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1.
This paper aims to provide a basis for renewed talk about use in computing. Four current discourse arenas are described. Different intentions manifest in each arena are linked to failures in translation, different terminologies crossing disciplinary and national boundaries non-reflexively. Analysis of transnational use discourse dynamics shows much miscommunication. Conflicts like that between the Scandinavian System Development School and the usability approach have less current salience. Renewing our talk about use is essential to a participatory politics of information technology and will lead to clearer perception of the implications of letting new systems becoming primary media of social interaction.  相似文献   

2.
The notion of obvious inference in predicate logic is discussed from the viewpoint of proof-checker applications in logic and mathematics education. A class of inferences in predicate logic is defined and it is proposed to identify it with the class of obvious logical inferences. The definition is compared with other approaches. The algorithm for implementing the obviousness decision procedure follows directly from the definition.  相似文献   

3.
Experiment 1 explored the impact of physically touching a virtual object on how realistic the virtual environment (VE) seemed to the user. Subjects in a no touch group picked up a 3D virtual image of a kitchen plate in a VE, using a traditional 3D wand. See and touch subjects physically picked up a virtual plate possessing solidity and weight, using a technique called tactile augmentation. Afterwards, subjects made predictions about the properties of other virtual objects they saw but did not interact with in the VE. See and touch subjects predicted these objects would be more solid, heavier, and more likely to obey gravity than the no touch group. In Experiment 2 (a pilot study), subjects physically bit a chocolate bar in one condition, and imagined biting a chocolate bar in another condition. Subjects rated the event more fun and realistic when allowed to physically bite the chocolate bar. Results of the two experiments converge with a growing literature showing the value of adding physical qualities to virtual objects. This study is the first to empirically demonstrate the effectiveness of tactile augmentation as a simple, safe, inexpensive technique with large freedom of motion for adding physical texture, force feedback cues, smell and taste to virtual objects. Examples of practical applications are discussed.Based in part on Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments' by Hunter Hoffman which appeared in the Proceedings of the IEEE Virtual Reality Annual International Symposium '98, Atlanta GA, pp 59–63. ¢ 1998 IEEE.  相似文献   

4.
This position paper argues that extending the CSP model to a richer set of tasks such as, constraint optimization, probabilistic inference and decision theoretic tasks can be done within a unifying framework called bucket elimination. The framework allows uniform hybrids for combining elimination and conditioning guided by the problem's structure and for explicating the tradeoffs between space and time and between time and accuracy.  相似文献   

5.
Web personalization has quickly changed from a value-added facility to a service required in presenting large quantities of information because individual users of the Internet have various needs and preferences in seeking information. This paper presents a novel personalized recommendation system with online preference analysis in a distance learning environment called Coursebot. Users can both browse and search for course materials by using the interface of Coursebot. Moreover, the proposed system includes appropriate course materials ranked according to a users interests. In this work, an analysis measure is proposed to combine typical grey relational analysis and implicit rating, and thus a users interests are calculated from the content of documents and the users browsing behavior. This algorithms low computational complexity and ease of adding knowledge support online personalized analysis. In addition, the user profiles are dynamically revised to provide efficiently personalized information that reflects a users interests after each page is visited.  相似文献   

6.
Summary A single multiaccess channel is studied with the outcome of a transmission being either idle, success, or collision (ternary channel). Packets involved in a collision must be retransmitted, and an efficient way to solve a collision is known in the literature as Gallager-Tsybakov-Mikhailov algorithm. Performance analysis of the algorithm is quite hard. In fact, it bases on a numerical solution of some recurrence equations and on a numerical evaluation of some series. The obvious drawback of it is lack of insight into the behavior of the algorithm. We shall present a new approach of looking at the algorithm and discuss some attempts of analyzing its performance. In particular, expected lengths of a resolution interval and a conflict resolution interval as well as throughput of the algorithm will be discussed using asymptotic approximation and a small input rate approximation.  相似文献   

7.
The paper analyses restructuring processes occuring with the introduction of information technologies into firms in Austria and assesses how far the evidence lends support to the thesis of a fundamental change in rationalization patterns as postulated by continental industrial sociologists claiming the emergence of a novel type of systemic rationalization. Based on a research perspective putting emphasis on several levels of social mediation of technological change the broad conclusion is the following: there are clear indications of a novel systemic approach to rationalization but the associated forms of work organization show substantial variation. The analysis of the influence of national-level institutions, industry- and firm-specific conditions, and their role in micro-political processes of system and work design, points towards an underutilization of work humanization potentials and suggests an increase in skill supply as one of the possible intervention strategies.  相似文献   

8.
In this paper we use free fall approach to develop a high level control/command strategy for a bipedal robot called BIPMAN, based on a multi-chain mechanical model with a general control architecture. The strategy is composed of three levels: the Legs and arms level, the Coordinator level and the Supervisor level. The Coordinator level is devoted to controlling leg movements and to ensure the stability of the whole biped. Actually perturbation effects threaten the equilibrium of the human robot and can only be compensated using a dynamic control strategy. This one is based on dynamic stability studies with a center of mass acceleration control and a force distribution on each leg and arm. Free fall in the gravity field is assumed to be deeply involved in the human locomotor control. According to studies of this specific motion through a direct dynamic model,the notion of equilibrium classes is introduced. They allow one to define time intervals in which the biped is able to maintain its posture. This notion is used for the definition of a reconfigurable high level control of the robot.  相似文献   

9.
The basic starting point of this paper is that context constitutes most of the user interface when doing VR-related experiments, but even so one bases performance measures on only a few active tasks. Thus, in order to meaningfully compare results obtained in vastly different experiments one needs to somehow subtract the contribution to observables that are due to the context. For the case where one is investigating whether changes in one observable causes changes in another, a method, context calibration, is proposed that does just that. This method is expected to, to a large extent, factor out the part of one's results that are due to factors that are not explicitly considered when evaluating the experiment, factors that the experimenter might not even suspect influences the experiment. A procedure for systematically investigating the theoretical assumptions underlying context calibration is also discussed as is an initial experiment adhering to the proposed methodology.  相似文献   

10.
Semantics connected to some information based metaphor are well-known in logic literature: a paradigmatic example is Kripke semantic for Intuitionistic Logic. In this paper we start from the concrete problem of providing suitable logic-algebraic models for the calculus of attribute dependencies in Formal Contexts with information gaps and we obtain an intuitive model based on the notion of passage of information showing that Kleene algebras, semi-simple Nelson algebras, three-valued ukasiewicz algebras and Post algebras of order three are, in a sense, naturally and directly connected to partially defined information systems. In this way wecan provide for these logic-algebraic structures a raison dêetre different from the original motivations concerning, for instance, computability theory.  相似文献   

11.
This paper describes a unified variational theory for design sensitivity analysis of nonlinear dynamic response of structural and mechanical systems for shape, nonshape, material and mechanical properties selection, as well as control problems. The concept of an adjoint system, the principle of virtual work and a Lagrangian-Eulerian formulation to describe the deformations and the design variations are used to develop a unified view point. A general formula for design sensitivity analysis is derived and interpreted for usual performance functionals. Analytical examples are utilized to demonstrate the use of the theory and give insights for application to more complex problems that must be treated numerically.Derivatives The comma notation for partial derivatives is used, i.e. G,u = G/u. An upper dot represents material time derivative, i.e. ü = 2u/t2. A prime implies derivative with respect to the time measured in the reference time-domain, i.e. u = du/d.  相似文献   

12.
Examples in the history of Automated Theorem Proving are given, in order to show that even a seemingly mechanical activity, such as deductive inference drawing, involves special cultural features and tacit knowledge. Mechanisation of reasoning is thus regarded as a complex undertaking in cultural pruning of human-oriented reasoning. Sociological counterparts of this passage from human- to machine-oriented reasoning are discussed, by focusing on problems of man-machine interaction in the area of computer-assisted proof processing.  相似文献   

13.
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem-based learning by interacting with each other in a virtual semi-immersive environment. This paper describes, often in their own words, the experience of European occupational therapy students working together across national and cultural boundaries. Collaboration and teamwork were facilitated exclusively through an online environment, since the students never met each other physically during the OTIS pilot course. The aim of the paper is to explore the observations that (1) there was little interaction between students from different tutorial groups and (2) virtual teamwork developed in each of the cross-cultural tutorial groups. Synchronous data from the students was captured during tutorial sessions and peer-booked meetings and analyzed using the qualitative constructs of immersion, presence and reflection in learning. The findings indicate that immersion was experienced only to a certain extent. However, students found both presence and shared presence, within their tutorial groups, to help collaboration and teamwork. Other evidence suggests that communities of interest were established. Further study is proposed to support group work in an online learning environment. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment.This revised version was published online in March 2005 with corrections to the cover dateFunded by the European Union through the TENTelecom programme.  相似文献   

14.
Coordinating Multiple Agents via Reinforcement Learning   总被引:2,自引:0,他引:2  
In this paper, we attempt to use reinforcement learning techniques to solve agent coordination problems in task-oriented environments. The Fuzzy Subjective Task Structure model (FSTS) is presented to model the general agent coordination. We show that an agent coordination problem modeled in FSTS is a Decision-Theoretic Planning (DTP) problem, to which reinforcement learning can be applied. Two learning algorithms, coarse-grained and fine-grained, are proposed to address agents coordination behavior at two different levels. The coarse-grained algorithm operates at one level and tackle hard system constraints, and the fine-grained at another level and for soft constraints. We argue that it is important to explicitly model and explore coordination-specific (particularly system constraints) information, which underpins the two algorithms and attributes to the effectiveness of the algorithms. The algorithms are formally proved to converge and experimentally shown to be effective.  相似文献   

15.
In terms of Groenendijk and Stokhofs (1984) formalization of exhaustive interpretation, many conversational implicatures can be accounted for. In this paper we justify and generalize this approach. Our justification proceeds by relating their account via Halpern and Moses (1984) non-monotonic theory of only knowing to the Gricean maxims of Quality and the first sub-maxim of Quantity. The approach of Groenendijk and Stokhof (1984) is generalized such that it can also account for implicatures that are triggered in subclauses not entailed by the whole complex sentence.  相似文献   

16.
The temporal property to-always has been proposed for specifying progress properties of concurrent programs. Although the to-always properties are a subset of the leads-to properties for a given program, to-always has more convenient proof rules and in some cases more accurately describes the desired system behavior. In this paper, we give a predicate transformerwta, derive some of its properties, and use it to define to-always. Proof rules for to-always are derived from the properties ofwta. We conclude by briefly describing two application areas, nondeterministic data flow networks and self-stabilizing systems where to-always properties are useful.  相似文献   

17.
Some basic theorems about ordinal numbers were proved using McCunes computer program OTTER, building on Quaifes modification of Gödels class theory. Our theorems are based on Isbells elegant definition of ordinals. Neither the axiom of regularity nor the axiom of choice is used.  相似文献   

18.
This paper presents generated enhancements for robust two and three-quarter dimensional meshing, including: (1) automated interval assignment by integer programming for submapped surfaces and volumes, (2) surface submapping, and (3) volume submapping. An introduction to the simplex method, an optimization technique of integer programming, is presented. Simplification of complex geometry is required for the formulation of the integer programming problem. A method of i-j unfolding is defined which explains how irregular geometry can be realigned into a simplified form that is suitable for submap interval assignment solutions. Also presented is the processes by which submapping eliminates the decomposition of surface geometry, through a pseudodecomposition process, producing suitable mapped meshes. The process of submapping involves the creation of interpolated virtual edges, user defined vertex types and i-j-k space traversals. The creation of interpolated virtual edges is the method by which submapping automatically subdivides surface geometry. The interpolated virtual edge is formulated according to an interpolation scheme using the node discretization of curves on the surface. User defined vertex types allow direct user control of surface decomposition and interval assignment by modifying i-j-k space traversals. Volume submapping takes the geometry decomposition to a higher level by using mapped virtual surfaces to eliminate decomposition of complex volumes.  相似文献   

19.
Speech perception relies on the human ability to decode continuous, analogue sound pressure waves into discrete, symbolic labels (phonemes) with linguistic meaning. Aspects of this signal-to-symbol transformation have been intensively studied over many decades, using psychophysical procedures. The perception of (synthetic) syllable-initial stop consonants has been especially well studied, since these sounds display a marked categorization effect: they are typically dichotomised into voiced and unvoiced classes according to their voice onset time (VOT). In this case, the category boundary is found to have a systematic relation to the (simulated) place of articulation, but there is no currently-accepted explanation of this phenomenon. Categorization effects have now been demonstrated in a variety of animal species as well as humans, indicating that their origins lie in general auditory and/or learning mechanisms, rather than in some phonetic module specialized to human speech processing.In recent work, we have demonstrated that appropriately-trained computational learning systems (neural networks) also display the same systematic behaviour as human and animal listeners. Networks are trained on simulated patterns of auditory-nerve firings in response to synthetic continuua of stop-consonant/vowel syllables varying in place of articulation and VOT. Unlike real listeners, such a software model is amenable to analysis aimed at extracting the phonetic knowledge acquired in training, so providing a putative explanation of the categorization phenomenon. Here, we study three learning systems: single-layer perceptrons, support vector machines and Fisher linear discriminants. We highlight similarities and differences between these approaches. We find that the modern inductive inference technique for small sample sizes of support vector machines gives the most convincing results. Knowledge extracted from the trained machine indicated that the phonetic percept of voicing is easily and directly recoverable from auditory (but not acoustic) representations.  相似文献   

20.
When Physical Systems Realize Functions...   总被引:1,自引:1,他引:0  
After briefly discussing the relevance of the notions computation and implementation for cognitive science, I summarize some of the problems that have been found in their most common interpretations. In particular, I argue that standard notions of computation together with a state-to-state correspondence view of implementation cannot overcome difficulties posed by Putnam's Realization Theorem and that, therefore, a different approach to implementation is required. The notion realization of a function, developed out of physical theories, is then introduced as a replacement for the notional pair computation-implementation. After gradual refinement, taking practical constraints into account, this notion gives rise to the notion digital system which singles out physical systems that could be actually used, and possibly even built.  相似文献   

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