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1.

This research extends previous graphics research by examining how individual differences in working memory (WM) capacity and changes in graphic design influence graphical information processing. An experiment compared decision accuracy of two graphic decision aids and an unaided group for a task at two levels of complexity. There were no accuracy differences for the low complexity task. At high levels of task complexity, accuracy depended upon WM capacity and how the graphic aid influenced perception. Eye movement data show information processing differences also are contingent upon graphic design features and WM capacity. We postulate that graphs reduce cognitive overhead by shifting some of the cognitive burden to our visual perception system. More efficient graphical perceptual will improve decision performance only if our cognitive resources are capacity constrained and those cognitive resources are used elsewhere in the problem solving process.  相似文献   

2.
The development of efficient techniques for converting information obtained from complicated graphical documents into a digital form is considered. It is shown that the use of discrete geometry methods make it possible to improve the efficiency of many technological stages. The work was supported by the Russian Foundation for Basic Research, project no. 00-15-96018 and by the Integration Foundation, project no. K-03392.  相似文献   

3.
Abstract

The research lays the groundwork for a taxonomy of visual representations by establishing a methodology for determining the kinds of knowledge conveyed by different graphical representations. In the first of two experiments, the basic categories and dimensions of a set of graphics were established using a sorting procedure. Five principal categories emerged: graphs/tables, maps, diagrams, networks, and icons. Furthermore, two principal dimensions characterize these groups: amount of spatial information and amount of cognitive processing effort. The second experiment validated and extended this understanding of the cognitive structure of visual representations. In that experiment, similarity among items was assessed using pairwise similarity judgements. The results confirmed the original categories and revealed distinct differences between subjects who did or did not have graphic arts training.  相似文献   

4.
The research lays the groundwork for a taxonomy of visual representations by establishing a methodology for determining the kinds of knowledge conveyed by different graphical representations. In the first of two experiments, the basic categories and dimensions of a set of graphics were established using a sorting procedure. Five principal categories emerged: graphs/tables, maps, diagrams, networks, and icons. Furthermore, two principal dimensions characterize these groups: amount of spatial information and amount of cognitive processing effort. The second experiment validated and extended this understanding of the cognitive structure of visual representations. In that experiment, similarity among items was assessed using pairwise similarity judgements. The results confirmed the original categories and revealed distinct differences between subjects who did or did not have graphic arts training.  相似文献   

5.
This study investigates the effects of successive and simultaneous information presentation methods on learner’s visual search ability and working memory load for different information densities. Since the processing of information in the brain depends on the capacity of visual short-term memory (VSTM), the limited information processing capacity of learners may affect the visual search ability and working memory load differently for successive and simultaneous presentations. A change-detection experiment was conducted in this research to analyze visual search ability and working memory load. Two 4 × 4 dot arrays with three information densities were designed for the two presentation methods to test twenty-two participants. The results of the study indicated significant differences between the visual search abilities and the working memory loads for the two types of presentations at higher levels of information densities. Furthermore, significant differences were identified between visual search abilities for different information densities, due to the limited capacity of VSTM. The correlations of visual search ability and working memory load showed that the attention of the learners with higher visual search ability and lower working memory loads would perform better than the learners with lower visual search ability and higher working memory load.  相似文献   

6.
Quantum Monte Carlo (QMC) is among the most accurate methods for solving the time independent Schrödinger equation. Unfortunately, the method is very expensive and requires a vast array of computing resources in order to obtain results of a reasonable convergence level. On the other hand, the method is not only easily parallelizable across CPU clusters, but as we report here, it also has a high degree of data parallelism. This facilitates the use of recent technological advances in Graphical Processing Units (GPUs), a powerful type of processor well known to computer gamers. In this paper we report on an end-to-end QMC application with core elements of the algorithm running on a GPU. With individual kernels achieving as much as 30× speed up, the overall application performs at up to 6× faster relative to an optimized CPU implementation, yet requires only a modest increase in hardware cost. This demonstrates the speedup improvements possible for QMC in running on advanced hardware, thus exploring a path toward providing QMC level accuracy as a more standard tool. The major current challenge in running codes of this type on the GPU arises from the lack of fully compliant IEEE floating point implementations. To achieve better accuracy we propose the use of the Kahan summation formula in matrix multiplications. While this drops overall performance, we demonstrate that the proposed new algorithm can match CPU single precision.  相似文献   

7.
8.
Towards graphical models for text processing   总被引:1,自引:0,他引:1  
The continuous development of the Linked Data Web depends on the advancement of the underlying extraction mechanisms. This is of particular interest for the scientific publishing domain, where currently most of the data sets are being created manually. In this article, we present a Machine Learning pipeline that enables the automatic extraction of heading metadata (i.e., title, authors, etc) from scientific publications. The experimental evaluation shows that our solution handles very well any type of publication format and improves the average extraction performance of the state of the art with around 4%, in addition to showing an increased versatility. Finally, we propose a flexible Linked Data-driven mechanism to be used both for refining and linking the automatically extracted metadata.  相似文献   

9.
10.
This work describes the software package and algorithms for molecular dynamics using NVIDEA GPU G80, G84, and G92. All potentials needed for MM2 and AMBER force fields are implemented and the combination of different potentials is allowed. The performance comparison of different MD algorithms on GPU and CPU is presented. All software is available from .  相似文献   

11.
Interacting intracellular signalling pathways can perform computations on a scale that is slower, but more fine-grained, than the interactions between neurons upon which we normally build our computational models of the brain (Bray D 1995 Nature 376 307-12). What computations might these potentially powerful intraneuronal mechanisms be performing? The answer suggested here is: storage of spatio-temporal sequences of synaptic excitation so that each individual neuron can recognize recurrent patterns that have excited it in the past. The experimental facts about directionally selective neurons in the visual system show that neurons do not integrate separately in space and time, but along straight spatio-temporal trajectories; thus, neurons have some of the capacities required to perform such a task. In the retina, it is suggested that calcium-induced calcium release (CICR) may provide the basis for directional selectivity. In the cortex, if activation mechanisms with different delays could be separately reinforced at individual synapses, then each such Hebbian super-synapse would store a memory trace of the delay between pre- and post-synaptic activity, forming an ideal basis for the memory and response to phase sequences.  相似文献   

12.
We developed new parameterized Particle-in-Cell algorithms and data structures for emerging multi-core and many-core architectures. Four parameters allow tuning of this PIC code to different hardware configurations. Particles are kept ordered at each time step. The first application of these algorithms is to NVIDIA graphical processing units, where speedups of about 15–25 compared to an Intel Nehalem processor were obtained for a simple 2D electrostatic code. Electromagnetic codes are expected to get higher speedups due to their greater computational intensity.  相似文献   

13.
14.
杨涛 《物联网技术》2013,(5):26-28,31
交通动态信息图形化发布是通过对道路网抽象简化形成简易道路图形,并在此基础上发布实时路况的交通信息发布方式。在移动终端上发布图形化动态信息时,应充分考虑移动终端的可移动性以及实时在线特性,在关键的位置发布合理的图形信息,才可提高交通动态信息的识别度和提升信息诱导效果。通过分析驾驶人信息接收过程和线路的调整行为特性,研究图形化数据受信距离的设置方法,建立受信距离计算模型,给出了模型关键参数的计算方法和参考数据,从而为后期规模性图形化发布位置的布设奠定基础。  相似文献   

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16.
Gestalt psychology has shown the importance in human thinking and problem solving of the behavior that it labels “intuition,” “insight,” and “understanding.” This paper discusses computer programs, already described in the published literature, that stimulate exactly these kinds of behaviors. It is shown that much of what has been discussed under the heading of “insight” can be explained in terms of recognition processes that are readily simulated. Computer simulation has shown itself a powerful tool for interpreting and explaining a wide range of phenomena associated with the kinds of thinking and understanding that have been so usefully emphasized in the Gestalt literature.  相似文献   

17.
A dynamic visual information processing task was designed to investigate time-based and intensity-based factors on an operator's information processing load as measured by reaction time, pupil diameter, and eye movement parameters. The time-based factor was manipulated by the target rate and scanning rate while the intensity-based factor was manipulated by the difference between a simple reaction task and a physical matching (choice reaction) task. Nine participants tracked the scanning line at two different scanning rates and were required to respond to two designated targets presented singly at two different temporal frequencies. The results indicated that task difficulty (the intensity-based factor) had a significant effect on the reaction time. Target rate and scanning rate were integrated as one time-based factor in terms of three sweeping angles. The time-based factor was found to have a significant effect on the fixation time, saccade amplitude, fixation frequency, eye movement speed, reaction time and hit rate. No interaction effect was found between time-based and intensity-based factors. The time pressure (defined by the time required divided by the time available) based on a model human processor was positively related to scanning rate, target rate and task difficulty. It was found to be the most objective and reliable if time required can be reliably predicted based on a predictive model approach.  相似文献   

18.
This study examined the following: effects of simulated firefighting (FF) activities under heat stress on sustained attention; whether incident rehabilitation (IR) influences performance; and relationships between performance, affect and personality. Firefighters performed ~18 min of FF. Attention, physiological, perceptual and psychological assessments were made before and after FF, IR and recovery. IR had no effects. Self-rated Energy increased, Tiredness decreased and Anxiety increased immediately post-FF; all returned to baseline 120 min post. The immediate effect of FF was faster reaction time (RT) followed by slowing after recovery. Perceived Energy at baseline was associated (p-values < 0.05) with faster and Tiredness with slower post-FF RTs; Accuracy was unaffected. Conscientiousness was negatively associated with RT before and 120 min following FF. RTs were faster following FF, accuracy was unchanged. Higher baseline Energy/lower Tiredness were associated with faster, less variable RTs at baseline and post-FF. Those with higher Conscientiousness had faster RTs. Research should further investigate higher-level cognitive processing following, or ideally during, FF.  相似文献   

19.
Zhou  Yue  Wu  Di  Wang  Chaoxian  Sun  Kewei  Xu  Pengbo  Wang  Ziwei  Xiao  Wei 《Cognition, Technology & Work》2022,24(4):667-674
Cognition, Technology & Work - The close relationship between working memory and situation awareness (SA) has been confirmed and further empirical investigations are lacking. The main aim of...  相似文献   

20.
In this study, the effects of visualization tools on argumentation skills, knowledge acquisition, and motivation during learning with a hypermedia learning environment were examined. Participants in this experiment had to complete an argumentation task on environmental issues by using a hypermedia learning environment as resource. In one condition, participants were provided with a graphical mind mapping tool in order to complete an argumentation task. In a second condition, a two-columned text editor has been given. A control group received no argumentation task and no corresponding support device. Results suggest that a graphical argumentation support device can enhance learners’ motivation, but has no influence on knowledge acquisition or quality of arguments, whereas both argumentation support devices led to superior results compared to the control group. Overall, results reveal that the assignment of an argumentation task to hypermedia learning environments was an effective instructional strategy that led to enhanced knowledge acquisition compared to learning without an argumentation task.  相似文献   

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