The last decade has seen an increasing demand from the industrial field of computerized visual inspection. Applications rapidly become more complex and often with more demanding real time constraints. However, from 2004 onwards the clock frequency of CPUs has not increased significantly. Computer Vision applications have an increasing demand for more processing power but are limited by the performance capabilities of sequential processor architectures. The only way to get more performance using commodity hardware, like multi-core processors and graphics cards, is to go for parallel programming. This article focuses on the practical question: How can the processing time for vision algorithms be improved, by parallelization, in an economical way and execute them on multiple platforms?
DOCUMENT
A presentation about a skills gap: industry demands versus learning outcomes. The presentation deals with ongoing research about workplace learning in computing curricula.
DOCUMENT
This textbook is intended for a basic course in problem solving and program design needed by scientists and engineers using the TI-92. The TI-92 is an extremely powerful problem solving tool that can help you manage complicated problems quickly. We assume no prior knowledge of computers or programming, and for most of its material, high school algebra is sufficient mathematica background. It is advised that you have basic skills in using the TI-92. After the course you will become familiar with many of the programming commands and functions of the TI-92. The connection between good problem solving skills and an effective program design method, is used and applied consistently to most examples and problems in the text. We also introduce many of the programming commands and functions of the TI-92 needed to solve these problems. Each chapter ends with a number of practica problems that require analysis of programs as well as short programming exercises.
DOCUMENT
Beeld speelt een steeds grotere rol in wetenschap, zorg en techniek. Tegelijkertijd verandert AI de manier waarop we visuele informatie verzamelen, analyseren en begrijpen. Hoe houden we aansluiting bij deze snelle technologische ontwikkelingen, en voorkomen we dat praktijk en opleiding achterblijven?
The key goal was to further develop, secure and disseminate knowledge and concepts concerning the role of high realism in Virtual Reality. It followed the Digital Media Concept professorship to create and examine the effects of high quality worlds and characters in VR. Key focus was on the effect of high versus low realism in (existing and non-existing) digital environments as well as digital characters and avatars (digital representations of human users) and embodied agents (digital representations of computer programs that have been designed to interact with, or on behalf of, a human). This means on the one hand getting better equipment and skills to digitize and create high realistic avatars in VR. And on the other hand this means that a better understanding of the concept of realism and quality is needed. This encompasses a whole range of terms that varies from realistic resemblance, to high fidelity appearance and (real-time interactive and authentic) behaviour based on high AI programming. Research showed that very important is congruency in realism between elements within a VR world. Furthermore it showed that high realism is not always needed to stimulate ‘real’ (VR) behaviour. High immersive experiences and impulse behaviour also functions in virtual environments that have lower levels of realism. Studies have been conducted within the field of health, entertainment, advertising, architecture and journalism. An example is the VR game Descend, see link (used to examine the effect of realism through resemblance).Partners: Radboud University, Enversed, Stanford University, University of Oregon, Cornell University, several companies