This article discusses the planning of the IT company’s activities taking into account the use of cloud
services. The definition of the company in the IT industry is analyzed. The existing definition of the
IT company is added to the question under consideration. Various aspects of the company’s operational
and strategic planning are considered, taking into account the use of cloud services. Comparison
of operational and strategic management is given. In conditions of uncertainty, a game model is constructed
with an analysis of the IT strategy of the company planning to use cloud services. We consider
a model of game with nature, where the second side is external factors. On the basis of an optimistic
and pessimistic criterion, optimal solutions are chosen in the constructed model for cloud services.
An example is given based on existing cloud services and the model built.
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This article contains the description of process of creation of an information system for the production
enterprise. A key feature of this enterprise is the organization of technological process for production
of the metal anodized profile. Problem definition included carrying out the following types of
works: creation of several automated jobs for the administrator, the manager, the technologist, workers
of the shop, packing and a warehouse, realization of the intelligent technological interface, the automated
formation of reports and export of data to MS Excel. In the considered subject domain the
main role is carried out by the technologist who has to store and process rather large volume of production
information the main sources of which are: the issued orders, removable tasks, results of work
in shops and on the site of packing of finished goods. In conditions when the nomenclature of goods
exceeds 20 thousand units, the number of customers more than 190 it is impossible to do without reliable
information system which helps the technologist with a decision making by drawing up a new
removable task. As a result of performance of work on automation of a production cycle of release of
the anodized metal profile at the Izhevsk plant of anodizing the original information system for support
of informational processes of management of production in general and technological process in
particular was developed and introduced.
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The development of information technologies in the modern world is changing a lot, including methodological
approaches to scientific research. They are becoming an important part of interdisciplinary
research, which is a synthesis of humanitarian and technical knowledge. The paper discusses tools and
administrative instruments used in Digital Humanities for national projects. The authors also consider
the projects of building Digital Humanities centers and applying digital tools to research in various
humanitarian fields. The authors give the results of an expert survey among the leading Russian specialists
in the field of Digital Humanities. The paper discusses the impact of Digital Humanities in humanities
and its development prospects using several national projects as case studies. An interesting
experience has been accumulated, the results of similar projects of foreign colleagues have been studied,
there are many new ideas that require a competent definition of scientific tools and are open for
participation. The next stage of development is the establishment of effective communication mechanisms
within the new scientific community Digital Humanities.
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The paper is devoted to the idea of creating of the «Virtual Museum of the Future» project. The idea of
this work was to develop unique computer 3D game, occurring a hybrid of the drawn virtual 3D museum
space and 2D digitized real compositions of art, using as exhibits. Our program is also aimed at the possibility
of gallery creation and space design, speaking other words — at the possibility of building of the
imaginary museums. The choice of software tools of the program product is described in the article. Object
oriented multiplatform Java language was chosen for codding. The program allows the users to get acquainted
with the masterpieces of fine art, enjoy them, improve their cultural level and get new knowledge
in the field of fine arts. This program will also be useful for professionals in creating educational cycles for
children, youth and adults, and may be used by museum workers and gallerists in the preparation and holding
of thematic exhibitions. This application is simple, interactive tool that allows easy modeling of virtual
exhibitions, to hang and position artworks within 3D spaces and serves as educational computer game.
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Together with the progressive development of information systems, methods and approaches to
their use in the educational process are changing. The volume of independent student’s work and the
importance of the autonomy of training are becoming more and more. Information technologies are
the basis for the development of the electronic educational resources, which contribute to a better and
faster learning of the materials by students, as well as the formation of research skills. During the development
of the electronic educational resource for the discipline «Mathematical analysis», the task
was set to implement a software for solving problems with the drafting of the equation and plotting the
tangent plane and the normal to the surface at its given point. The following requirements were put to
the software product: cross-platform and the possibility of the distribution on local media — for the
convenience of using the program both in the computer classes of the university and on the personal
computer, interactivity — ensuring the interaction of the program and the user (control of the input
values and checking the calculated results), visualization of the solution, as well as the availability of
reference information and compliance with technical requirements for software. To implement the solution
to the problem, various approaches can be applied, for example: a high-level language C++ with
the standard library «Math. h» and the OpenGL API for working with the 3‑D graphics; mathematical
libraries, such as «Mathematica» and «MatLab». To develop an electronic educational resources
mathematical package «Matlab» contains a complete set build-in tools and algorithms necessary in
the development and implementation of the declare functionality.
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In unconstrained facial images, large visual variations such as those due to pose, scale, presence
of occlusions, expressions and lighting cause difficulties in discriminating faces from the
background accurately, so as a result, there are non-face regions that are recognized as faces
(false positive), whereas the effectiveness of face detection algorithms is characterized by low
false positive (FP) rate, high detection rate and high speed of processing. So, to reduce these
non-face regions, instead of developing accurate face detection algorithm that needs much time
for processing, face validation step will be added after the detection. In this paper, new fast face
validation method is proposed. It consists of two steps, the first one is skin detection using YCbCr
color method. The second step is eyes and mouth detection using Cascading approach; In this
step, region of candidate face is divided into two overlapping regions, one for the eye detection
model and the other for mouth detection model. For evaluation our method, SVM face detection
algorithm is used as a baseline validation algorithm. The experimental results on FDDB dataset
showed a better performance of our proposed method (2 ms validation time compared to 500
ms in the SVM algorithm) and a similar number of rejected FP.
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