciplines have their own distinct approach to solving problems, combining these disparate skills within a particular application affords exciting opportunities to develop. The multi-step relo-KT process was de...
http://hdl.handle.net/2262/89604
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<teiPublisher>: Bridging the Gap Between a Simple Set of Structured Documents and a Functional Digital Library
(2004)
SCHREIBMAN, SUSAN
<teiPublisher>: Bridging the Gap Between a Simple Set of Structured Documents and a Functional Digital Library
(2004)
SCHREIBMAN, SUSAN
Abstract:
Digital Libraries are complex systems that take a long time to create and tailor to specific requirements [1]. Their implementation requires special- ized computer skills, which are not usually found within humanities text encod- ing projects. Many encoders working on text encoding projects find they cannot take their work to the next level by transforming their collections of structured XML [2] texts into a publishable web sear chable and browsable service. Most often these teams find the way to encode their texts with a high degree of so- phistication, but unless they have funds to hire computer programmers their col- lections remain on local disk storage away from public access. <teiPublisher> is a novel tool designed with the aim of bridging the gap between simply having a collection of structured documents and having a functional digital library for public access via the web. The goal of this project is to build the tools to man- age an extensible, modular and confi gurab...
http://hdl.handle.net/2262/67450
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Statistical framework for multi sensor fusion and 3D reconstruction
(2012)
Ruttle, Jonathan
Statistical framework for multi sensor fusion and 3D reconstruction
(2012)
Ruttle, Jonathan
Abstract:
THESIS 10044
Multi-view 3D reconstruction is an area of computer vision where multiple images are taken of an object and information in those images is used to generate a 3D model describing the shape and size of that object. The ability to automatically generate 3D models of objects has many uses from content creation for games to object recognition and is a first step in many other computer vision tasks like markerless motion capture. In this thesis a new framework to achieve 3D reconstruction is presented. This framework is based on the generalised Radon transform and is linked to kernel density estimation. A new smooth differentiable function is defined that can be optimised using gradient ascent algorithms. The framework is applied to two applications; firstly to computing the visual hull, a 3D reconstruction from multiple silhouettes and secondly, to generate a 3D reconstruction from depth information. The framework is capable of overcoming the considerable noise present i...
http://hdl.handle.net/2262/77655
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Programming: Factors that Influence Success
(2005)
Bergin, Susan; Reilly, Ronan
Programming: Factors that Influence Success
(2005)
Bergin, Susan; Reilly, Ronan
Abstract:
This paper documents a study, carried out in the academic year 2003-2004, on fifteen factors that may influence performance on a first year object-oriented programming module. The factors included prior academic experience, prior computer experience, self-perception of programming performance and comfort level on the module and specific cognitive skills. The study found that a student's perception of their understanding of the module had the strongest correlation with programming performance, r=0.76, p‹0.01. In addition, Leaving Certificate (LC) mathematics and science scores were shown to have a strong correlation with performance. A regression module, based upon a student's perception of their understanding of the module, gender, LC mathematics score and comfort level was able to account for 79% of the variance in programming performance results.
http://mural.maynoothuniversity.ie/8209/
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A preliminary systematic review of computer science literature on cloud computing research using open source simulation platforms.
(2017)
Lynn, Theo; Gourinovitch, Anna; Byrne, James; Byrne, P.J.; Svorobej, Sergej; Giannoutak...
A preliminary systematic review of computer science literature on cloud computing research using open source simulation platforms.
(2017)
Lynn, Theo; Gourinovitch, Anna; Byrne, James; Byrne, P.J.; Svorobej, Sergej; Giannoutakis, Konstantinos; Kenny, David; Morrison, John P.
Abstract:
Research and experimentation on live hyperscale clouds is limited by their scale, complexity, value and and issues of commercial sensitivity. As a result, there has been an increase in the development, adaptation and extension of cloud simulation platforms for cloud computing to enable enterprises, application developers and researchers to undertake both testing and experimentation. While there have been numerous surveys of cloud simulation platforms and their features, few surveys examine how these cloud simulation platforms are being used for research purposes. This paper provides a preliminary systematic review of literature on this topic covering 256 papers from 2009 to 2016. The paper aims to provide insights into the current status of cloud computing research using open source cloud simulation platforms. Our two-level analysis scheme includes a descriptive and synthetic analysis against a highly cited taxonomy of cloud computing. The analysis uncovers some imbalances in resear...
http://doras.dcu.ie/22573/
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Internet-based computer-aided learning for artificial neural networks
(1998)
Keeling, Paul J
Internet-based computer-aided learning for artificial neural networks
(1998)
Keeling, Paul J
Abstract:
This thesis presents research performed to mvestigate the potential offered by the Internet for the implementation of an Engineering Computer-Aided Learning (CAL) environment. The research comprises two categories, a detailed literature survey of CAL and its application through the medium of the Internet environment. As a direct result of the literature survey, the scope of CAL can be considered to comprise the use of text, graphics, animations and sound. It is through the use of the CAL media that the true power of computer-aided education can be realized. The research performed focuses on student motivation, with emphasis placed on the educational environment. The Internet as a CAL environment was chosen for evaluation in this thesis due to its ability to convey information in a variety of contexts to any student with Internet access Courseware was developed for the M Eng (Masters in Engineering) program, specifically in the field of Artificial Neural Networks (ANNs) ANNs lend t...
http://doras.dcu.ie/18911/
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The computer sector in Irish manufacturing: past triumphs, present strains, future challenges
(2002)
Bradley, John
The computer sector in Irish manufacturing: past triumphs, present strains, future challenges
(2002)
Bradley, John
Abstract:
The health of the computer sector has come to symbolise the modernisation and rapid growth of the Irish economy during the 1990s. Any threats to its sustainability strike at the heart of broader economic and industrial strategy. After a brief statistical overview, this paper examines the wider strategic factors that facilitated the rise of the Irish computer ?agglomeration?. It describes how domestic policy evolved within a series of coherent frameworks that took account of the nature of the external environment (opportunities and threats) as well as realistic views of domestic capabilities (strengths and weaknesses). Within these frameworks, the decisions of individual policymakers shaped an industrial strategy that took decades to bear fruit and was a key contribution to bringing about convergence to EU standards of living. The paper also explores the likely future of the Irish computer sector, as it attempts to deal with an unfolding recession that started in the United States, t...
http://hdl.handle.net/2262/2621
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Wearable Human Computer Interface for control within immersive VAMR gaming environments using data glove and hand gestures
(2018)
Wilk, Mariusz P.; Torres-Sanchez, Javier; Tedesco, Salvatore; O'Flynn, Brendan
Wearable Human Computer Interface for control within immersive VAMR gaming environments using data glove and hand gestures
(2018)
Wilk, Mariusz P.; Torres-Sanchez, Javier; Tedesco, Salvatore; O'Flynn, Brendan
Abstract:
The continuous advances in the state-of-the-art in the Virtual, Augmented, and Mixed Reality (V AMR) technology are important in many application spaces, including gaming, entertainment, and media technologies. V AMR is part of the broader Human-Computer Interface (HCI) area focused on providing an unprecedentedly immersive way of interacting with computers. These new ways of interacting with computers can leverage the emerging user input devices. In this paper, we present a demonstrator system that shows how our wearable Virtual Reality (VR) Glove can be used with an off-the-shelf head-mounted VR device, the RealWear HMT-1™. We show how the smart data capture glove can be used as an effective input device to the HMT-1™ to control various devices, such as virtual controls, simply using hand gesture recognition algorithms. We describe our fully functional proof-of-concept prototype, along with the complete system architecture and its ability to scale by incorporating other devices.
http://hdl.handle.net/10468/7184
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A Dual-Channel Optical Brain-Computer Interface In A Gaming Environment
(2006)
Soraghan, Christopher John; Matthews, Fiachra; Kelly, Dan; Markham, Charles; Pearlmutte...
A Dual-Channel Optical Brain-Computer Interface In A Gaming Environment
(2006)
Soraghan, Christopher John; Matthews, Fiachra; Kelly, Dan; Markham, Charles; Pearlmutter, Barak A.; O'Neill, Ray
Abstract:
This paper explores the viability of using a novel optical Brain-Computer Interface within a gaming environment. We describe a system that incorporates a 3D gaming engine and an optical BCI. This made it possible to classify activation in the motor cortex within a synchronous experimental paradigm. Detected activations were used to control the arm movement of a human model in the graphical engine.
http://mural.maynoothuniversity.ie/1280/
Marked
Mark
Hemodynamics for brain-computer interfaces: optical correlates of control signals
(2008)
Matthews, Fiachra; Pearlmutter, Barak A.; Ward, Tomas E.; Soraghan, Christopher John; M...
Hemodynamics for brain-computer interfaces: optical correlates of control signals
(2008)
Matthews, Fiachra; Pearlmutter, Barak A.; Ward, Tomas E.; Soraghan, Christopher John; Markham, Charles
Abstract:
This article brings together the various elements that constitute the signal processing challenges presented by a hemodynamics-driven functional near-infrared spectroscopy (fNIRS) based brain-computer interface (BCI). We discuss the use of optically derived measures of cortical hemodynamics as control signals for next generation BCIs. To this end we present a suitable introduction to the underlying measurement principle, we describe appropriate instrumentation and highlight how and where performance improvements can be made to current and future embodiments of such devices. Key design elements of a simple fNIRS-BCI system are highlighted while in the process identifying signal processing problems requiring improved solutions and suggesting methods by which this might be accomplished.
http://mural.maynoothuniversity.ie/1360/
Marked
Mark
Segregated failures model for availability evaluation of fault-tolerant systems
(2006)
Vilkomir, Sergiy A.; Parnas, David Lorge; Mendiratta, Veena B.; Murphy, Eamonn
Segregated failures model for availability evaluation of fault-tolerant systems
(2006)
Vilkomir, Sergiy A.; Parnas, David Lorge; Mendiratta, Veena B.; Murphy, Eamonn
Abstract:
This paper presents a method of estimating the availability of fault-tolerant computer systems with several recovery procedures. A segregated failures model has been proposed recently for this purpose. This paper provides further analysis and extension of this model. The segregated failures model is compared with a Markov chain model and is extended for the situation when the coverage factor is unknown and failure escalation rates must be used instead. This situation is illustrated in detail by estimating availability of a Lucent Technologies Reliable Clustered Computing architecture. For this example, numeric values are provided for availability indexes and the contribution of each recovery procedure to total system availability is analysed.
http://hdl.handle.net/10344/158
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