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24,807 result(s) for "Art Competitions"
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Creative Concepts of Bessarabian Laureates’ Works in Art Competition of International Academy of Contemporary Arts (Art-Literature-Photography)
The article deals with the creative activities of the representatives from Bessarabia (Izmail and Chisinau) in art competition of International Academy of Contemporary Arts in nominations of painting, literature and photography. The author analyzes the creative ideas of art works of the regional representatives, which were highly praised by the jury of the international competition.
Enhancing Martial Arts Safety Through 6G-Enabled Risk Assessment and Alert Systems: A Model for Enterprise Engineering and Semantic Integrity
This paper proposes an advanced approach to enhance athlete safety in martial arts competitions by integrating 6G-enabled technologies with enterprise engineering and semantic integrity principles. Wearable sensors within a 6G network capture vital physiological data, such as temperature, pulse rate, opponent-induced force, and ECG signals. These data are analyzed using an Optimized Support Vector Risk Prediction Model (OSVRPM), optimized through the Vinegar Fly Optimization Algorithm (VFOA), to accurately assess athlete risk levels during competitions. Real-time alert messages, facilitated by the 6G wireless network, are disseminated to medical personnel, judges, referees, and athletes upon identifying heightened risk, ensuring swift intervention and reinforcing safety protocols in martial arts tournaments. This innovative integration exemplifies the application of modeling with enterprise engineering and semantic integrity to safeguard athletes in dynamic competitive environments.
Competing Concepts of Culture: Irish Art at the 1924 Paris Olympic Games
Art Competitions formed part of the modern Olympic Games during its early years. From 1912-1948, art contests were featured in Summer Games in Stockholm (1912), Antwerp (1920), Paris (1924), Amsterdam (1928), Los Angeles (1932), Berlin (1936) and London (1948), where artists competed for medals in the categories of painting, architecture, literature, music, and sculpting. Ireland competed in four of those summer games, and a total of thirty-one Irish artists (twenty-one men/ten women, most of them members of the Royal Hibernian Academy or the Dublin Metropolitan School of Art) participated in nine separate art contests and submitted forty-three works for competition. Key Words. Olympic Art Competitions, Irish artists, Paris 1924, Olympic Games, Royal Hibernian Academy, Liam Gogan. Los Certamenes de Arte formaron parte de los Juegos Olimpicos modernos durante los primeros anos. De 1912 a 1948, hubo concursos de arte en los Juegos de Verano de Estocolmo (1912), Amberes (1920), Paris (1924), Amsterdam (1928), Los Angeles (1932), Berlin (1936) y Londres (1948), en los que artistas competian para la obtencion de medallas en las categorias de pintura, arquitectura, literatura, musica y escultura. Irlanda compitio en cuatro de esos juegos de verano, y un total de treintaiun artistas irlandeses (veintiun hombres/diez mujeres, la mayoria de ellos miembros de la Royal Hibernian Academy o la Dublin Metropolitan School of Art) participaron en nueve concursos de arte distintos y presentaron cuarenta y tres obras a competicion. Palabras Clave. Concursos de arte, artistas irlandeses, Paris 1924, Juegos Olimpicos, Royal Hibernian Academy, Liam Gogan.
Vinnande bilder: Teckningstävlingar för barn 1938-2000
Denna avhandling granskar barnteckningstävlingar som ett historiskt och föränderligt fenomen. Barn har engagerats i tävlingar i såväl skolan som hemmen och på initiativ av en rad skilda aktörer. Analysen av tävlingarna har problematiserat vad tävlingsarrangörerna velat uppnå med att organisera teckningstävlingar och analysen av tävlingsbilderna har undersökt hur barn har kunnat och velat gestalta olika uppdrag under olika tid. Samtidigt som teckningstävlingar förekom under hela perioden 1938-2000 så blev tävlingsformen och tävlandets innebörder efterhand alltmer omdebatterat. Både Tävlingarna och tävlingsbilderna utgör således grunden för en diskussion om hur barn och barndom konstruerats över tid. Tävlingarna uppvisar både kontinuitet och förändring av barndomens innebörder. Kontinuitet genom att barnbilder under hela perioden efterfrågats och barn betraktats som kompetenta konst- och åsiktsskapare. Förändring genom de olika bardomsdiskurser tävlingarna och bildernas innehåll och uttryck representerar. De teman som förhandlas i tävlingarna rör bland annat hur tävlingarna har deltagit i att konstruera bilder av hembygden, Sverigebilder, och hur de gestaltat miljöfrågor, könsroller eller barns platser och relationer. 1940-talets framtidsoptimistiska bildbudskap av ett gemensamt välfärdsbygge, förbyttes under 1970-talet i barndomsbilder av en problemfylld och hotande framtid. Samtidigt kan tävlingarna ses som del av en barndomsdiskurs under 1970-talet där det var angeläget att lyssna till barns åsikter. Tävlingsbilderna visar hur barn gavs ansvaret att uppfostra både andra barn och vuxna. Barnen gavs en röst, men samtidigt beskriver bilderna, i motsats till 1940-talets bilder, en komplex och hotfull framtid.
Multi-domain inspection of offshore wind farms using an autonomous surface vehicle
The offshore wind power industry is an emerging and exponentially growing sector, which calls to a necessity for a cyclical monitoring and inspection to ensure the safety and efficiency of the wind farm facilities. Thus, the emersed (aerial) and immersed (underwater) scenarios must be reconstructed to create a more complete and reliable map that maximizes the observability of all the offshore structures from the wind turbines to the cable arrays, presenting a multi domain scenario.This work proposes the use of an Autonomous Surface Vehicle (ASV) to map both domains simultaneously. As such, it will produce a multi-domain map through the fusion of navigational sensors, GPS and IMU, to localize the vehicle and aid the registration process for the perception sensors, 3D Lidar and Multibeam echosounder sonar. The performed experiments demonstrate the ability of the multi-domain mapping architecture to provide an accurate reconstruction of both scenarios into a single representation using the odometry system as the initial seed to further improve the map with data filtering and registration processes. An error of 0.049 m for the odometry estimation is observed with the GPS/IMU fusion for simulated data and 0.07 m for real field tests. The multi-domain map methodology requires an average of 300 ms per iteration to reconstruct the environment, with an error of at most 0.042 m in simulation.
Autonomous wheelchair for patient’s transportation on healthcare institutions
The transport of patients from the inpatient service to the operating room is a recurrent task in a hospital routine. This task is repetitive, non-ergonomic, time consuming, and requires the labor of patient transporters. In this paper is presented a system, named Connected Driverless Wheelchair, that can receive transportation requests directly from the hospital information management system, pick up patients at their beds, navigate autonomously through different floors, avoid obstacles, communicate with elevators, and drop patients off at the designated operating room. As a result, a prototype capable of transporting patients autonomously in hospital environments was obtained. Although it was impossible to test the final developed system at the hospital as planned, due to the COVID-19 pandemic, the extensive tests conducted at the robotics laboratory facilities, and our previous experience in integrating mobile robots in hospitals, allowed to conclude that it is perfectly prepared for this integration to be carried out. The achieved results are relevant since this is a system that may be applied to support these types of tasks in the future, making the transport of patients more efficient (both from a cost and time perspective), without unpredictable delays and, in some cases, safer.
Micromouse 3D simulator with dynamics capability: a Unity environment approach
The micromouse competition has been gaining prominence in the robotic atmosphere, due to the challenging and multidisciplinary characteristics provided by the teams’ duels, being a gateway for those who intend to deepen their studies in autonomous robotics. In this context, this paper presents a realistic micromouse simulator developed with Unity software, a widely game engine with dynamics and 3D development platform used. The developed simulator has hardware-in-the-loop capabilities, aims to be simple to use, it can be customizable, and designed to be as similar as possible to the real robot configurations. In this way, the proposed simulator requires few modifications to port the microcontroller code to a real robot. Therefore, the framework presented in this work allows the user to simulate the development of new algorithm strategies dedicated to competition and also hardware updates. The simulation supports several mazes, from previous competitions and has the possibility to add different mazes elaborated by the user. Thus, the features and functionality of the simulator can serve to accelerate the project’s development of the beginning and advanced competitors, using real models to reduce the gap between the mouse robot behavior in the simulation and the reality. The developed simulation environment is available to the community.