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1.
Pervasive computing research has evolved, investigating mechanisms for supporting some predefined notion of privacy, typically favoring individual rights over the rights of the community. We offer a framework to consider individual and group rights so that technology developers can more effectively reason about concerns for existing technology as well as generate new technologies that respect a well-defined set of social norms. We outline a framework designed to help developers understand the conflict between privacy and pervasive computing technologies, particularly those technologies that deal with sensing and storage. Pervasive computing technologies, especially those that can automate perception of human activity and then store that information, can provide tremendous benefits. We offer an analytic method to assist developers in asking questions about the systems and applications they are creating. We believe this framework will help developers minimize the gap between design goals and actual effects on privacy.  相似文献   

2.
为了适应生产发展的需要 ,提高管理水平 ,增强企业效益 ,介绍了油脂系统的硬件结构设计和软件设计 ,对系统设计中遇到的用户权限管理、条形码票据打印、串口数据采集、图像实时捕捉和存折打印等主要技术问题进行了详细的论述。该系统的结构设计和关键技术的实现对相关的项目工程均有一定的借鉴意义。  相似文献   

3.
SCDDWS中的数据操纵以及查询优化   总被引:2,自引:0,他引:2  
研究和开发概念设计的CAD工具已经成为当今的热点,由于概念设计是一个不断决策的过程,而数据仓库和OLAP(OnLineAnalyticalProcessing)技术是开发决策支持系统的重要技术,因而笔者建立了一个数据仓库系统用以辅助概念设计决策,称该数据仓库系统为SCDDWS。文章首先介绍该仓库系统中所提供的数据操作命令。其中,除已有的5种OLAP典型操作外,又提出了两个新的数据操作命令,使得用户能够方便和高效地获得所需的数据。然后介绍一种改进的优化算法,它用来建立和保存一些多维联合的链接以便得到较高的查询效率。  相似文献   

4.
5.
计算机体系结构软件模拟技术   总被引:3,自引:0,他引:3  
喻之斌  金海  邹南海 《软件学报》2008,19(4):1051-1068
在现代处理器或计算机系统设计中,体系结构软件模拟技术已成为一个不可缺少的环节.与不使用模拟技术的计算机系统或处理器设计方法相比,软件模拟技术可以极大地降低设计成本和缩短设计周期.然而,由于开发计算机体系结构软件模拟器通常十分困难,模拟器运行标准性能测试程序的时间很长以及模拟结果精度差等3个主要问题,限制了体系结构软件模拟技术在计算机系统设计中的有效性.许多研究人员已经提出了各种各样的方法和技术来解决这些问题,但是,到目前为止,这些问题还并未得到根本性解决.同时,未来体系结构模拟技术的新挑战已经开始显现.研究了体系结构软件模拟技术的由来和历史,对现有的技术和方法进行了分类和比较,对未来的挑战也进行了分析,指出了该领域今后的发展方向,以帮助计算机体系结构设计师或研究人员选择、开发体系结构模拟器或对该技术进行研究.基于这些调查分析,正在使用较为先进的技术开发一个适合于安腾系列架构的体系结构模拟器SimIPF.  相似文献   

6.
Human–computer interaction researchers are increasingly designing behaviour change technologies for a variety of purposes, from promoting healthier lifestyles to support sustainable habits. These technologies are commonly assessed in terms of their effectiveness in modifying human behaviour. Nevertheless, the multifaceted social and psychological long-term consequences of these kinds of artifacts are often forgotten. To explore their design space, we involved 48 students asking them to envision and design future behaviour change systems. Following the recent interest in design fictions, which present ‘fantasy prototypes’ in plausible near futures, we investigated how designs might help people think of the presuppositions and implications of technology. Then, we analyzed four design fictions to explore themes that are often forgotten in the current behaviour change debate. We finally discussed the empirical and methodological outcomes of our study and presented a series of design considerations and research questions that could stimulate further reflections on behaviour change technologies and the method we employed.  相似文献   

7.
Rapid prototyping technologies can create the physical part directly from the digital model by accumulating layers of a given material. Providing a tremendous flexibility of a part geometry that they can fabricate, these technologies present an opportunity for the creation of new products that cannot be made with existing technologies. One of its capabilities is to fabricate surface texture, which denotes a set of tiny repetitive geometric features on an object surface. In this paper we propose a visual simulation technique involving development of an intermediate geometric model of the surface texture design prior to fabricating the physical model. Careful examination of the visually simulated model before the actual fabrication can help minimize unwanted design iterations. The proposed technique demonstrated visualization capability by comparing the virtual model with the physical model for several test cases.  相似文献   

8.
在目前这个信息高速发展的时代,如何应对各种信息并快速做出反应,信息监测和处理就变得很重要。作者根据工业行业的通用性质和目前流行的计算机及网络技术,实现了一套通用的工业Web信息监测和处理系统。本文就该系统的技术方案的实现和相关关键技术进行了介绍。本文对将进行类似系统的开发人员具有很好的借鉴作用。  相似文献   

9.
As digital technologies are woven more closely into identity formation, society needs ways to keep tools flexible to many versions of self-presentation and avoid perpetuating the political status quo through conservative and apolitical designing. This paper explores one route, drawing on Queer Theory to look at resistance to computer formalisation of identity through queering. Several case studies explore how we might apply the oblique route to design of a range of technologies that help users define themselves. In particular, forgetting, obscuring, cheating and eluding are activities held up to counter computer strengths and offer a more flexible vision of interaction design for the future.  相似文献   

10.
保护电力消费者的数据和隐私对于智能电网来说是至关重要的。纵观全球,目前的智能电网往往趋于关注隐私安全的需要,隐私仅仅作为智能电网的一个特性存在。为了填补隐私保护在智能电网中的空白,同时帮助智能电网工程师分析隐私威胁、选择合适的策略即隐私保护技术最后达到解决智能电网系统开发阶段的隐私问题的目的,描述了相应的方法框架和指导规则,对现有的隐私保护技术进行了详细的总结,讨论了其应用的环境,并阐述了隐私实施过程中面对的潜在挑战。  相似文献   

11.
The integration of semantic technologies and TV services is a substantial innovation to improve the services to users in an environment that is extended beyond the fixed home environment. But currently, this integration is mainly limited to provide personalized recommendation services and systems by matching user static preferences. Designing and development of interactive TV (iTV) applications using semantic technologies are not realized yet. In this work, we explore the potential of introduction semantic technologies and smart spaces in design and development of iTV applications. We use an example scenario to show how future iTV applications include the mesh-up of information from different sources. We proposed a methodology and show how ontology-driven approach can help to design and develop these iTV applications. We demonstrate the suitability of our ontology-driven application development tools and rule-based approach for the development of highly dynamic context-aware iTV applications.  相似文献   

12.
程尧  邢延  蔡延光  陈玮 《软件》2013,(11):13-17
本文借助于JavaEE环境,采用MVC模式,整合OScache、Log4j、JavaMail、AjaX+Json、SHAI、Session、JavaI/O等技术,设计并实现了一个B/S架构的专业英语学习交流平台。该平台后台框架采用Spring3+Struts2+JDBCTemplate技术,前台页面使用JqueryEasyUI等技术来实现。该平台提供自动化专业英语课程的日常教学和学生个人自主学习等多种功能,具有使用方便、可移植性强、易于维护等特点。  相似文献   

13.
基于LabWindows/CVI的近地告警测试系统设计   总被引:4,自引:2,他引:4  
针对当前传统自动测试系统本身模块化水平低、技术升级困难的特点,提出用虚拟仪器技术开发测试系统的方法.并给出了基于LabWindows/CVI软件开发平台的近地告警测试系统的具体实现.着重从系统硬件架构和软件系统两方面介绍了用虚拟仪器实现进地告警测试系统的设计实现.采用将测试资源划分为公用测试资源和专用测试资源的方法,成功实现了测试系统的高模块化;并利用LabWindows/CVI的强大通讯功能实现了系统实时在线测试功能.通过实际测试和评估,该近地告警测试系统运行良好,证明该设计方法十分有效.  相似文献   

14.
机器人足球仿真比赛回放平台在国内还不够成熟,因此设计一个回放平台帮助策略设计者通过比赛的回放分析策略是十分必要的。本文主要介绍机器人足球仿真比赛回放平台的结构设计和具体功能实现。该平台使用多线程技术和双缓冲技术,能够流畅地回放机器人足球仿真比赛。  相似文献   

15.
Liu  Dong  Ren  Zhi-Lei  Long  Zhong-Tian  Gao  Guo-Jun  Jiang  He 《计算机科学技术学报》2020,35(5):963-978

In common design pattern collections, e.g., design pattern books, design patterns are documented with templates that consist of multiple attributes, such as intent, structure, and sample code. To adapt to modern developers, the depictions of design patterns, especially some specific attributes, should advance with the current programming technologies, for example, “known uses”, which exemplifies the use scenarios of design patterns in practice, and “related patterns”, which describes the relatedness between a design pattern and the others within a context. However, it is not easy to update the contents of these attributes manually due to the diversity of the programming technologies. To address this problem, in this work, we conducted a case study to mine design pattern use scenarios and related design pattern pairs from Stack Overflow posts to enrich the two attributes. We first extracted the question posts relevant to each design pattern by identifying the design pattern tags. Then, the topics of the posts were discovered by applying topic modeling techniques. Finally, by analyzing the topics specified for each design pattern, we detected 195 design pattern use scenarios and 70 related design pattern pairs, involving 61 design patterns totally. These findings are associated with a variety of popular software frameworks and programming techniques. They could complement the existing design pattern collections and help developers better acknowledge the usage and relatedness of design patterns in today’s programming practice.

  相似文献   

16.
Globally, the number of visually impaired people is large and increasing. Many assistive technologies are being developed to help visually impaired people, because they still have difficulty accessing assistive technologies that have been developed from a technology-driven perspective. This study applied a user-centered perspective to get different and hopefully deeper understanding of the interaction experiences. More specifically, this study focused on identifying the unique interaction experiences of visually impaired people when they use a camera application on a smartphone. Twenty participants conducted usability testing using the retrospective think aloud technique. The unique interaction experiences of visually impaired people with the camera application, and relevant implications for designing assistive technologies were analyzed.Relevance to industryThe considerations for conducting usability testing and the results of this study are expected to contribute to the design and evaluation of new assistive technologies based on smartphones.  相似文献   

17.
Although computing technology has made inroads into home environments, it has yet to instigate a major shift in the design of homes or home activities. The convergence of television and the Internet is lagging behind expectations, and the combination of desktop computers, entertainment consoles, televisions, and cell phones has yet to form a cohesive whole. One possible reason for this lag in progress is that these technologies don't address a coherent need -they merely augment current entertainment and communication practices. We base our research on the premise that the next revolution of technology in the home will arise from devices that help older adults maintain their independence. A coherent suite of technologies will eventually let older adults be proactive about their own healthcare, will aid them in daily activities and help them learn new skills, will create new avenues for social communication, and will help ensure their safety and well being. The Aware Home Research initiative hopes to help older adults "age in place" by creating devices that can assist with daily tasks, offer memory support, and monitor daily activities. However, understanding user needs and attitudes is essential to deploying this technology.  相似文献   

18.
This paper applies principles derived from ethnocriticism to help explain differential outcomes with different methods used to analyze the work of Directory Assistance telephone operators in a large US telecommunications company. The work of Directory Assistance operators provides a subtle case of computer-supported cooperative work. Collaborative work between operator and customer is supported and shaped by digitized-voice and database technologies. Our work also involved the introduction of additional voice-recognition technologies to this human-to-human collaboration. In a previous paper, we used methods from participatory design to show that knowledge work is a major component of the operators' conversations with customers. By contrast, other research using formal cognitive task analyses had described operators' work as routine and as involving no active problem solving. How had evidence that we had found so compelling been invisible to other analysts? I analyze the concept of “invisible work” as an attribute not of the work, but rather of the perspectives from which that work appeared to be invisible. Ethnocritical heuristics help us to contrast the analytical methods and their outcomes.  相似文献   

19.
论文旨在研究自助服务系统应用流程再造的设计与实现,并探索Agent技术在其中的应用。  相似文献   

20.
Mental strain is still a much debated health problem for people working in the electronic workplace. Ergonomics and design help make offices user-friendly, and physical strain can be prevented. A common reason for mental strain is the lack of adequate instruction in the new technologies for employees. An investigation based upon patient information shows the method of instruction used, and recommendations are made. as to which ones should be used. The investigation also shows that environmental factors have to be taken into consideration and that often side-effects have to be dealt with.  相似文献   

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