Zobrazeno 1 - 10
of 21
pro vyhledávání: '"Olli I. Heimo"'
Publikováno v:
Journal of Signal Processing Systems.
In this paper a method of accelerating image processing using convolution engines with reduced precision calculation is presented. The convolution engines are designed to be used with the Pulpissimo platform with RISC-V System-on-Chip. The aim is to
Publikováno v:
Advances in Intelligent Systems and Computing ISBN: 9783030295127
IntelliSys (2)
IntelliSys (2)
Due to the development of both computational power of mobile devices and display technology mixed reality solutions have become possible. As the entertainment industry has taken the technology eagerly in use, it has also opened several possibilities
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::b51976380a403c6bc8e41ea9614f8132
https://doi.org/10.1007/978-3-030-29513-4_17
https://doi.org/10.1007/978-3-030-29513-4_17
Autor:
Olli I. Heimo, Antti Hakkala
Publikováno v:
Advances in Intelligent Systems and Computing ISBN: 9783030295127
IntelliSys (2)
IntelliSys (2)
In this paper, we argue that to accommodate the change brought by autonomous and semi-autonomous cars, the current lifecycle model of a car should be re-assessed. Software security issues for vehicles are amplified significantly, as vehicles become m
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::3b7f3cb475df2eabec9ca1528f77b76d
https://doi.org/10.1007/978-3-030-29513-4_9
https://doi.org/10.1007/978-3-030-29513-4_9
Publikováno v:
SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI
In this paper we inspect the possible societal outcomes of automated road vehicles in private day-to-day use. We inspect the possibilities of personal and joint car ownership and reflect how the automated automobiles affect the personal livesof futur
Publikováno v:
Journal of Business Ethics. 153:95-103
In this article, we expand on the models available for defining various different business logics relevant to video game development, especially those concerning free-to-play games. We use the models to analyse those business logics from an Aristotel
Publikováno v:
ACM SIGCAS Computers and Society. 45:138-146
The information system StarSoft Wilma used to track and report on the adolescents' behaviour at school can cause problematic situations. These problems manifest themselves in various ways: many of the markings in the system are either wholly unnecess
In this study, we discuss forced trust in the context of information systems, information society and surveillance. Trust definitions and concepts pertinent to the discussion are examined and portrayed with case examples of forced trust in different
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::8042e576861b169a6547766e85b0f377
https://trepo.tuni.fi/handle/10024/126608
https://trepo.tuni.fi/handle/10024/126608
Publikováno v:
Well-Being in the Information Society. Fighting Inequalities ISBN: 9783319979304
In this paper we examine a Finnish child protective service software Nappula. We point out some of the problems with the system in relation to the information stored and used. It shares some of the problems which are prevalent in patient information
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::736efd54a61d474eaf78ca85a1ee305f
https://doi.org/10.1007/978-3-319-97931-1_5
https://doi.org/10.1007/978-3-319-97931-1_5
Publikováno v:
This Changes Everything – ICT and Climate Change: What Can We Do? ISBN: 9783319996042
HCC
HCC
Visma Wilma has become a standard in Finnish school system as the de facto school information system for teachers, parents and students to use. Whereas the digitalisation of the school system seems inevitable there have been some issues in the inform
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::9b789c3f92920622bffeada2a1a3c938
https://doi.org/10.1007/978-3-319-99605-9_20
https://doi.org/10.1007/978-3-319-99605-9_20
Publikováno v:
Computers and Society. 45(3):132-137
In this paper we look at three different groups of games. The traditional payment methods for games, although they do have their problems, are typically less problematic from ethical perspective than their more modern counterparts. Payment methods su