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    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/41656</link>
    <description />
    <pubDate>Fri, 10 Apr 2026 13:04:00 GMT</pubDate>
    <dc:date>2026-04-10T13:04:00Z</dc:date>
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      <title>Services and engines for a recommender system</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95973</link>
      <description>Title: Services and engines for a recommender system
Abstract: The number of ecommerce websites has grown rapidly over the past few years.&#xD;
Most of these websites use a back end database and support clients by providing&#xD;
ordinary database query facilities. However, using this approach has the major&#xD;
drawback that searching for a required product becomes difficult: Often users&#xD;
are faced with situations were the database either returns too many results or&#xD;
none at all. Also these websites, regardless of the fact they are used by a large&#xD;
number of users, they rarely take advantage of its population.&#xD;
Recommender systems can help dealing with the mass of products that are&#xD;
available in the databases of online organizations. They take advantage of the&#xD;
users of a web site and exploit personalization technologies to recommend items&#xD;
of interest to what other have liked.&#xD;
To overcome the problems of information overload and help customers receive&#xD;
better suggestions, a Framework is being proposed that identifies a common set&#xD;
of services which software developers should find helpful when implementing a&#xD;
recommender system, and implement these services through engines which are&#xD;
powered by knowledge based technologies. The framework should then be used&#xD;
by developers in order to create recommender systems in a shorter time.
Description: B.Sc. IT (Hons)(Melit.)</description>
      <pubDate>Thu, 01 Jan 2004 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95973</guid>
      <dc:date>2004-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Photon : particle-based effect simulation and rendering image</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95968</link>
      <description>Title: Photon : particle-based effect simulation and rendering image
Abstract: The use of Computer Generated special effects has become a trend in many areas such as&#xD;
the movie industry and games. Several of these effects are too random and chaotic to be&#xD;
modelled with traditional rendering techniques. Particle systems have long been used to&#xD;
simulate these type of complex special effects (such as fire, smoke, clouds and explosions).&#xD;
Together with the latest improvements in CPU and GPU technology, such effects can now&#xD;
be created with particle systems in real-time and used to improve the user's perception of&#xD;
the virtual world.
Description: B.Sc. IT (Hons)(Melit.)</description>
      <pubDate>Mon, 01 Jan 2007 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95968</guid>
      <dc:date>2007-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Automatic number plate recognition</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95966</link>
      <description>Title: Automatic number plate recognition
Abstract: In today's world, there is a need for automated traffic monitoring and control due to&#xD;
the ever increasing number of cars. Such monitoring and control is needed in car park&#xD;
entrances and exits, at traffic stops and border crossings to name just a few. An effective&#xD;
way to do this is by reading the license plate on the vehicle. This can reliably be done&#xD;
due to the fact that a license plate number is a unique set of characters belonging to a&#xD;
vehicle which can easily be read by a computer.&#xD;
This Final Year Project is an implementation of an Automatic Number Plate Recognition System. The user gives the system a bitmap image and given control parameters,&#xD;
the system locates the characters in the number plate. By using a template matching&#xD;
based OCR algorithm, the characters can be recognized and transformed to data which&#xD;
is easily recognized by a computer, such as ASCII.&#xD;
This system investigates a template matching system for the OCR stage. Template&#xD;
matching makes use of images representing all possible characters which may turn up in&#xD;
a number plate. Then the template image which best matches a character in the number&#xD;
plate is assigned the character name of that template.&#xD;
Improvements to the system can be integrating the system with a database of vehicle&#xD;
number plates containing the owner's name, car type, and other data which may be&#xD;
useful to that particular situation or environment in which the system is installed. Other&#xD;
additions can be to make the system work with video images.
Description: B.Sc. IT (Hons)(Melit.)</description>
      <pubDate>Thu, 01 Jan 2004 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95966</guid>
      <dc:date>2004-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The visual facilitation of object orientated programming</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95965</link>
      <description>Title: The visual facilitation of object orientated programming
Abstract: Software development is one of the most actively evolving fields in LT. It is, therefore,&#xD;
important that programmers have the means to adapt to new design and development&#xD;
methodologies, such as that of object orientated programming, as quickly as possible.&#xD;
One of the best ways to catalyze this adaption is through the use of educational software.&#xD;
The advantages of opting for the use of software over conventional teaching mediums such&#xD;
as books and lectures are numerous, such as the interactivity that can be provided and&#xD;
the means to apply the concepts learnt in an actual development environment.&#xD;
The notion of using visual representation and demonstration to make a topic more understandable has been around for centuries. The more sensory stimulation a student receives&#xD;
in the process of learning, the more likely he or she will be to retain the knowledge. It&#xD;
stands to reason that an interactive environment which encourages the student to both&#xD;
observe and participate in the learning process is likely to be far more successful than an&#xD;
environment that lulls the pupil into a state of passive inactivity.&#xD;
This thesis attempts to present an environment in which it is possible to familiarize oneself&#xD;
with the concepts of object orientated programming and to observe the application of these&#xD;
concepts in the C# programming language.
Description: B.Sc. IT (Hons)(Melit.)</description>
      <pubDate>Thu, 01 Jan 2004 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95965</guid>
      <dc:date>2004-01-01T00:00:00Z</dc:date>
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