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1.
Information services play a crucial role in grid environments in that the state information can be used to facilitate the
discovery of resources and the services available to meet user requirements, and also to help tune the performance of a grid
system. However, the large size and dynamic nature of the grid brings forth a number of challenges for information services.
This paper presents PIndex, a grouped peer-to-peer network that can be used for scalable grid information services. PIndex
builds on Globus MDS4, but introduces peer groups to dynamically split the large grid information search space into many small
sections to enhance its scalability and resilience. PIndex is subsequently modeled with Colored Petri Nets for performance
evaluation. The simulation results show that PIndex is scalable and resilient in dealing with a large number of peer nodes.
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2.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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3.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
4.
Peer-Peer (P2P) technologies have recently been in the limelight for their disruptive power in particular they have emerged as a powerful multimedia content distribution mechanism. However, the widespread deployment of P2P networks are hindered by several issues, especially the ones that influence end-user satisfaction, including reliability. In this paper, we propose a solution for an efficient and user-oriented keyword lookup service on P2P networks. The proposed mechanism has been designed to achieve reliability via index load balancing and address the scalability issues of extremely popular keywords in the index. The system performance have been analytically derived as well implemented using the OpenDHT framework on PlanetLab. 相似文献
5.
The current representatives of Grid systems are Globus and Web services, however, they have poor scalability and single point
failure. It is these two factors which make the building of an improved P2P and grid hybrid framework for resource management
and task schedule such a popular research topic. This paper differs from current research because it puts forward an Information
Pool Based Grid Architecture (IPBGA), which is a real sense hybrid of P2P and grid instead of only introducing P2P methods
into grid systems for resource management. Based on virtualizations, abstract physical resources and tasks to be, the information
requests from resources for tasks and appeals from tasks for resources are upgraded as information services by using an information
pool protocol (IPP). Thus, grid resource management and task scheduling are regarded as information matching by IPP which
is adaptive to the heterogeneous, dynamic, and distributed characteristics of a grid system. Tri-Information Center (Tri-IC)
and source ranking mechanisms are presented in IPP to improve robustness, prevent sybil attack, and to discourage free riding.
Experiments and theory analysis show that the IPP of the IPBGA is more efficient and robust in dealing with information while
both the bandwidth and process costs are less.
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6.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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7.
A wireless sensor network (WSN) consists of a large number of small devices with computational power, wireless communication
and sensing capability. These networks have been developed for a wide range of applications, such as habitat monitoring, object
tracking, precision agriculture, building monitoring and military systems. Meanwhile, middleware systems have also been proposed
in to facilitate both the development of these applications and provide common application services. The development of middleware
for sensor networks, however, places new challenges on middleware developers due to the low availability of resources and
processing capacity of the sensor nodes. In this context, this paper presents the design and implementation of a middleware
for WSN named Mires. Mires incorporates characteristics of message-oriented middleware by allowing applications communicate
in a publish/subscribe way. In order to illustrate the proposed middleware, we have also developed an environment-monitoring
application and a data aggregation service.
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8.
PECOLE (Peer-to-pEer COLlaborative Environment) is a fully decentralized multimedia collaborative environment that supports
a wide range of collaborative multimedia applications, including chat, shared browsing, shared telepointer, multipoint-to-multipoint
audio/video conferencing and multilingual collaboration. PECOLE can intelligently run on very constrained resources, is highly
resilient, scalable and does not rely on dedicated servers. Instead, PECOLE is built upon a Peer-to-Peer (P2P) overlay network,
using SUN’s JXTA framework and SWT technology. In this paper, we present the architecture and implementation of PECOLE with
the performance results of the tests we conducted.
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9.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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10.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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11.
We introduce a system for sensing complex social systems with data collected from 100 mobile phones over the course of 9 months.
We demonstrate the ability to use standard Bluetooth-enabled mobile telephones to measure information access and use in different
contexts, recognize social patterns in daily user activity, infer relationships, identify socially significant locations,
and model organizational rhythms.
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12.
We continue the study of (extended) spiking neural P systems with exhaustive use of rules by considering these computing devices
as language generators. Specifically, a step is associated with a symbol according to the number of spikes emitted by the
output neuron and the sequence of these symbols associated with a halting computation constitutes a string. Two cases are
considered: one of them interprets a step when no spike is emitted as a specified symbol, the other interprets such a step
as the empty string. In both cases, it is proved that finite and recursively enumerable languages are characterized by extended
spiking neural P systems working in the exhaustive mode. The relationships with regular languages are also investigated.
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13.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
14.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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15.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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16.
Unstructured peer-to-peer (P2P) systems (e.g. Gnutella) are characterized by uneven distributions of node connectivity and
file sharing. The existence of “hub” nodes that have a large number of connections and “generous” nodes that share many files
significantly influences performance of information search over P2P file-sharing networks. In this paper, we present a novel
Scalable Peer-to-Peer Search (SP2PS) method with low maintenance overhead for resource discovery in scale-free P2P networks.
Different from existing search methods which employ one heuristic to direct searches, SP2PS achieves better performance by
considering both of the number of shared files and the connectivity of each neighbouring node. SP2PS enables peer nodes to
forward queries to the neighbours that are more likely to have the requested files and also can help in finding the requested
files in the future hops. The proposed method has been simulated in different power-law networks with different forwarding
degrees and distances. From our analytic and simulation results, SP2PS achieves better performance when compared to other
related methods.
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17.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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18.
The formal verification of a Spiking Neural P System (SN P Systems, for short) designed for solving a given problem is usually
a hard task. Basically, the verification process consists of the search of invariant formulae such that, once proved their
validity, show the right answer to the problem. Even though there does not exist a general methodology for verifying SN P
Systems, in (Păun et al., Int J Found Comput Sci 17(4):975–1002, 2006) a new tool based on the transition diagram of the P system has been developed for helping the researcher in the search of
invariant formulae. In this paper we show a software tool which allows to generate the transition diagram of an SN P System
in an automatic way, so it can be considered as an assistant for the formal verification of such computational devices.
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19.
This paper investigates text entry on mobile devices using only five-keys. Primarily to support text entry on smaller devices
than mobile phones, this method can also be used to maximise screen space on mobile phones. Reported combined Fitt’s law and
keystroke modelling predicts similar performance with bigram prediction using a five-key keypad as is currently achieved on
standard mobile phones using unigram prediction. User studies reported here show similar user performance on five-key pads
as found elsewhere for novice nine-key pad users.
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20.
3D computer graphics have been an important feature in games development since it was first introduced in the early 80s and
there is no doubt that 3D based content is often viewed as more attractive in games than the more abstract 2D graphics. Many
games publishers are keen to leverage their success in the console market into the mobile phone platform. However, the resource
constraints of mobile phones and the fragmented nature of the environment present considerable challenges for games developers.
In this paper we consider some of the current constraints together with current and, probable, future developments both in
the software and hardware of mobile phones. As part of this process we benchmark some of the latest and most prevalent software
and hardware devices to ascertain both the quality of the graphics produced and the effects upon battery life. Whilst our
test results highlight that the current market does indeed present challenges, our research into the future developments highlights
the fact we are approaching greater standardization, which will be an important factor for the successful development of 3D
mobile games.
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