The commercial vessels activity have a big role to increase the flow of number of cargoes from a port to another port. However, the impact of these activities are the disposal of ballast water from port area to the de...
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Over the past decade, online crowdsourcing has established itself as an emerging paradigm that industry and government have been using to harness the cognitive abilities of a multitude of users distributed around the ...
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ISBN:
(数字)9781728185262
ISBN:
(纸本)9781728185279
Over the past decade, online crowdsourcing has established itself as an emerging paradigm that industry and government have been using to harness the cognitive abilities of a multitude of users distributed around the world. In this context, microtask crowdsourcing has become the method of choice for addressing a wide range of diverse problems. Microtasks typically require a minimum of time and cognitive effort, but combined individual efforts have made it possible to accomplish great achievements. The goal of this paper is to contribute to the ongoing effort of understanding whether the same success that microtask crowdsourcing has achieved in other domains can be obtained in the field of social news curation. In particular, we ask whether it is possible to turn online news curation, typically a social and collaborative activity on the Web, into a model in which curatorial activities are mapped into microtasks to be performed by a crowd of online users.
Immersion, interaction, and imagination are three features of virtual reality (VR). Existing VR systems possess fairly realistic visual and auditory feedbacks, and however, are poor with haptic feedback, by means of w...
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Immersion, interaction, and imagination are three features of virtual reality (VR). Existing VR systems possess fairly realistic visual and auditory feedbacks, and however, are poor with haptic feedback, by means of which human can perceive the physical world via abundant haptic properties. Haptic display is an interface aiming to enable bilateral signal communications between human and computer, and thus to greatly enhance the immersion and interaction of VR systems. This paper surveys the paradigm shift of haptic display occurred in the past 30 years, which is classified into three stages, including desktop haptics, surface haptics, and wearable haptics. The driving forces, key technologies and typical applications in each stage are critically reviewed. Toward the future high-fidelity VR interaction, research challenges are highlighted concerning handheld haptic device, multimodal haptic device, and high fidelity haptic rendering. In the end, the importance of understanding human haptic perception for designing effective haptic devices is addressed.
The purpose of this study is to help small clubs from Italian Serie A in finding the minimum targets to avoid relegation into Serie B competition (below Serie A league). Relegation will reduce the club's income fr...
The purpose of this study is to help small clubs from Italian Serie A in finding the minimum targets to avoid relegation into Serie B competition (below Serie A league). Relegation will reduce the club's income from TV revenues and the decline of enthusiastic supporters. Based on the data from the final standings (seasons 2006 until 2018), this can be explained by the Decision Tree method using the C4.5 algorithm. The methods used in this study are data collection, data pre-processing, model proposal, model testing, and model validation. In this study, it is expected that the value of accuracy exceeds 85% to achieve a proper classification.
This study aims to find articles and clauses from the 1945 Constitution (UUD 1945) using the Vector Space Model method that calculates the similarity of many documents. One document is represented by one clause from e...
This study aims to find articles and clauses from the 1945 Constitution (UUD 1945) using the Vector Space Model method that calculates the similarity of many documents. One document is represented by one clause from each article of the 1945 Constitution. The next step is pre-processing by deleting unnecessary words (stopwords) and changing it into basic words (stemmer) in the Indonesian language. Each document will be indexed to speed up query and simplify the weighting. Words weighting in documents is performed using the TF-IDF (Term Frequency-Inverse Document Frequency) algorithm by calculating the frequency of words in documents and all documents. The document search results will be presented in the ranking with the largest number of scoring appears at the top (descend sorting). The word search in this system more or less takes 90-100 milliseconds in 73 documents.
MnBi2Te4 (MBT) is the first intrinsic magnetic topological insulator with the interaction of spin-momentum locked surface electrons and intrinsic magnetism, and it exhibits novel magnetic and topological phenomena. Re...
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Background: Despite major advances in artificial intelligence (AI) research for healthcare, the deployment and adoption of AI technologies remain limited in clinical practice. In recent years, concerns have been raise...
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Multivariate time series data are littered with missing values across many domains. Often the patterns of missing data points reflect conscious decisions by the data collector, and thus may contain correlations that c...
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This work presents a novel method to generate secret keys shared between a legitimate node pair (Alice and Bob) to safeguard the communication between them from an unauthorized node (Eve). To this end, we exploit the ...
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Background:Guidelines recommend that adolescents should accumulate an average of 60 min per day of moderate-to-vigorous physical activity(MVPA).However,using only this cut-off could hide important *** instance,from a ...
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Background:Guidelines recommend that adolescents should accumulate an average of 60 min per day of moderate-to-vigorous physical activity(MVPA).However,using only this cut-off could hide important *** instance,from a population-level point of view,increasing physical activity for those with no or low physical activity could provide more health benefits than increasing physical activity for those with intermediate ***,including a more sensitive cut-point of≥1 days per week could be an additional strategy for identifying those with low access/opportunities for physical activity ***,the current study aims to estimate the prevalence of≥60 min of MVPA≥1 days per week among adolescents globally,and to describe any relevant gender ***:We used representative datasets from 146 countries/territories collected between 2003 and *** was *** were grouped into younger(≤14 years old)and older(>14 years old)*** Poisson regression models were used to identify the relative differences in≥60 min of MVPA≥1 days per week between boys and girls,and random-effects meta-analysis models were used to identify the pooled *** were stratified by country and ***:Approximately 80%of both younger and older adolescents reported≥60 min of MVPA≥1 days per *** prevalence was≥94%in Europe and Central Asia and North America,while the estimates for the other regions were<77%.The prevalence of≥60 min of MVPA≥1 days per week was higher among boys than girls,with the largest differences occurring among the oldest adolescents(Prevalence ratio_(≤14y)=1.04(95%confidence interval(95%CI)):1.03-1.04)*** ratio_(>14y)=1.09(95%CI:1.08-1.10)).Conclusion:Approximately 8 out of 10 adolescents reported accumulating≥60 min of MVPA≥1 days per week,with notable differences between *** differences were observed in several countries,especially among the oldest *** fo
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