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1.
The development of computing technology affects the environmental change of residential area a lot in a many ways. In other words, we believe that Ubiquitous computing technology will change our very vision of our homes. The most distinct phenomenon of Ubiquitous environment is that the number of personal computers will increase mainfold. That means in the near future we will coexist with computers in routine life and people will have more computers to manage. In terms of User Interface, the interaction between systems and users in home-network environment should step up the next level which is different from present method of using computer. Therefore, Ubiquitous environment should be embodied for people and it must be started with understanding users and grasping sophisticated and fundamental needs of them. In this research study, we have attempted to give shape to ‘Method to Analyze User Behavior’ to make embodiment of user interface in Ubiquitous environment by considering and analyzing user’s behavior patterns. With this aim, we have extracted contexts at home from a case study and will suggest analyzing method by classifying data of the study.  相似文献   

2.
Multi-core CPUs,Clusters, and Grid Computing: A Tutorial   总被引:1,自引:0,他引:1  
The nature of computing is changing and it poses both challenges and opportunities for economists. Instead of increasing clock speed, future microprocessors will have “multi-cores” with separate execution units. “Threads” or other multi-processing techniques that are rarely used today are required to take full advantage of them. Beyond one machine, it has become easy to harness multiple computers to work in clusters. Besides dedicated clusters, they can be made up of unused lab computers or even your colleagues’ machines. Finally, grids of computers spanning the Internet are now becoming a reality.  相似文献   

3.
Facing the ever growing complexity and usability problems of the PC, some propose specialized computers as a solution, while others argue that such “information appliances” are unnecessary. Rather than pitting information appliances and PCs against each other, we argue instead for exploring the design space in using them together. We experimented with a device teaming approach that takes advantage of both types of devices: the familiar and high bandwidth user interface of the PC, and the task specific form factors of an information appliance. In our experimentation, we designed and developed a phone n’ computer (PnC) by teaming up an IP phone with a general-purpose PC. We outline the design space for such a combination and describe several point designs we created that distribute functions between the two devices according to their characteristics. In comparison to separately using phones and computers, our designs provide new and richer user experiences including Drop-to-Call, sharing visual information, and caller information display.  相似文献   

4.
For a variety of reasons, the relative impacts of neural-net inputs on the output of a network’s computation is valuable information to obtain. In particular, it is desirable to identify the significant features, or inputs, of a data-defined problem before the data is sufficiently preprocessed to enable high performance neural-net training. We have defined and tested a technique for assessing such input impacts, which will be compared with a method described in a paper published earlier in this journal. The new approach, known as the ‘clamping’ technique, offers efficient impact assessment of the input features of the problem. Results of the clamping technique prove to be robust under a variety of different network configurations. Differences in architecture, training parameter values and subsets of the data all deliver much the same impact rankings, which supports the notion that the technique ranks an inherent property of the available data rather than a property of any particular feedforward neural network. The success, stability and efficiency of the clamping technique are shown to hold for a number of different real-world problems. In addition, we subject the previously published technique, which we will call the ‘weight product’ technique, to the same tests in order to provide directly comparable information.  相似文献   

5.
Ed Blakey 《Natural computing》2011,10(4):1245-1259
Unconventional computers—which may, for example, exploit chemical/analogue/quantum phenomena in order to compute, rather than electronically implementing discrete logic gates—are widely studied in both theoretical and practical contexts. One particular motivation behind unconventional computation is the desire efficiently to solve classically difficult problems—we recall chemical-computer attempts at solving NP -complete problems such as the Travelling Salesperson Problem—, with computational complexity theory offering the criteria for judging this efficiency. However, care must be taken here; conventional (Turing-machine-style) complexity analysis is not always appropriate for unconventional computers: new, non-standard computational resources, with correspondingly new complexity measures, are often required. Accordingly, we discuss in the present paper various resources beyond merely time and space (and, indeed, discuss various interpretations of the term ‘resource’ itself), advocating such resources’ consideration when analysing the complexity of unconventional computers. We hope that this acts as a useful starting point for practitioners of unconventional computing and computational complexity.  相似文献   

6.
Computers with device feature sizes of a few nanometers—so-called nanocomputers—are expected within a few decades, but this expectation is accompanied by the realization that the boundary conditions of such systems differ substantially from those of current VLSI-based computers. Prominent among the concerns is the increased degree of permanent defects that will affect nanocomputers, such as defects caused by imperfections at the manufacturing stage, but also defects occurring later, possibly even during the use of these systems. New techniques to deal with defects are called for, but given the huge number of devices involved, such techniques may need to be self-contained: they need be applicable at local levels without outside control, even while computations continue to take place. This paper proposes an important element in such techniques, i.e. the localization of defects among a huge number of devices. It employs a cellular automaton-based architecture, and uses statistical techniques combined with randomly moving configurations in the cellular space to estimate defect locations.
Nobuyuki MatsuiEmail:
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7.
Li P  Banerjee S  McBean AM 《GeoInformatica》2011,15(3):435-454
Statistical models for areal data are primarily used for smoothing maps revealing spatial trends. Subsequent interest often resides in the formal identification of ‘boundaries’ on the map. Here boundaries refer to ‘difference boundaries’, representing significant differences between adjacent regions. Recently, Lu and Carlin (Geogr Anal 37:265–285, 2005) discussed a Bayesian framework to carry out edge detection employing a spatial hierarchical model that is estimated using Markov chain Monte Carlo (MCMC) methods. Here we offer an alternative that avoids MCMC and is easier to implement. Our approach resembles a model comparison problem where the models correspond to different underlying edge configurations across which we wish to smooth (or not). We incorporate these edge configurations in spatially autoregressive models and demonstrate how the Bayesian Information Criteria (BIC) can be used to detect difference boundaries in the map. We illustrate our methods with a Minnesota Pneumonia and Influenza Hospitalization dataset to elicit boundaries detected from the different models.  相似文献   

8.
Fantasy play and storytelling serve an important role in young children’s development. While computers are increasingly present in the world of young children, there is a lack of computational tools to support children’s voices in everyday storytelling, particularly in the context of fantasy play. We believe that there is a need for computational systems that engage in story-listening rather than story-telling. This paper introduces StoryMat, a system that supports and listens to children’s voices in their own storytelling play. StoryMat offers a child-driven, story-listening space by recording and recalling children’s narrating voices, and the movements they make with their stuffed animals on a colourful story-evoking quilt. Empirical research with children shows that StoryMat fosters developmentally advanced forms of storytelling of the kind that has been shown to provide a bridge to written literacy, and provides a space where children engage in fantasy storytelling collaboratively with or without a playmate. The paper addresses the importance of supporting young children’s fantasy play and suggests a new way for technology to play an integral part in that activity.  相似文献   

9.
In this paper, we demonstrate how craft practice in contemporary jewellery opens up conceptions of ‘digital jewellery’ to possibilities beyond merely embedding pre-existing behaviours of digital systems in objects, which follow shallow interpretations of jewellery. We argue that a design approach that understands jewellery only in terms of location on the body is likely to lead to a world of ‘gadgets’, rather than anything that deserves the moniker ‘jewellery’. In contrast, by adopting a craft approach, we demonstrate that the space of digital jewellery can include objects where the digital functionality is integrated as one facet of an object that can be personally meaningful for the holder or wearer.  相似文献   

10.
A course on computers was run for computer beginners aged over 55. An iterative and flexible approach aimed to ensure that students’ anxieties and difficulties were addressed as the course proceeded. Several layers of difficulty were encountered, ranging from initial difficulties understanding Windows systems and the working of the mouse to more fundamental and long-term problems such as repeatedly forgetting to move the focus before typing or failing to recognize onscreen objects and understand their behaviours. Inclusive design approaches should benefit from detailed recording of barriers to use, but the diversity of the user population will also necessitate flexibility to ensure inclusivity.  相似文献   

11.
In surface inspection applications, the main goal is to detect all areas which might contain defects or unacceptable imperfections, and to classify either every single ‘suspicious’ region or the investigated part as a whole. After an image is acquired by the machine vision hardware, all pixels that deviate from a pre-defined ‘ideal’ master image are set to a non-zero value, depending on the magnitude of deviation. This procedure leads to so-called “contrast images”, in which accumulations of bright pixels may appear, representing potentially defective areas. In this paper, various methods are presented for grouping these bright pixels together into meaningful objects, ranging from classical image processing techniques to machine-learning-based clustering approaches. One important issue here is to find reasonable groupings even for non-connected and widespread objects. In general, these objects correspond either to real faults or to pseudo-errors that do not affect the surface quality at all. The impact of different extraction methods on the accuracy of image classifiers will be studied. The classifiers are trained with feature vectors calculated for the extracted objects found in images labeled by the user and showing surfaces of production items. In our investigation artificially created contrast images will be considered as well as real ones recorded on-line at a CD imprint production and at an egg inspection system.  相似文献   

12.
This paper presents an examination of the process of the development of module in the works and theories of Japanese architect Ikebe Kiyoshi (1920-79). Ikebe based his idea of module on the belief that “Beauty is Mathematics.” He applied his ideas of module in various ways from the 1940s to the 1970s. Analyzing his ideas and works against their historical background, the social and creative meanings of the idea of module and of mathematics in architecture will be re-examined. This allows us to see how Ikebe developed his ideas of module from a characteristic mathematical approach, and how he developed his idea of mathematical logic into his creative theories based on the flexible nature of people’s lifestyles and social conditions. Going beyond the cultural and social differences and the limitations of Le Corbusier’s Modulor, the idea of module as the method for organizing human space in a harmonious manner was reframed in Ikebe’s works, and was developed in a more flexible mathematical way.  相似文献   

13.
Multimodal object oriented user interfaces in mobile affective interaction   总被引:1,自引:1,他引:0  
In this paper, we investigate an object oriented (OO) architecture for multimodal emotion recognition in interactive applications through mobile phones or handheld devices. Mobile phones are different from desktop computers since mobile phones are not performing any processing involving emotion recognition whereas desktop computers can perform such processing. In fact, in our approach, mobile phones have to pass all data collected to a server and then perform emotion recognition. The object oriented architecture that we have created, combines evidence from multiple modalities of interaction, namely the mobile device’s keyboard and the mobile device’s microphone, as well as data from emotion stereotypes. Moreover, the OO method classifies them into well structured objects with their own properties and methods. The resulting emotion detection server is capable of using and handling transmitted information from different mobile sources of multimodal data during human-computer interaction. As a test bed for the affective mobile interaction we have used an educational application that is incorporated into the mobile system.  相似文献   

14.
Neil Levy 《AI & Society》2011,26(4):363-369
Nicholas Agar has recently argued that it would be irrational for future human beings to choose to radically enhance themselves by uploading their minds onto computers. Utilizing Searle’s argument that machines cannot think, he claims that uploading might entail death. He grants that Searle’s argument is controversial, but he claims, so long as there is a non-zero probability that uploading entails death, uploading is irrational. I argue that Agar’s argument, like Pascal’s wager on which it is modelled, fails, because the principle that we (or future agents) ought to avoid actions that might entail death is not action guiding. Too many actions fall under its scope for the principle to be plausible. I also argue that the probability that uploading entails death is likely to be lower than Agar recognizes.  相似文献   

15.
This paper presents a network-based analysis approach for the reconfiguration problem of a self-reconfigurable robot. The self-reconfigurable modular robot named "AMOEBA-I" has nine kinds of non-isomorphic configurations that consist of a configuration network. Each configuration of the robot is defined to be a node in the weighted and directed configuration network. The transformation from one configuration to another is represented by a directed path with nonnegative weight. Graph theory is applied in the reconfiguration analysis, where reconfiguration route, reconfigurable matrix and route matrix are defined according to the topological information of these configurations. Algorithms in graph theory have been used in enumerating the available reconfiguration routes and deciding the best reconfiguration route. Numerical analysis and experimental simulation results prove the validity of the approach proposed in this paper. And it is potentially suitable for other self-reconfigurable robots' configuration control and reconfiguration planning.  相似文献   

16.
John Kelly 《AI & Society》1992,6(4):305-323
The development of computers as ‘mind tools’ has generated intriguing and provocative views about their potential human-like qualities. In this paper an attempt is made to explore the ‘real’ nature of computers by an examination of three widely different perspective, (1) the common-sense view of computers as tools; (2) the provocative view of computers as persons; and (3) the challenging view of computers as texts. In the course of the discussion an extended critique of the use of anthropomorphic terms in relation to machines is conducted and the fundamental differences between human persons and machines is reasserted.  相似文献   

17.
This bibliography covers the period from 1878 through 1999. It contains, in chronological order, a thorough sampling of the literature concerning the design and use of keyboards. The sources are selected and annotated to reflect the status of engineering and technology know-how, and knowledge about ergonomic aspects of the use of the keyboards with, first, mechanical typewriters, then electric typewriters and finally, from the 1960s on, computers. The bibliography illustrates the origin of Sholes’ 1878 QWERTY keyboard and its continued use in spite of its many shortcomings, which may be – at least partially – the reason for cumulative trauma disorders in yesteryear’s typists and today’s keyboarders. Published online: 6 September 2001  相似文献   

18.
Random number generation is a fundamental security primitive. This relatively simple requirement is beyond the capacity of passive RFID (radio frequency identification) tags, however. A recent proposal, fingerprint extraction and random number generation in SRAM (FERNS), uses onboard RAM as a randomness source. Unfortunately, practical considerations prevent this approach from reaching its full potential. First, the amount of RAM available for utilization as a randomness generator may be severely restricted due to competition with other system functionalities. Second, RAM is subject to data remanence; there is a period after losing power during which stored data remains intact in memory. Thus, after memory has been used for entropy collection once it will require time without power before it can be reused. This may lead to unacceptable delays in a usable security application. In this paper, the practical considerations that must be taken into account when using RAM as an entropy source are demonstrated. The implementation of a true random number generator on Intel’s WISP (wireless identification and sensing platform) RFID tag is also presented, which is the first to the authors’ best knowledge. By relating this to the requirements of some popular RFID authentication protocols, the practicality of utilizing memory-based randomness techniques on resource-constrained devices is assessed.  相似文献   

19.
Generating economical single-part flow-line (SPFL) configurations as candidates for a given demand period is an important optimization problem for reconfigurable manufacturing systems (RMS). The optimization problem addresses the questions of selecting number of workstations, number and type of paralleling identical machines as well as operation setups (OSs) for each workstation. The inputs include a precedence graph for a part, relationships between OSs and operations, machine options for each OS. The objective is to minimize the capital costs of the SPFL configurations. A 0–1 nonlinear programming (NLP) model is developed to handle the key issue of sharing machine utilization over consecutive OSs which is ignored in existing 0–1 integer linear programming (ILP) model. Then a GA-based approach is proposed to identify a set of economical solutions. To overcome the complexity of search space, a novel procedure is presented to guide GA to search within a refined solution space comprising the optimal configurations associated with feasible OS sequences. A case study shows that the best solution derived from the 0–1 NLP model through GA is better than the optimum of existing 0–1 ILP model. The results illustrate the effectiveness of our model and the efficiency of the GA-based approach.  相似文献   

20.
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