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51.
We describe the challenges faced when developing a Linux/PC-based cluster to apply bioinformatics algorithms to the rapidly increasing raw genomics data available. The calculations, which take around two months to complete, result in a powerful resource that can be used for data mining--most obviously for the human genome. Our current infrastructure consists of a 1314 node cluster with 1734 processors supporting both production and research. This paper highlights the problems in achieving high data throughput with such systems and shows that raw computer power is only one component of a complex problem.  相似文献   
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Prior meta-analytic evidence has indicated no association between relationship length and perceived trustworthiness. Viewing trustors as information processors, the authors propose a model in which relationship length, although having no direct effect on perceived trustworthiness, moderates the association between perceived trustworthiness and the basis on which people decide to trust each other. Specifically, as trustors learn about others, they base their trust on different kinds of information (demographic similarity, trustworthy behavior, and shared perspective). Hierarchical multiple regression analyses of a field survey of supervisors and subordinates from 3 companies (N = 88) provide evidence consistent with this prediction: Perceived trustworthiness is associated with demographic similarity in newer relationships, with trustworthy behavior in relationships that are neither brand new nor old but in-between, and with shared perspective in older relationships. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
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This talk takes you behind the scenes at Pixar Animation Studios for an in‐depth look at how its 3d computer graphics films are made. Making a computer animated film involves people with artistic talent and people with technical skills working together in close collaboration. The process starts with the development of the story and continues with modeling the geometry, adding articulation controls, using those controls to animate the characters, simulating things like water and cloth and hair, defining the look of the surfaces, putting lights in the scene, adding special effects, rendering, and post‐production. Special emphasis is given to the roles of technology and computer graphics research in supporting the filmmaker.  相似文献   
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One‐way constraints have been incorporated in many graphical user interface toolkits because they are simple to learn, easy to write, and can express many types of useful graphical relationships. This paper is an evaluative paper that examines users' experience with one‐way constraints in two user interface development toolkits, Garnet and Amulet, over a 15‐year time span. The lessons gained from this examination can help guide the design of future constraint systems. The most important lessons are that (1) constraints should be allowed to contain arbitrary code that is written in the underlying toolkit language and does not require any annotations, such as parameter declarations, (2) constraints are difficult to debug and better debugging tools are needed, and (3) programmers will readily use one‐way constraints to specify the graphical layout of an application, but must be carefully and time‐consumingly trained to use them for other purposes. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   
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Abstract— Thin‐film transistors (TFTs) are field‐effect transistors that can be used to create large‐scale‐integrated (LSI) circuits. The combination of high‐performance TFTs and transfer technology of the TFTs has the potential to foster the rise of a new flexible microelectronics industry. This paper discusses the current status of flexible microelectronics, using a TFT fingerprint sensor (FPS) as an example. Technology used in active‐matrix displays can easily be applied to the TFT FPS. TFT technology should not be confined to the display industry; its use should be expanded into the semiconductor industry. With the result presented in this paper, we declare a new era of flexible microelectronics open.  相似文献   
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Terrorist and criminal acts are now considered credible risks in the process industries. Deliberate attacks on the nation's petroleum refineries and chemical plants would pose a significant threat to public welfare, national security, and the US economy. To-date, the primary response of government and industry has been on improved security to prevent attacks and the associated consequences. While prevention is clearly preferred, the potential for successful attacks must be addressed. If plant security is breached, the extent of the inflicted damage is determined by the available plant safety systems and procedures. We refer to this "inside the gate" response as process threat management. The authors have initiated a joint industry/academia study to address: the level of safety provided by existing plant equipment and safety systems in response to a terrorist act, and identification of process (rather than security) needs or opportunities to address this new safety concern. This paper describes the initial perspectives and issues identified by the team at the beginning of the study.  相似文献   
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There is a growing interest among teachers in using games as a part of their lesson plans. A standardised, interoperable approach to the sharing of such game-based lesson plans would allow teachers and educational technologists to compare and contrast Digital Game Based Learning scenarios, allowing best practices and lessons learned to emerge. Although games can be used as ‘add-ons’ in educational contexts, greater benefits can be attained by integrating games more fully into the educational process, i.e. by repurposing existing games to target the specific learning objectives. In this article we analyse this problem. We developed two possible solutions based on the integration and the interaction of games and learning scenarios. The first solution is based on ‘pedagogical wrappers’, where games are linked to e-learning flows but without interaction and communication. The second solution sees a tighter integration which supports ongoing interaction and communication between game and e-learning flow. We applied both solutions to a generic game. This game was firstly programmed in Action Script and later re-used for learning purposes and represented in IMS Learning Design. We analysed the pros and cons of each solution and identify research topics for further research.  相似文献   
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