Trabalho de Evento

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

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Agora exibindo 1 - 10 de 10
  • Trabalho de Evento
    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.
  • Trabalho de Evento
    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.
  • Trabalho de Evento
    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.
  • Trabalho de Evento
    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.
  • Trabalho de Evento
    Game development learning with PBL approach as a tool to assess computer engineering competences
    (2023) Freme, Pedro H. E. P; Sanches, Thiago; LUCIANO PEREIRA SOARES
    This paper presents strategies for a Game Development course that aims to develop hard and soft skills in computer engineering students. There is a focus on soft skills that are considered essential for success in the 21st-century professional world. The design for this course is based on the Project-Based Learning approach, which allows students to explore different techniques and encourages creativity, while still having clear objectives and pre-defined milestones. The article discusses the use of continuous monitoring, peer assessments, and the Agile project approach to evaluate student progress and ensure that each student experiences different roles in project management.
  • Trabalho de Evento
    Adapting SCRUM Ceremonies in Undergraduate Capstone Projects
    (2022) Ziv, Hadar; Kalafatis, Stavros; LUCIANO PEREIRA SOARES; Prikladnicki, Rafael
  • Trabalho de Evento
    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.
  • Trabalho de Evento
    Unsupervised Improvement of Audio-Text Cross-Modal Representations
    (2023) Wang, Zhepei; Subakan, Cem; Subramani, Krishna; Wu, Junkai; TIAGO FERNANDES TAVARES; FABIO JOSE AYRES; Smaragdis, Paris
    Recent advances in using language models to obtain cross-modal audio-text representations have overcome the limitations of conventional training approaches that use predefined labels. This has allowed the community to make progress in tasks like zero-shot classification, which would otherwise not be possible. However, learning such representations requires a large amount of human-annotated audio-text pairs. In this paper, we study unsupervised approaches to improve the learning framework of such representations with unpaired text and audio. We explore domain-unspecific and domain-specific curation methods to create audio-text pairs that we use to further improve the model. We also show that when domain-specific curation is used in conjunction with a soft-labeled contrastive loss, we are able to obtain significant improvement in terms of zero-shot classification performance on downstream sound event classification or acoustic scene classification tasks.
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    Trabalho de Evento
    Cybersecurity Monitoring/Mapping of USA Healthcare (All Hospitals) - Magnified Vulnerability due to Shared IT Infrastructure, Market Concentration, & Geographical Distribution
    (2024) Yurcik, William; Schick, Andreas; North, Stephen; Gastner, Michael T.; FABIO ROBERTO DE MIRANDA; RODOLFO DA SILVA AVELINO; ANDRE FILIPE DE MORAES BATISTA; Pluta, Gregory; Brooks, Ian
    In October 2024, there are two defining characteristics of a healthcare provider: (1) geographic location and services available at their physical structure and (2) Internet connectivity and services available via their virtual presence. For previous centuries we focused on the first defining characteristic and now we need to shift to understand and address issues that may arise from the new second defining characteristic. In this paper we address issues related to Internet connectivity and virtual presence of USA healthcare providers, especially hospitals, when ransomware cyberattacks resulting in service outages occur. We show the cybersecurity posture of a large critical national infrastructure (USA healthcare) can be measured, mapped, and quantitatively baselined. Empirical results reveal systemic issues in USA healthcare presenting "magnified vulnerabilities" in that a single exploit can have an outsized impact on an entire nationwide infrastructure. As the initial step toward addressing this issue, we document for the first time the magnified cybersecurity vulnerability of USA healthcare to shared IT infrastructure, market concentration, and the geographical distribution of hospitals.
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    HGaze Typing: Head-Gesture Assisted Gaze Typing
    (2021) Feng, Wenxin; Zou, Jiangnan; ANDREW TOSHIAKI NAKAYAMA KURAUCHI; Morimoto, Carlos; Betke, Margrit
    This paper introduces a bi-modal typing interface, HGaze Typing, which combines the simplicity of head gestures with the speed of gaze inputs to provide efficient and comfortable dwell-free text entry. HGaze Typing uses gaze path information to compute candidate words and allows explicit activation of common text entry commands, such as selection, deletion, and revision, by using head gestures (nodding, shaking, and tilting). By adding a head-based input channel, HGaze Typing reduces the size of the screen regions for cancel/deletion buttons and the word candidate list, which are required by most eye-typing interfaces. A user study finds HGaze Typing outperforms a dwell-time-based keyboard in efficacy and user satisfaction. The results demonstrate that the proposed method of integrating gaze and head-movement inputs can serve as an effective interface for text entry and is robust to unintended selections.