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The novel Corona virus pandemic is one of the biggest worldwide problems right now. While hygiene and wearing masks make up a large portion of the currently suggested precautions by the Centers for Disease Control and Prevention (CDC) and World Health Organization (WHO), social distancing is another and arguably the most important precaution that would protect people since the airborne virus is easily transmitted through the air. Social distancing while walking outside, can be more effective, if pedestrians know locations of each other and even better if they know locations of people who are possible carriers. With this information, they can change their routes depending on the people walking nearby or they can stay away from areas that contain or have recently contained crowds. This paper presents a mobile device application that would be a very beneficial tool for social distancing during Coronavirus Disease 2019 (COVID-19). The application works, synced close to real-time, in a networking fashion with all users obtaining their locations and drawing a virtual safety bubble around them. These safety bubbles are used with the constant velocity pedestrian model to predict possible future social distancing violations and warn the user with sound and vibration. Moreover, it takes into account the virus staying airborne for a certain time, hence, creating time-decaying non-safe areas in the past trajectories of the users. The mobile app generates collision free paths for navigating around the undesired locations for the pedestrian mode of transportation when used as part of a multi-modal trip planning app. Results are applicable to other modes of transportation also. Features and the methods used for implementation are discussed in the paper. The application is tested using previously collected real pedestrian walking data in a realistic environment.

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There is a growing need for authentication methodology in virtual reality applications. Current systems assume that the immersive experience technology is a collection of peripheral devices connected to a personal computer or mobile device. Hence there is a complete reliance on the computing device with traditional authentication mechanisms to handle the authentication and authorization decisions. Using the virtual reality controllers and headset poses a different set of challenges as it is subject to unauthorized observation, unannounced to the user given the fact that the headset completely covers the field of vision in order to provide an immersive experience. As the need for virtual reality experiences in the commercial world increases, there is a need to provide other alternative mechanisms for secure authentication. In this paper, we analyze a few proposed authentication systems and reached a conclusion that a multidimensional approach to authentication is needed to address the granular nature of authentication and authorization needs of a commercial virtual reality applications in the commercial world.

There have been recent calls for research on the human side of software engineering and its impact on various factors such as productivity, developer happiness and project success. An analysis of which challenges in software engineering teams are most frequent is still missing. We aim to provide a starting point for a theory about relevant human challenges and their causes in software engineering. We establish a reusable set of challenges and start out by investigating the effect of team virtualization. Virtual teams often use digital communication and consist of members with different nationalities. We designed a survey instrument and asked respondents to assess the frequency and criticality of a set of challenges, separated in context "within teams" as well as "between teams and clients", compiled from previous empiric work, blog posts and pilot survey feedback. For the team challenges, we asked if mitigation measures were already in place. Respondents were also asked to provide information about their team setup. The survey also measured Schwartz human values. Finally, respondents were asked if there were additional challenges at their workplace. We report on the results obtained from 192 respondents. We present a set of challenges that takes the survey feedback into account and introduce two categories of challenges; "interpersonal" and "intrapersonal". We found no evidence for links between human values and challenges. We found some significant links between the number of distinct nationalities in a team and certain challenges, with less frequent and critical challenges occurring if 2-3 different nationalities were present compared to a team having members of just one nationality or more than three. A higher degree of virtualization seems to increase the frequency of some human challenges.

We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.

Automated generation and (user) authoring of the realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM). Existing terrain authoring and modeling techniques have addressed some of these and can be broadly categorized as: procedural modeling, simulation method, and example-based methods. In this paper, we propose a novel realistic terrain authoring framework powered by a combination of VAE and generative conditional GAN model. Our framework is an example-based method that attempts to overcome the limitations of existing methods by learning a latent space from a real-world terrain dataset. This latent space allows us to generate multiple variants of terrain from a single input as well as interpolate between terrains while keeping the generated terrains close to real-world data distribution. We also developed an interactive tool, that lets the user generate diverse terrains with minimalist inputs. We perform thorough qualitative and quantitative analysis and provide comparisons with other SOTA methods. We intend to release our code/tool to the academic community.

Information technology and software services are pervasive, occupying the centre of most aspects of contemporary societies. This has given rise to commonly expected norms and expectations around how such systems should work, appropriate penalties for violating these expectations, and more importantly, indicators of how to reduce the consequences of violations and sanctions. Evidence for expectation violations and ensuing sanctions exists in a range of portals used by individuals and groups to start new friendships, explore new ideas, and provide feedback for products and services. Therein lies insights that could lead to functional socio-technical systems, and general awareness and anticipations of human actions (and interactions) when using information technology and software services. However, limited previous work has examined such artifacts to provide these understandings. To contribute to such understandings and theoretical advancement we study expectation violations in mobile apps, considered among the most engaging socio-technical systems. We used content analysis and expectancy violation theory (EVT) and expectation confirmation theory (ECT) to explore the evidence and nature of sanctions in app reviews for a specific domain of apps. Our outcomes show that users respond to expectation violation with sanctions when their app does not work as anticipated, developers seem to target specific market niches when providing services in an app domain, and users within an app domain respond with similar sanctions. We contribute to the advancement of expectation violation theories, and we provide practical insights for the mobile app community.

Wearable electronic equipment is constantly evolving and is increasing the integration of humans with technology. Available in various forms, these flexible and bendable devices sense and can measure the physiological and muscular changes in the human body and may use those signals to machine control. The MYO gesture band, one such device, captures Electromyography data (EMG) using myoelectric signals and translates them to be used as input signals through some predefined gestures. Use of this device in a multi-modal environment will not only increase the possible types of work that can be accomplished with the help of such device, but it will also help in improving the accuracy of the tasks performed. This paper addresses the fusion of input modalities such as speech and myoelectric signals captured through a microphone and MYO band, respectively, to control a robotic arm. Experimental results obtained as well as their accuracies for performance analysis are also presented.

During the Coronavirus 2019 (the covid-19) pandemic, schools continuously strive to provide consistent education to their students. Teachers and education policymakers are seeking ways to re-open schools, as it is necessary for community and economic development. However, in light of the pandemic, schools require customized schedules that can address the health concerns and safety of the students considering classroom sizes, air conditioning equipment, classroom systems, e.g., self-contained or compartmentalized. To solve this issue, we developed the School-Virus-Infection-Simulator (SVIS) for teachers and education policymakers. SVIS simulates the spread of infection at a school considering the students' lesson schedules, classroom volume, air circulation rates in classrooms, and infectability of the students. Thus, teachers and education policymakers can simulate how their school schedules can impact current health concerns. We then demonstrate the impact of several school schedules in self-contained and departmentalized classrooms and evaluate them in terms of the maximum number of students infected simultaneously and the percentage of face-to-face lessons. The results show that increasing classroom ventilation rate is effective, however, the impact is not stable compared to customizing school schedules, in addition, school schedules can differently impact the maximum number of students infected depending on whether classrooms are self-contained or compartmentalized. It was found that one of school schedules had a higher maximum number of students infected, compared to schedules with a higher percentage of face-to-face lessons. SVIS and the simulation results can help teachers and education policymakers plan school schedules appropriately in order to reduce the maximum number of students infected, while also maintaining a certain percentage of face-to-face lessons.

Terrorism is one of the most life-challenging threats facing humanity worldwide. The activities of terrorist organizations threaten peace, disrupts progress, and halt the development of any nation. Terrorist activities in Nigeria in the last decades have negatively affected economic growth and have drastically reduced the possibilities of foreign investments in Nigeria. In this paper, statistical and inferential insights are applied to the terrorist activities in Nigeria from 1970 to 2019. Using the Global Terrorism Database (GTD), insights are made on the occurrences of terrorist attacks, the localities of the target, and the successful and unsuccessful rates of such attacks. The Apriori algorithm is also used in this paper to draw hidden patterns from the GTD to aid in generating strong rules through database mining, resulting in relevant insights. This understanding of terrorist activities will provide security agencies with the needed information to be one step ahead of terrorists in making the right decisions targeted at curbing terrorism in Nigeria.

Since the proliferation of social media usage, hate speech has become a major crisis. Hateful content can spread quickly and create an environment of distress and hostility. Further, what can be considered hateful is contextual and varies with time. While online hate speech reduces the ability of already marginalised groups to participate in discussion freely, offline hate speech leads to hate crimes and violence against individuals and communities. The multifaceted nature of hate speech and its real-world impact have already piqued the interest of the data mining and machine learning communities. Despite our best efforts, hate speech remains an evasive issue for researchers and practitioners alike. This article presents methodological challenges that hinder building automated hate mitigation systems. These challenges inspired our work in the broader area of combating hateful content on the web. We discuss a series of our proposed solutions to limit the spread of hate speech on social media.

Effective task management is essential to successful team collaboration. While the past decade has seen considerable innovation in systems that track and manage group tasks, these innovations have typically been outside of the principal communication channels: email, instant messenger, and group chat. Teams formulate, discuss, refine, assign, and track the progress of their collaborative tasks over electronic communication channels, yet they must leave these channels to update their task-tracking tools, creating a source of friction and inefficiency. To address this problem, we explore how bots might be used to mediate task management for individuals and teams. We deploy a prototype bot to eight different teams of information workers to help them create, assign, and keep track of tasks, all within their main communication channel. We derived seven insights for the design of future bots for coordinating work.

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