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1.
Editing of computer-assisted ambulatory ECG reviews is critical for accuracy and quantification of the arrhythmias present. This may be time consuming for high arrhythmia content types or tapes with noise interference. A system that combines probit analysis and principle components transformation coupled with maximum likelihood decision theory, through identification of the complexes most subject to classification error in the initial review process and by correcting residual errors automatically, can decrease the number of complexes which need to be overread by a human editor. Probit analysis assigns a statistically derived value, a z value, to complexes classified as normal sinus or ventricular premature complexes. This permits the grouping of complexes for which the likelihood of being normal sinus or ventricular premature is high and a group which has a greater likelihood of being incorrectly classified. This latter group can be shown to the human editor for verification or correction of classification. The complexes undergo principle components transformation which describes the QRS by a set of derived components. When a classification is approved or changed by the human editor, the computer, utilizing maximum likelihood decision rules, moves ahead in the tape to correct the classification of the remaining unedited complexes on the basis of the similarity of their principle components profile to the edited ones. The system reduced total errors, false positive or false negative, to less than one percent in all of the high arrhythmia and noise content tapes used for this study.  相似文献   

2.
《Parallel Computing》1988,6(1):1-18
This paper describes the design of an interactive system for the semi-automatic transformation of FORTRAN 77 programs into parallel programs for the SUPERNUM machine. The system is characterized by a powerful analysis component, a catalog of MIMD and SIMD parallelization transformations, and a flexible dialog facility. It contains specific knowledge about the parallelization of an important class of numerical algorithms.  相似文献   

3.
Many existing systems provide extensive facilities for entry and manipulation of text. Typical of these are QED (Bell Telephone), TECO (MIT), TVEDIT (Stanford), and E (Yale). Text entry, insertion, deletion, search, and display are all performed interactively with a small number of key strokes. Unfortunately, similarly powerful and general interactive tools for editing of more general data structures have not been available.The system TREE provides these interactive editing facilities for tree structures. TREE enables insertion, deletion, copying, search, and display of any branch of a given tree structure. Any tree, whether a syntax tree or a decision tree, or a LISP program could be entered rapidly and changed quickly in TREE. The program itself is coded in PDP 10 fortran IV and will run with any of a number of inexpensive graphics terminals.  相似文献   

4.
Diagrams communicate massive amounts of information at a glance. Complex domains can be simplified and extended with diagrammatic notations. Computational systems can certainly benefit from the use of diagrams. However, graphic interfaces are difficult and time consuming to write. We need a way of shortening the graphic-interface building cycle so that it is relatively easy and fast to add a graphic interface to any application that may benefit from it.A general-purpose, graphic-interface-building tool kit that a designer or user, not a programmer, can use to design and attach graphic interfaces to applications can greatly speed up and lower the costs of adding graphics to systems. In this paper, I describe a new framework for interactive graphic interface design. The framework will enable graphic-interface-building tools which are general purpose, inter-active, and application-specific.The framework consists of a taxonomy (ontology) of visual properties that span sub-object properties, full objects, and the relationships between objects. The taxonomy forms a skeleton on which to hang methods for manipulating these visual properties, objects, relations, and composites. The methods consist of the generation of prototypes, the recognition of properties in objects, and mouse manipulation functions for modifying properties in an object. Further characteristics of the framework are that the properties are composable, that objects can be explicitly, incrementally described through repeated composition and application of recognition methods, and that the composition of properties to form more fully described and more complex objects is recursive. This makes the framework and the objects within it quite flexible, incremental, uniform, and modular.  相似文献   

5.
GRAF is a software package developed to visualize real functions of the form y = f (x) of x = x (t), y = y (t). It also allows the study of rotations, translations, enlargements, compositions of functions and so on. The user is given uniform and easy interaction possibilities with the package. GRAF is written in the BASIC language and run on a Tektronix 4051 graphic desktop computer. This package has been developed for didactical application, particularly in high schools. It has been tested with students in many mathematic courses.  相似文献   

6.
7.
The use of digital logic simulation in the design of integrated circuits has long been established. In this role, however, simulation in general has remained a non-interactive CAD tool. In an attempt to alter this situation a simulator has been developed which will permit the designer to interact with the circuit, thus making simulation an even more effective design tool particularly in its use for debugging incorrect designs.  相似文献   

8.
Large RNA structures can be viewed as assemblies of smaller units or modules that are usually clearly identified (helices, hairpin loops, other recurrent motifs, etc.). We have developed a program, MANIP, which allows the rapid assembly of separate motifs (each with a specified sequence) into a complex three-dimensional architecture. The already determined modules are present in a database from which they can be extracted with the appropriate sequence. Their assembly is performed in real time on the computer screen with buttons and dials that command rotation and translation of any chosen fragment with respect to the chosen pivot, or that generate all possible variations of any torsion angle within a specified segment either in the 5′ or in the 3′ direction. The possible in-built manipulations follow the general stereochemical rules of RNA structure. MANIP automatically recognizes and displays the allowed and nonallowed hydrogen bonds between the residues. The program is interfaced with a rapid and automatic online refinement tool of partial or full assemblies, NUCLIN-NUCLSQ. The refinement protocol incorporates canonical as well as noncanonical base pairing constraints together with restraints imposed by covalent geometry, stereochemistry, and van der Waals contacts. The computer package runs on UNIX Silicon Graphics workstations and is written in C with OpenGL and X11/Motif libraries.  相似文献   

9.
V-HairStudio: an interactive tool for hair design   总被引:4,自引:0,他引:4  
Graphical models of natural objects have become increasingly complex and sophisticated. Although researchers have made significant progress in modeling complex objects in the last decade, representing human hair realistically continues to challenge us. It presents problems in all aspects of computer graphics technologies, such as shape modeling, manipulation, rendering, and dynamic simulation. The article introduces a hair-designing system. Based on the cluster hair model, this designing tool provides a rich set of functionality for interactive hairstyle design in two levels of abstraction. The system is more powerful, and at the same time, more convenient and efficient for hair styling and manipulation than previous modeling systems. We can divide existing hair models into two categories: explicit geometric models and volume-density models  相似文献   

10.
Although we have recently seen an increase of good, free game engine editors, general purpose scenario (level) editors are still lagging behind in terms of functionalities and ease of use. Using them to create game scenarios can be difficult as they often expose general engine capabilities instead of limiting the toolset to fit game-specific requirements. They often require programming skills to use, which introduce additional user skill requirements, and configuring them for a specific game can be equally difficult. In this paper we have developed SpringBoard, an open source scenario editor for games using the SpringRTS engine. Extending it to support game and level requirements is achieved with multi-level meta-programming, while still providing a system that is integrated with the GUI editor and therefore intuitive to use. Our meta-programming system has support for trigger elements (events, functions and actions), custom (composite) data types, scoped data access, higher order functions and actions, and data synchronization mechanics. This novel approach allows us to have the full expressiveness of the underlying programming language, while exposing a user-friendly GUI that consists of terminology familiar to the domain expert.  相似文献   

11.
This paper presents a novel 3D painting system that allows interactive painting on normal maps. The process of creating a highly detailed model and later extracting normal maps is slow and prone to artifacts. We propose an interactive framework where the user paints directly on normal maps while visualizing the results as they would appear in the target rendering system.  相似文献   

12.
GEOFILE is a versatile, interactive program in BASIC for the creation and editing of data files. These files consist of a two-dimensional array of numerical values, rows corresponding to different parameters, and columns to different samples. In addition to numerical values, the files also contain strings corresponding to sample numbers, sample labels, and parameter symbols. Rapid and successful file creation is assisted by the large number of error-traps in the program and comprehensive file editing is accomplished partly through a simple routine which uses an alphanumeric grid to identify data items. Files created and/or edited may be stored on disk for subsequent use in a variety of other programs such as graph plotting or statistical analysis.  相似文献   

13.
In an effort to optimize visualization and editing of OWL ontologies we have developed GrOWL—a browser and visual editor for OWL that accurately visualizes the underlying DL semantics of OWL ontologies while avoiding the difficulties of the verbose OWL syntax. In this paper, we discuss GrOWL visualization model and the essential visualization techniques implemented in GrOWL.  相似文献   

14.
Cooperative hypermedia means producting and manipulating hyperorganized multimedia data by a group of (co-)users. We have been realizing a prototype that enables coauthors to cooperatively produce hypermedia documents. It allows coauthors to communicate their ideas, drafts, guidelines, and constraints within a group in order to exchange information (remotely or face-to-face) and improve the final document.When analyzing the transition from individual work to group work within different human activities, two pitfalls are often detected if computer support is considered. On the one hand are the social and technological communication problems, particularly if members of the group are geographically distant from one another. On the other hand are the productivity falls, which are usually due to communication difficulties and frequent social inadequacies of the group's computer support. We would like to propose the use of this prototype — CoMEdiA — as a way to enhance, or prevent the fall of, intra-group communication and the outcomes of group edit tasks (constrained to the kind of taks for which it has been designed). Most of the techniques used to achieve this can be used in other tools to support other specific type of group activities.  相似文献   

15.
Dementia is a growing problem that affects the lives of those diagnosed and caregivers, with symptoms having an effect on memory, communication, the ability to learn new skills and problems with behaviour, such as aggression, agitation and depression. Participation in activities can improve quality of life for people with dementia, reducing behavioural problems and aiding relaxation. Research has established that people with dementia can be both artistically and musically creative, and have an appreciation of music even in the latter stages of the disease. The symptoms of the disease, however, mean that supporting music making activities with this group of people is challenging. This paper describes a prototype system designed to enable people with dementia to create music, using a touch screen interface to control a system which utilises chords to create pleasant-sounding music regardless of any prior musical knowledge. Results of usability studies suggest the system is easy to use, and that pleasant-sounding music can be created with it. Participants, including people with dementia, appeared actively engaged during use of the system, many reporting they enjoyed the experience. Future testing will establish the degree to which people with dementia could be musically creative using such a system.  相似文献   

16.
An interactive numerical simulation approach to the process of glass pressing is presented. Glass is modelled as a strongly viscous Newtonian fluid whose deformation under pressure is described by a Stokes equation. Modelling the evolution of the glass free boundary in time poses a particular problem which is dealt with by a special integration technique. Next, we present how we integrate the numerical simulation with an interactive visualisation and computational steering tool. The resulting application allows for interactive simulation control and result monitoring. The presented software integration technique does not require any changes to the numerical simulation code and can be thus used to couple other similar computational engines with a steering and visualisation front-end. Received: 29 November 1999 / Accepted: 7 June 2001  相似文献   

17.
With growing bandwidths in the Internet and seemingly unlimited storage capacities on web servers, media became more and more important in the daily use of the World Wide Web. While about ten years ago only text and images with small file sizes (and as a result small resolutions) could be used, it is possible to watch high quality multimedia presentations nowadays. But those rarely exist because of tedious to learn authoring tools. A specialization to one main medium, in our case video, allows creating efficient authoring tools using well known paradigms. This work introduces an authoring tool called SIVA Producer. An iterative process for improving the usability of the authoring tool is described. Furthermore, a distinction of the terms “interactive video”, “annotated video”, “non-linear video” and “hypervideo” is given.  相似文献   

18.
The manner in which a knowledge-acquisition tool displays the contents of a knowledge base affects the way users interact with the system. Previous tools have incorporated semantics that allow knowledge to be edited in terms of either the structural representation of the knowledge or the problem-solving method in which that knowledge is ultimately used. A more effective paradigm may be to use the semantics of the application domain itself to govern access to an expert system's knowledge base. This approach has been explored in a program called OPAL, which allows medical specialists working alone to enter and review cancer treatment plans for use by an expert system called ONCOCIN. Knowledge-acquisition tools based on strong domain models should be useful in application areas whose structure is well understood and for which there is a need for repetitive knowledge entry.  相似文献   

19.
Pupillary response is a valid indicator of mental workload and is being increasingly leveraged to identify lower cost moments for interruption, evaluate complex interfaces, and develop further understanding of psychological processes. Existing tools are not sufficient for analyzing this type of data, as it typically needs to be analyzed in relation to the corresponding task’s execution. To address this emerging need, we have developed a new interactive analysis tool, TAPRAV. The primary components of the tool include; (i) a visualization of pupillary response aligned to the corresponding model of task execution, useful for exploring relationships between these two data sources; (ii) an interactive overview + detail metaphor, enabling rapid inspection of details while maintaining global context; (iii) synchronized playback of the video of the user’s screen interaction, providing awareness of the state of the task; and (iv) interaction supporting discovery driven analysis. Results from a user study showed that users are able to efficiently interact with the tool to analyze relationships between pupillary response and task execution. The primary contribution of our tool is that it demonstrates an effective visualization and interaction design for rapidly exploring pupillary response in relation to models of task execution, thereby reducing the analysis effort.  相似文献   

20.
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