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Eleni Stroulia
Eleni Stroulia is a Greek and Canadian computer scientist whose research concerns artificial intelligence, social computing, smart buildings, the internet of things, and software engineering for real-world applications. She is a professor of computing science at the University of Alberta, where she has been a McCalla Professor and the holder of the NSERC/AITF Industrial Research Chair in Service Systems Management. Education and career Stroulia was born in Larissa, and graduated from the University of Patras in 1989. She completed her Ph.D. at the Georgia Institute of Technology in 1994. At the University of Alberta, she helped found Ada's Team, a support group for women and people from other disadvantaged groups among computing students. She held the NSERC/AITF Industrial Research Chair in Service Systems Management from 2010 to 2016. She was named one of nine McCalla Professors for 2018–2019. Research Her research has included work on algorithms recognizing depression from ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Far-Play
Far-Play (stylized fAR-Play, from augmented reality) is a software platform developed at the University of Alberta, for creating location-based, scavenger-hunt style games which use the GPS and web-connectivity features of a player's smartphone. According to the development team, "our long-term objective is to develop a general framework that supports the implementation of AARGs that are fun to play and also educational". It utilizes Layar, an augmented reality smartphone application, QR codes located at particular real-world sites, or a phone's web browser, to facilitate games which require players to be in close physical proximity to predefined "nodes". A node, referred to by the developers as a Virtual Point of Interest (vPOI), is a point in space defined by a set of map coordinates; fAR-Play uses the GPS function of a player's smartphone — or, for indoor games, which are not easily tracked by GPS satellites, specially-created QR codes— to confirm that they are adequately ...
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Georgia Tech Alumni
This list of Georgia Institute of Technology alumni includes graduates, non-graduate former students, and current students of Georgia Tech. Notable administration, faculty, and staff are found on the list of Georgia Institute of Technology faculty. Georgia Tech alumni are generally known as Yellow Jackets. According to the Georgia Tech Alumni Association, The first class of 128 students entered Georgia Tech in 1888, and the first two graduates, Henry L. Smith and George G. Crawford, received their degrees in 1890. Smith would later lead a manufacturing enterprise in Dalton, Georgia and Crawford would head Birmingham, Alabama's large Tennessee Coal, Iron, and Railway Company. Since then, the institute has greatly expanded, with an enrollment of 12,769 undergraduates and 6,464 postgraduate students . Award winners Nobel laureates Scholars Public figures Business Education Politics and public service Military service Science and engineering NASA and aerospace Ph ...
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University Of Patras Alumni
A university () is an institution of higher (or tertiary) education and research which awards academic degrees in several academic disciplines. Universities typically offer both undergraduate and postgraduate programs. In the United States, the designation is reserved for colleges that have a graduate school. The word ''university'' is derived from the Latin ''universitas magistrorum et scholarium'', which roughly means "community of teachers and scholars". The first universities were created in Europe by Catholic Church monks. The University of Bologna (''Università di Bologna''), founded in 1088, is the first university in the sense of: *Being a high degree-awarding institute. *Having independence from the ecclesiastic schools, although conducted by both clergy and non-clergy. *Using the word ''universitas'' (which was coined at its foundation). *Issuing secular and non-secular degrees: grammar, rhetoric, logic, theology, canon law, notarial law.Hunt Janin: "The university in ...
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Greek Women Computer Scientists
Greek may refer to: Greece Anything of, from, or related to Greece, a country in Southern Europe: *Greeks, an ethnic group. *Greek language, a branch of the Indo-European language family. **Proto-Greek language, the assumed last common ancestor of all known varieties of Greek. **Mycenaean Greek, most ancient attested form of the language (16th to 11th centuries BC). **Ancient Greek, forms of the language used c. 1000–330 BC. **Koine Greek, common form of Greek spoken and written during Classical antiquity. **Medieval Greek or Byzantine Language, language used between the Middle Ages and the Ottoman conquest of Constantinople. **Modern Greek, varieties spoken in the modern era (from 1453 AD). *Greek alphabet, script used to write the Greek language. *Greek Orthodox Church, several Churches of the Eastern Orthodox Church. *Ancient Greece, the ancient civilization before the end of Antiquity. *Old Greek, the language as spoken from Late Antiquity to around 1500 AD. Other uses * '' ...
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Canadian Computer Scientists
Canadians (french: Canadiens) are people identified with the country of Canada. This connection may be residential, legal, historical or cultural. For most Canadians, many (or all) of these connections exist and are collectively the source of their being ''Canadian''. Canada is a multilingual and multicultural society home to people of groups of many different ethnic, religious, and national origins, with the majority of the population made up of Old World immigrants and their descendants. Following the initial period of French and then the much larger British colonization, different waves (or peaks) of immigration and settlement of non-indigenous peoples took place over the course of nearly two centuries and continue today. Elements of Indigenous, French, British, and more recent immigrant customs, languages, and religions have combined to form the culture of Canada, and thus a Canadian identity. Canada has also been strongly influenced by its linguistic, geographic, and ec ...
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Canadian Women Computer Scientists
Canadians (french: Canadiens) are people identified with the country of Canada. This connection may be residential, legal, historical or cultural. For most Canadians, many (or all) of these connections exist and are collectively the source of their being ''Canadian''. Canada is a multilingual and multicultural society home to people of groups of many different ethnic, religious, and national origins, with the majority of the population made up of Old World immigrants and their descendants. Following the initial period of French and then the much larger British colonization, different waves (or peaks) of immigration and settlement of non-indigenous peoples took place over the course of nearly two centuries and continue today. Elements of Indigenous, French, British, and more recent immigrant customs, languages, and religions have combined to form the culture of Canada, and thus a Canadian identity. Canada has also been strongly influenced by its linguistic, geographic, and ec ...
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Living People
Related categories * :Year of birth missing (living people) / :Year of birth unknown * :Date of birth missing (living people) / :Date of birth unknown * :Place of birth missing (living people) / :Place of birth unknown * :Year of death missing / :Year of death unknown * :Date of death missing / :Date of death unknown * :Place of death missing / :Place of death unknown * :Missing middle or first names See also * :Dead people * :Template:L, which generates this category or death years, and birth year and sort keys. : {{DEFAULTSORT:Living people 21st-century people People by status ...
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Year Of Birth Missing (living People)
A year or annus is the orbital period of a planetary body, for example, the Earth, moving in its orbit around the Sun. Due to the Earth's axial tilt, the course of a year sees the passing of the seasons, marked by change in weather, the hours of daylight, and, consequently, vegetation and soil fertility. In temperate and subpolar regions around the planet, four seasons are generally recognized: spring, summer, autumn and winter. In tropical and subtropical regions, several geographical sectors do not present defined seasons; but in the seasonal tropics, the annual wet and dry seasons are recognized and tracked. A calendar year is an approximation of the number of days of the Earth's orbital period, as counted in a given calendar. The Gregorian calendar, or modern calendar, presents its calendar year to be either a common year of 365 days or a leap year of 366 days, as do the Julian calendars. For the Gregorian calendar, the average length of the calendar year (the ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Social Computing
Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing. History Social computing begins with the observation that humans—and human behavior—are profoundly social. From birth, humans orient to one another, and as they grow, they develop abilities for interacting with each other. This ranges from expression and gesture to spoken and written language. As a consequence, people are remarkably sensitive to the behavior of those around them and make countless decisions that are shaped by their social context. Whether it's wrapping up a talk when the audience starts fidgeting, choosing the ...
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