Trabalho de Evento

URI permanente desta comunidadehttps://repositorio.insper.edu.br/handle/11224/3235

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Resultados da Pesquisa

Agora exibindo 1 - 10 de 127
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    Are Large Language Models Moral Hypocrites? A Study Based on MoralFoundations
    (2021) José Luiz Nunes; GUILHERME DA FRANCA COUTO FERNANDES DE ALMEIDA; Araujo, Marcelo de; Barbosa, Simone D. J.
    Large language models (LLMs) have taken centre stage indebates on Artificial Intelligence. Yet there remains a gap inhow to assess LLMs’ conformity to important human values.In this paper, we investigate whether state-of-the-art LLMs,GPT-4 and Claude 2.1 (Gemini Pro and LLAMA 2 did notgenerate valid results) are moral hypocrites. We employ tworesearch instruments based on the Moral Foundations The-ory: (i) the Moral Foundations Questionnaire (MFQ), whichinvestigates which values are considered morally relevant inabstract moral judgements; and (ii) the Moral FoundationsVignettes (MFVs), which evaluate moral cognition in con-crete scenarios related to each moral foundation. We charac-terise conflicts in values between these different abstractionsof moral evaluation as hypocrisy. We found that both mod-els displayed reasonable consistency within each instrumentcompared to humans, but they displayed contradictory andhypocritical behaviour when we compared the abstract val-ues present in the MFQ to the evaluation of concrete moralviolations of the MFV.
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    Continuous Parameter Control Using an On/Off Sensor in the Augmented Handheld Triangle
    (2021) Ferreira, Marcio Albano H.; TIAGO FERNANDES TAVARES
    In this work, we present Triaume, an augmented musical percussion instrument based on the triangle. The augmentation proposal for this instrument is based on a capacitive thumb sensor, that allows controlling digital musical devices and at the same time, preserves the original instrument idiomatic inside the context in which it is inserted. Triaume’s interaction proposals were built upon Brazilian music genres idiomatic, such as Forro, Xote, and Bai ´ ao. The instrument ˜ invasiveness is further reduced through the use of an external device (an appli cation running on a smartphone) for emulating faders related to sound parameter configuration. At first, we used the sensor as an on/off button able to trigger pre programmed percussion samples, which can be synchronized with the triangle’s acoustic sounds. This mechanism can be adjusted for triggering on pressing or releasing the sensor. Next, we convert the digital signals acquired by the sensor to continuous values by the on/off signal filtering. Such signal rectification and filtering system allows gradual change of continuous sound synthesis parameters, dealing with the on/off signal low robustness, turning it into a more controlled sig nal. Triaume can be inserted in the contexts of traditional and avant-garde music, also motivating further studies for applying the mechanism used on it in other percussion instruments.
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    InFracta: the Body as an Augmented Instrument in a Collaborative, Multi-Modal Piece
    (2021) Pessanha, Thales Roel P.; Roque, Thiago Rossi; Zanchetta, Guilherme; Pereira, Lucas B.; Oliveira, Gabrielly Lima de; Pinheiro, Bruna C. M.; Paulino, Renata F. P. P.; TIAGO FERNANDES TAVARES
    This paper discusses the creative process of the piece “InFracta: Dialogue Processes in a Multi-modal Environment”. The discussion concerns the dialogues between the dance, music, image, and technology knowledge domains, which were all present in the construction of the piece’s poetics. The interaction between these domains fostered resignifying the dancers’ gestures, so that their bodies interacted with a sound environment as if they were augmented instruments. This discussion adds to previous work on technology-mediated multi-modal art, in special concerning the contribution and the emergence of meaning related to each of the knowledge domains involved in the piece.
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    Comparative Latency Analysis of Optical and Inertial Motion Capture Systems for Gestural Analysis and Musical Performance
    (2021) Santos, Geise; Wang, Johnt; Brum, Carolina; Wanderley, Marcelo M.; Tavares, Tiago; TIAGO FERNANDES TAVARES; Rocha, Anderson
    Wireless sensor-based technologies are becoming increasingly accessible and widely explored in interactive musical performance due to their ubiquity and low-cost, which brings the necessity of understanding the capabilities and limitations of these sensors. This is usually approached by using a reference system, such as an optical motion capture system, to assess the signals’ properties. However, this process raises the issue of synchronizing the signal and the reference data streams, as each sensor is subject to different latency, time drift, reference clocks and initialization timings. This paper presents an empirical quantification of the latency communication stages in a setup consisting of a Qualisys optical motion capture (mocap) system and a wireless microcontroller-based sensor device. We performed event-to-end tests on the critical components of the hybrid setup to determine the synchronization suitability. Overall, further synchronization is viable because of the near individual average latencies of around 25ms for both the mocap system and the wireless sensor interface.
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    Using Multi-objective Optimization to Generate Timely Responsive BDI Agents
    (2022) Stabile Junior, Márcio Fernando
    A BDI agent’s ability to perform well depends on its reasoning time.If the reasoning is slow, it is possible that the environment has changed and the action selected is no longer optimal by the time the agent has finished to deliberate. This work then builds a BDI architecture using Anytime Algorithms that can control the amount of time used by the agent to reason and act on the environment. I briefly describe the proposed architecture and its implementation in the Jason agent language.
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    Adapting SCRUM Ceremonies in Undergraduate Capstone Projects
    (2022) Ziv, Hadar; Kalafatis, Stavros; LUCIANO PEREIRA SOARES; Prikladnicki, Rafael
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    Pair Teaching in Computer Graphics
    (2022) LUCIANO PEREIRA SOARES; FABIO ORFALI
    Computer Graphics is a course commonly found on Computer Science and Computer Engineering undergraduate programs. There are some convenient points on teaching computer graphics in these programs: Computer-Generated Imagery in movies and videogames are relevant examples of applied engineering and science that students experience in their lives, and this can be a potential motivation factor for students to get engaged on learning; furthermore, Computer Graphics relies on several fundamental and complex mathematical concepts, that can also be applied in other science areas, being an opportune moment to cover and practice mathematical learning goals, all connected with a base on computer science. Learning Computer Graphics depends on developing and integrating skills on computer science and mathematics, therefore, a learning plan must cover both topics. However, it must be considered that students need to relate these topics, and this is the trick, since ideally professors need the knowledge and pedagogy in both areas. The strategy presented in this document was based on two professors, one mathematician and one computer engineering, planning, and teaching an elective undergraduate course on Computer Graphics. The course was based on active learning strategies by design, heavily focused on Project Based Learning through three projects starting from scratch, each week learning and implementing new features on the projects. Students must program in regular programming languages like Python, C++ and Javascript, and build up their competence in mathematics from basic math concepts. As a result, students were able to develop a scanline renderer, and a ray-tracing renderer without any graphical Application Programming Interface and finally a 3D web application based on ThreeJS. Although students had a perception of a demanding course, they were engaged on proposed activities during all semester, and were able to implement all important features on projects, often above expectation, showing evidence that learning objectives were achieved.
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    Shedding Light on How Intelligent Techniques can Support Technical Debt Management and Influence Software Quality Attributes
    (2022) Albuquerque, Danyllo; GRAZIELA SIMONE TONIN; Chagas, Ferdinandy; Perkusich, Mirko; Guimaraes, Everton; Hyggo Almeida; Perkusich, Angelo
    Technical Debt (TD) is a consequence of decision-making in the development process that can negatively impact Software Quality Attributes (SQA) in the long term. Technical Debt Management (TDM) is a complex task to minimize TD that relies on a decision process based on multiple and heterogeneous data that are not straightforward to synthesize. Recent studies show that Intelligent Techniques can be a promising opportunity to support TDM activities since they explore data for knowledge discovery, reasoning, learning, or supporting decision-making. Although these techniques can improve TDM activities, there is a need to identify and analyze solutions based on Intelligent Techniques to support TDM activities and their impact on SQA. For doing so, a Systematic Mapping Study was performed, covering publications between 2010 and 2020. From 2276 extracted studies, we selected 111 unique studies. We found a positive trend in applying Intelligent Techniques to support TDM activities being Machine Learning and Reasoning Under Uncertainty the most recurrent ones. Design and Code were the most frequently investigated TD types. TDM activities supported by intelligent techniques impact different characteristics of SQA, mainly Maintainability, Reliability, and Security. Although the research area is up-and-coming, it is still in its infancy, and this study provides a baseline for future research.
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    Multiple Selective Revision
    (2021) FILLIPE MANOEL XAVIER RESINA
    One of AGM revision’s main properties is success, which guarantees that new information is always accepted by a rational agent, even when it has to give up a reasonable belief previously held. However, in more realistic scenarios, when dealing with a new belief that contradicts previous ones, an agent has the option to reject it. Selective Revision, then, came up as a third possibility, allowing the agent to accept only part of a new belief. Selective Revision was initially defined for single sentences as inputs but, in many situations, new pieces of information come simultaneously (a set of beliefs). This paper proposes a generalization of Selective Revision to the multiple case for both belief sets (theories) and belief bases. We provide constructions, postulates and representation theorems for different classes of Multiple Selective Revision
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    EyeSwipe: Dwell-free Text Entry Using Gaze Paths
    (2016) ANDREW TOSHIAKI NAKAYAMA KURAUCHI; Feng, Wenxin; Joshi, Ajjen; Morimoto, Carlos; Betke, Margrit
    Text entry using gaze-based interaction is a vital communication tool for people with motor impairments. Most solutions require the user to fixate on a key for a given dwell time to select it, thus limiting the typing speed. In this paper we introduce EyeSwipe, a dwell-time-free gaze-typing method. With EyeSwipe, the user gaze-types the first and last characters of a word using the novel selection mechanism “reverse crossing.” To gaze-type the characters in the middle of the word, the user only needs to glance at the vicinity of the respective keys. We compared the performance of EyeSwipe with that of a dwell-time-based virtual keyboard. EyeSwipe afforded statistically significantly higher typing rates and more comfortable interaction in experiments with ten participants who reached 11.7 words per minute (wpm) after 30 min typing with EyeSwipe.