共查询到20条相似文献,搜索用时 546 毫秒
1.
In order to get useful information from various kinds of information sources, we first apply a searching process with query
statements to retrieve candidate data objects (called a hunting process in this paper) and then apply a browsing process to
check the properties of each object in detail by visualizing candidates. In traditional information retrieval systems, the
hunting process determines the quality of the result, since there are only a few candidates left for the browsing process.
In order to retrieve data from widely distributed digital libraries, the browsing process becomes very important, since the
properties of data sources are not known in advance. After getting data from various information sources, a user checks the
properties of data in detail using the browsing process. The result can be used to improve the hunting process or for selecting
more appropriate visualization parameters. Visualization relationships among data are very important, but will become too
time-consuming if the amount of data in the candidate set is large, for example, over one hundred objects. One of the important
problems in handling information retrieval from a digital library is to create efficient and powerful visualization mechanisms
for the browsing process. One promising way to solve the visualization problem is to map each candidate data object into a
location in three-dimensional (3D) space using a proper distance definition. In this paper, we will introduce the functions
and organization of a system having a browsing navigator to achieve an efficient browsing process in 3D information search
space. This browsing navigator has the following major functions: ?1. Selection of features which determine the distance for
visualization, in order to generate a uniform distribution of candidate data objects in the resulting space. ?2. Calculation
of the location of the data objects in 2D space using the selected features. ?3. Construction of 3D browsing space by combining
2D spaces, in order to find the required data objects easily. ?4. Generation of the oblique views of 3D browsing space and
data objects by reducing the overlap of data objects in order to make navigation easy for the user in 3D space. ?Examples
of this browsing navigator applied to book data are shown.
Received: 15 December 1997 / Revised: June 1999 相似文献
2.
Detection, segmentation, and classification of specific objects are the key building blocks of a computer vision system for
image analysis. This paper presents a unified model-based approach to these three tasks. It is based on using unsupervised
learning to find a set of templates specific to the objects being outlined by the user. The templates are formed by averaging
the shapes that belong to a particular cluster, and are used to guide a probabilistic search through the space of possible
objects. The main difference from previously reported methods is the use of on-line learning, ideal for highly repetitive
tasks. This results in faster and more accurate object detection, as system performance improves with continued use. Further,
the information gained through clustering and user feedback is used to classify the objects for problems in which shape is
relevant to the classification. The effectiveness of the resulting system is demonstrated in two applications: a medical diagnosis
task using cytological images, and a vehicle recognition task.
Received: 5 November 2000 / Accepted: 29 June 2001
Correspondence to: K.-M. Lee 相似文献
3.
Adrian David Cheok Xubo Yang Zhou Zhi Ying Mark Billinghurst Hirokazu Kato 《Personal and Ubiquitous Computing》2002,6(5-6):430-442
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the
real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional
computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based
Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space,
the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game
play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human
to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions
between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates
computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg 相似文献
4.
Release Planning in Market-Driven Software Product Development: Provoking an Understanding 总被引:2,自引:0,他引:2
Pär Carlshamre 《Requirements Engineering》2002,7(3):139-151
5.
Summary. This paper formulates necessary and sufficient conditions on the information required for enforcing causal ordering in a
distributed system with asynchronous communication. The paper then presents an algorithm for enforcing causal message ordering.
The algorithm allows a process to multicast to arbitrary and dynamically changing process groups. We show that the algorithm
is optimal in the space complexity of the overhead of control information in both messages and message logs. The algorithm
achieves optimality by transmitting the bare minimum causal dependency information specified by the necessity conditions,
and using an encoding scheme to represent and transmit this information. We show that, in general, the space complexity of
causal 0message ordering in an asynchronous system is , where is the number of nodes in the system. Although the upper bound on space complexity of the overhead of control information
in the algorithm is , the overhead is likely to be much smaller on the average, and is always the least possible.
Received: January 1996 / Accepted: February 1998 相似文献
6.
Alberto Bartoli Gianluca Dini Lanfranco Lopriore 《International Journal on Software Tools for Technology Transfer (STTT)》2001,3(2):235-245
With reference to a memory management system supporting the single address space abstraction and a uniform, persistent view
of storage, we present a set of mechanisms that allow applications to exert explicit control over memory management activities.
These mechanisms make it possible to move the contents of a virtual page to primary memory for fast processor access, or to
push these contents back to secondary memory to free primary memory space. Our memory management scheme allows programs to
exploit the memory reference pattern of the underlying algorithms, thereby improving utilisation of the system storage resources.
This result is illustrated by using significant examples of memory management activities implemented at the application program
level.
Published online: 8 February 2001 相似文献
7.
Making Workflow Change Acceptable 总被引:1,自引:0,他引:1
Virtual professional communities are supported by network information systems composed from standard Internet tools. To satisfy
the interests of all community members, a user-driven approach to requirements engineering is proposed that produces not only
meaningful but also acceptable specifications. This approach is especially suited for workflow systems that support partially structured, evolving work
processes. To ensure the acceptability, social norms must guide the specification process. The RENISYS specification method
is introduced, which facilitates this process using composition norms as formal representations of social norms. Conceptual
graph theory is used to represent four categories of knowledge definitions: type definitions, state definitions, action norms
and composition norms. It is shown how the composition norms guide the legitimate user-driven specification process by analysing
a case on the development of an electronic law journal. 相似文献
8.
Exploring Context-aware Information Push 总被引:1,自引:1,他引:1
Despite much interest over recent years in the area of context-aware computing, there are still a number of significant gaps
in our understanding of the HCI issues associated with such systems. One particular issue that remains relatively unexplored
is how to design around the apparently conflicting goals of adapting to changes in context while at the same time adhering
to the principle of predictability. In this paper, we describe our exploration into this issue through two alternative designs
of an interactive context-aware tourist guide. One original design was based around information pull, i.e. the emphasis is
on the user to decide when context-aware information is presented. Our second design incorporates the notion of information
push whereby the actual presentation of context-aware information is triggered by contextual events, e.g. changes in the user’s
location or changes to the opening times of attractions. Through the evaluation of these alternative designs we hope to gain
a better understanding of the usability implications relating to push vs. pull in both this specific domain and in interactive
context-aware systems in general. 相似文献
9.
Requirements for choosing off-the-shelf information systems (OISR) differ from requirements for development of new information
systems in that they do not necessarily provide complete specifications, thus allowing flexibility in matching an existing
IS to the stated needs. We present a framework for OISR conceptual models that consists of four essential elements: business
processes, business rules, information objects and required system services. We formalise the definitions of these concepts
based on an ontological model. The ontology-based OISR model provides a framework to evaluate modelling languages on how appropriate
they are for OISR requirements specifications. The evaluation framework is applied to the Object-Process Methodology, and
its results are compared with a similar evaluation of ARIS. This comparison demonstrates the effectiveness of the ontological
framework for evaluating modelling tools on how well they can guide selection, implementation and integration of purchased
software packages. 相似文献
10.
For admission control in real-time multimedia systems, buffer space, disk bandwidth and network bandwidth must be considered.
The CBR-based mechanisms do not use system resources effectively, since media data is usually encoded with VBR compression
techniques. We propose an admission control mechanism based on a VBR data model that has a dynamic period length. In our mechanism,
the period can be adaptively changed to maximize the performance, considering both disk bandwidth and buffer space. To compare
the performance, extensive simulations are conducted on RR, SCAN, and GSS schemes which have the dynamic period length and
the static period length. 相似文献
11.
A Context/Communication Information Agent 总被引:1,自引:0,他引:1
We are developing a Context/Communication Information Agent (CIA), an autonomous software agent that proactively searches
for the right information at the right time. Our goal is to design and evaluate a system that leverages what people naturally
do, using this knowledge to retrieve information, and presenting it with a minimal cost of disruption to the users. In this
paper, we describe the results a low-fidelity prototype performed in a meeting situation, the design space for such an application,
and our plans for continued investigation. 相似文献
12.
We report on the results of a study in which 19 new mobile telephone users were closely tracked for the first six weeks after
service acquisition. Results show that novices tend to rapidly modify their perceptions of social appropriateness around mobile
phone use, that actual nature of use frequently differs from initial predictions, and that comprehension of service-based
technologies can be problematic. We also describe instances and features of mobile telephony practice. When in use, mobile
phones occupy multiple social spaces simultaneously, spaces with norms that sometimes conflict: the physical space of the
mobile phone user and the virtual space of the conversation. 相似文献
13.
Tore Urnes Arne S. Hatlen Pål S. Malm Øystein Myhre 《Personal and Ubiquitous Computing》2001,5(1):38-41
Context-aware applications gather information from sensors about their users and operating environment. Sensor handling is
a complicated issue that makes it hard and time-consuming to develop context-aware applications. This paper shows how dynamic
discovery protocols can be employed to deal with the physical distribution of sensors and the need to share sensors between
many applications. We report on our experiences from building a position-aware application using the dynamic discovery protocol
that is part of the Jini software infrastructure for distributed systems. 相似文献
14.
Shahram Izadi Mike Fraser Steve Benford Martin Flintham Chris Greenhalgh Tom Rodden Holger Schnädelbach 《Personal and Ubiquitous Computing》2002,6(4):290-298
The Citywide project is exploring ways in which technology can provide people with rich and engaging digital experiences
as they move through physical space, including historical experiences, performances and games. This paper describes some initial
results and experiences with this project based upon two prototype demonstrators. In the first, we describe an application
in which a search party explores an archaeological site, uncovering enacted scenes within the virtual world that are of a
historical relevance to their particular physical location. In the second, we describe a museum experience where participants
explore an outdoors location, hunting for buried virtual artifacts that they then bring back to a museum for a more detailed
study. Our demonstrators employ a varied set of devices, including mobile wireless interfaces for locating hotspots of virtual
activity when outdoors, to give different experiences of the virtual world depending upon location, task, available equipment
and accuracy of tracking. We conclude by discussing some of the potential advantages of using an underlying shared virtual
world to support interactive experiences across extended physical settings. 相似文献
15.
Constructing stories is a type of playing that involves mobilizing the storyteller’s imagination and finding original ways
to convey narrative intentions. When a child invents a story, there is a natural interaction with the local environment and
the use of various means of expression. We adopted a user-centered approach to design POGO, a playful environment which utilizes
the child’s physical environment and sensory modalities. Pogo is a system of active tools that enable children to create stories
by connecting physical and virtual environments. By providing children with the possibility of capturing and manipulating
images and various media, and combining them in sequential form, Pogo triggered new strategies in the construction of narrative
logic, time and space, in the construction of the episodes and in the visual narration.
Correspondence to: Fran?oise Decortis, Psychology and Education Sciences Department, University of Liege, 4000 Liege, Belgium. Email:francoise.decortis@ulg.ac.be 相似文献
16.
Francesco Bellotti Riccardo Berta Alessandro De Gloria Massimiliano Margarone 《Personal and Ubiquitous Computing》2002,6(3):155-163
Future generation cars will be characterized by a wide range of Information Technology (IT) services providing safety and
infotainment. This makes the car an information intensive environment where the visual channel is overloaded, putting the
safety of drivers and passengers in jeopardy. We propose the use of a 3D auditory display to provide information from the
Advanced Driver Assistance Systems. This reduces the eye-off-road time, exploiting the human capability to associate sounds
with positions in space. Preliminary lab tests reveal the suitability of this approach. The system still has to be carefully
tuned and personalized to achieve usability and reliability, but we think that it provides a complementary channel that is
specially useful in low visibility conditions. 相似文献
17.
Data overload is a generic and tremendously difficult problem that has only grown with each new wave of technological capabilities.
As a generic and persistent problem, three observations are in need of explanation: Why is data overload so difficult to address?
Why has each wave of technology exacerbated, rather than resolved, data overload? How are people, as adaptive responsible
agents in context, able to cope with the challenge of data overload? In this paper, first we examine three different characterisations
that have been offered to capture the nature of the data overload problem and how they lead to different proposed solutions.
As a result, we propose that (a) data overload is difficult because of the context sensitivity problem – meaning lies, not
in data, but in relationships of data to interests and expectations and (b) new waves of technology exacerbate data overload
when they ignore or try to finesse context sensitivity. The paper then summarises the mechanisms of human perception and cognition
that enable people to focus on the relevant subset of the available data despite the fact that what is interesting depends
on context. By focusing attention on the root issues that make data overload a difficult problem and on people’s fundamental
competence, we have identified a set of constraints that all potential solutions must meet. Notable among these constraints
is the idea that organisation precedes selectivity. These constraints point toward regions of the solution space that have
been little explored. In order to place data in context, designers need to display data in a conceptual space that depicts
the relationships, events and contrasts that are informative in a field of practice. 相似文献
18.
In control systems, the interfaces between software and its embedding environment are a major source of costly errors. For
example, Lutz reported that 20–35% of the safety-related errors discovered during integration and system testing of two spacecraft
were related to the interfaces between the software and the embedding hardware. Also, the software’s operating environment
is likely to change over time, further complicating the issues related to system-level inter-component communication. In this
paper we discuss a formal approach to the specification and analysis of inter-component communication using a revised version
of RSML (Requirements State Machine Language). The formalism allows rigorous specification of the physical aspects of the
inter-component communication and forces encapsulation of communication-related properties in well-defined and easy-to-read
interface specifications. This enables us both to analyse a system design to detect incompatibilities between connected components
and to use the interface specifications as safety kernels to enforce safety constraints. 相似文献
19.
This paper describes a method for recognizing partially occluded objects under different levels of illumination brightness
by using the eigenspace analysis. In our previous work, we developed the “eigenwindow” method to recognize the partially occluded
objects in an assembly task, and demonstrated with sufficient high performance for the industrial use that the method works
successfully for multiple objects with specularity under constant illumination. In this paper, we modify the eigenwindow method
for recognizing objects under different illumination conditions, as is sometimes the case in manufacturing environments, by
using additional color information. In the proposed method, a measured color in the RGB color space is transformed into one
in the HSV color space. Then, the hue of the measured color, which is invariant to change in illumination brightness and direction,
is used for recognizing multiple objects under different illumination conditions. The proposed method was applied to real
images of multiple objects under various illumination conditions, and the objects were recognized and localized successfully. 相似文献