共查询到19条相似文献,搜索用时 62 毫秒
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基于动态AOP的构件交互行为监测器 总被引:1,自引:0,他引:1
在开放、动态的网络环境中,分布式软件呈现出规模庞大、松散聚合、行为复杂等特点,为有效监测其交互行为,提出了基于动态AOP的监测器模型,使得监测器能以更为灵活、松散、透明的方式融入目标系统;利用动态织入机制,能在目标系统运行过程中动态增加或删除监测器,提高了监测的动态性;并在此基础上实现了该监测器并应用于分布式电子商务应... 相似文献
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针对无线传感网络点对点安全系统对节点交互行为的动态适应能力和对节点信息反馈能力评估的不足,提出一种基于网络拓扑关系和节点交互行为的动态信任模型.通过网络拓扑结构来衡量节点之间的短期信任度.在此基础上,引入时间衰减因子计算节点之间的长期信任度,考虑到节点交互存在信任的可靠性问题,引入偏差因子衡量节点交互次数的差异并通过偏差因子之间差异性来衡量反馈信任.实验表明,模型具有更强的适应能力和更可信的评估能力,能够在一定程度上应对恶意节点对网络采取的策略性行为改变和不诚实反馈. 相似文献
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计算机软件的运行,归根到底是一个动态的过程,可以看作是由多个运行场景所组成的。传统的软件需求建模过程,包括面向对象建模,都是通过从需求规约中提取系统参与者,即角色,然后建立它们之间的联系以及它们的动作。而软件行为学,则是通过提取需求规约中的场景,来建立行为模型,继而确定参与角色。通过时序逻辑的方法来描述软件需求中的行为,并给出行为精化的过程,为软件行为学的研究奠定了基础。 相似文献
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在开放、动态的网络环境中,分布式软件呈现出规模庞大、松散聚合、行为复杂等特点,为有效监测其交互行为,分析了交互行为监测对象,明确了对交互行为中哪些可信相关数据进行监测;给出了交互行为监测机制的设计原则,遵循此原则设计了3层结构的监测框架;并在此基础上实现了交互行为监测机制。该监测机制已应用于分布式电子商务应用系统中,结果表明该监测机制是有效的。 相似文献
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基于自动机的构件实时交互行为的形式化模型 总被引:2,自引:1,他引:1
采用形式化方法对复杂实时构件系统交互行为进行描述和验证,对于提高系统的正确性、可靠性等可信性质具有重要意义.分析了基于进程代数和自动机的构件交互行为形式化建模方法各自的优缺点,在此基础上提出了基于时间构件交互自动机的建模方法,给出了时间构件交互自动机的相关定义、组合和验证算法.时间构件交互自动机引入了时间限制、时间代价、时间代价计算半环、构件组合层次等概念,既能够描述构件交互情况,又能够清楚地表示出构件系统的体系结构信息和实时信息,便于对系统进行描述和验证.最后,结合具体应用给出了应用示例. 相似文献
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基于对象的软件行为模型 总被引:3,自引:0,他引:3
以传统有限自动机(finite state automata,简称FSA)为基础,从系统调用参数中解析出系统对象,提出了一种基于系统对象的软件行为模型(model of software behavior based on system objects,简称SBO).该模型的行为状态由软件所关联的所有系统对象表示,从而赋予状态的语义信息,解决了不同行为迹中PC(program counter)值的语义不相关问题;同时,该模型可以对抗系统调用参数的直接和间接修改,从而可以检测基于数据语义的攻击.最后,实现了基于SBO的软件异常检测原型工具(intrusion detection prototype system based on SBO,简称SBOIDS),其实验和分析结果表明,该模型可以有效地检测基于控制流的攻击、模仿攻击以及针对数据语义的攻击,并给出了该工具的性能开销. 相似文献
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分布式交互仿真是分布式仿真与图形特性的有机结合。针对分布式视景仿真的交互行为特性,文章作了相应的研究,分析了分布式交互仿真DIS节点间交互操作的信息传递机制和通信格式,并结合图形特性论述。在分布式视景仿真中结合对象建模对仿真节点间的实体交互行为做出理论分析,并在此基础上提出了用于实时态势仿真的软件平台和实现方法。 相似文献
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Zhihua Zhang Yuta Takahashi Manato Fujimoto Yutaka Arakawa Keiichi Yasumoto 《Computational Intelligence》2019,35(3):643-668
In recent years, many types of research and developments on behavior change have been conducted. The purpose of behavior change is to improve people's lifestyle pattern or to maintain the improvement for a long time with the aim to achieve a goal such as promoting health condition improvement. To achieve the foundation of a new lifestyle, it is necessary to recognize the daily life patterns of users and give triggers for behavior change to users in their daily life. To realize this, in our research, we develop an interactive signage which is able to identify and actively talk to the passing user and try to induce behavior change by sending visual and auditory stimulation. Then, we record users' reactions and upload them to the server. In this paper, we report the investigation result on users' reactions and feelings to the developed interactive signage. As a survey experiment, we set up four interactive signs on a floor of our university and asked 15 participants to carry a name tag with a Bluetooth Low Energy beacon during their daily life. Five kinds of tasks based on dialogue scenarios are posted to the approaching participants. Participants can respond to these tasks through a touchscreen. The period of the experiment was three weeks. To get the data in an ideal environment, during the first week, we asked all the participants to respond to the utterance from the interactive signage whenever they hear the voice message. During the next two weeks, participants were not asked to respond to the task definitely to get the data in the real environment. The result of the experiment showed that our proposed interactive signage could induce behavior change effectively. Based on the result of experiment, we updated our interactive signage system by adding response time (the time passed from showing contents until user respond), record function, and voice feedback function. Furthermore, to collect the data of response time that is considered as a part of users' reactions, we conducted an additional experiment with the same participants in previous experiment (except for one missing participant) for one week after updating the system. In the additional experiment, the participants were not asked to respond to the utterance definitely. As a result, it is shown that the behavior change by the proposed signage is still effectively induced. We also analyzed the relationship between the day passed and the response rate of each task type. The result shows that the number of ignorance of personal task and check task does not rise even as the time passes. 相似文献
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在开放网络环境中,鉴于分布式软件规模庞大且交互行为错综复杂,为有效控制交互行为监测的粒度、维度和强度,给出了监测需求管理机制,设计了构件反射器,能支持动态配置、自主调整和自动部署监测需求,提高了监测的可控性、自主性和可用性;在此基础上实现了该监测需求管理机制并应用于分布式电子商务网站中,结果表明该机制是有效的。 相似文献
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The objective of this investigation was to produce a work that demonstrates the potential of typography as a subject matter for a contemporary artistic discourse by exploiting the dynamism and interactivity of digital typography.
This paper describes the process of the conceptual development and implementation of an interactive multimedia installation based on the history of writing and typography.
The main aspects of the methodology that inspired the building of an installation are emphasised and it is argued that in arts, technology is meant to serve a concept and poetics, not the opposite way round. 相似文献
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随机模型检验是经典模型检验理论的延伸和推广,由于其结合了经典模型检验算法和线性方程组求解或线性规划算法等,并且运算处理的是关于状态的概率向量而非经典模型检验中的位向量,所以状态爆炸问题在随机模型检验中更为严重.抽象作为缓解状态空间爆炸问题的重要技术之一,已经开始被应用到随机模型检验领域并取得了一定的进展.以面向随机模型检验的模型抽象技术为研究对象,首先给出了模型抽象技术的问题描述,然后按抽象模型构造技术分类归纳了其研究方向及目前的研究进展,最后对比了目前的模型抽象技术及其关系,总结出其还未能给出模型抽象问题的满意答案,并指出了有效解决模型抽象问题未来的研究方向. 相似文献
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利用行为子集可以求得事件日志与过程模型之间的近似一致性度,但现有方法得到日志候选迹间的行为差异小,影响了行为子集的代表性而导致近似一致性度的准确度偏低。针对该问题,提出一种应用聚类技术预处理事件日志以构造行为子集的近似一致性方法。首先根据迹之间的Levenshtein编辑距离,将事件日志中具有较高行为相似性的迹聚类成若干个子日志;然后遍历各子日志,采用簇内高频和簇中心两种方法选出子日志中的代表迹,形成候选迹集合;进一步利用最优对齐技术构造出模型的行为子集,将其与完整的事件日志进行拟合度计算来得到近似一致性度及其上下界值。最后对现实事件日志进行仿真实验,从准确度和时间效率两方面验证了该方法的优越性。 相似文献
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Xuan Li Chun‐Ho Chen Yi‐Pai Huang 《Journal of the Society for Information Display》2016,24(8):521-528
A bare‐finger 3D interactive technology for portable devices was developed. Using directive‐flective cameras to reform the field of viewing, a blind working range close to the camera is eliminated. Moreover, the algorithm of vision computing, different from skin color detection, is presented to determine the positions of fingertips. The interactive range is workable from 1.5 to 50 cm above the entire surface of the display. The mean position error of less than 1 cm is achieved. This accuracy realizes a camera‐based 3D interactive system allowing for near‐distance functionality. Therefore, floating 3D images can be touched and interacted with, potentially creating more application and intuitive user‐machine interface. 相似文献