This paper proposes a model, Recommendation of Appropriate Partners (RAP), used on a Social Networking Service (SNS) for locating appropriate “helpers” for users based on individual users’ Chain of Friends (CoF) relationships. Using the RAP model, individual users can participate in a collaborative online community in remote locations, whereby helpers are willing to help other users solve their tasks/problems, and it is intended that both the users and helpers gain knowledge from these interactive online sessions. An example of the RAP-based system was implemented to invite Program Committee members to an international conference. The system was evaluated and the experimental results show that our model is very effective for discovering collaboration partners and finding users with similar interests in order to create communities for providing future and longer-term helping exchange.
The building-cube method (BCM) is a new generation algorithm for CFD simulations. The basic idea of BCM is to simplify the algorithm in all stages of flow computation to achieve large-scale simulations. Calculation of a pressure field using the Successive Over Relaxation (SOR) method consumes most of the total execution time required for BCM. In this paper, effective implementations on modern vector and scalar processors are investigated. NEC SX-9 and Intel Nehalem-EX are the latest vector and scalar processors. Those processors have much higher peak performances than their previous-generation processors. However, their memory bandwidth improvement cannot catch up with the performance improvement of processors. This is the so-called memory wall problem. In our paper, we discuss optimization techniques for implementation of the SOR method based on architectural characteristics of these modern processors, and evaluate their effects on the sustained performances of these processors for BCM. 相似文献
Manipulating deformable objects like clothes, plastic, and paper by a robot is very challenging. This paper focuses on clothes
manipulation as an example. A tracing manipulation method is used here to find a corner of the clothes. In this paper, tracing
refers to tracing the clothes’ edge, with the robot’s movement based on feedback from sensors. One difficulty during this
edge tracing is to make the robot trace smoothly and speedily without dropping the clothes in the process. This is due to
the fact that deformable objects are sensitive to contact forces. A solution to this problem is to design a special robot
gripper that can trace the clothes without having to worry about the clothes slipping away. In this paper, the development
of inchworm-type grippers is proposed. Two sets of grippers inside a robot hand will allow the robot to trace the clothes
more freely because there will always be a gripper firmly holding the clothes at any time. A unique tracing method for towel
spreading using the inchworm grippers is also discussed. Experimental results have demonstrated the effectiveness of both
the proposed grippers and also the algorithm.
This work was presented in part at the 12th International Symposium on Artificial Life and Robotics, Oita, Japan, January
25–27, 2007 相似文献
This paper presents a novel distributed control scheme of multiple robotic vehicles. Each robotic vehicle in this scheme has its own coordinate system, and it senses its relative position and orientation to others, in order to make group formations. Although there exists no supervisor and each robotic vehicle has only relative position feedback from the others in the local area around itself, all the robotic vehicles are stabilized, which we have succeeded in proving mathematically only in the cases where the attractions between the robots are symmetrical. Each robotic vehicle especially has a two-dimensional control input referred to as a “formation vector” and the formation is controllable by the vectors. The validity of this scheme is supported by computer simulations. 相似文献
This paper introduces a novel neuro-dynamical model that accounts for possible mechanisms of action imitation and learning. It is considered that imitation learning requires at least two classes of generalization. One is generalization over sensory–motor trajectory variances, and the other class is on cognitive level which concerns on more qualitative understanding of compositional actions by own and others which do not necessarily depend on exact trajectories. This paper describes a possible model dealing with these classes of generalization by focusing on the problem of action compositionality. The model was evaluated in the experiments using a small humanoid robot. The robot was trained with a set of different actions concerning object manipulations which can be decomposed into sequences of action primitives. Then the robot was asked to imitate a novel compositional action demonstrated by a human subject which are composed from prior-learned action primitives. The results showed that the novel action can be successfully imitated by decomposing and composing it with the primitives by means of organizing unified intentional representation hosted by mirror neurons even though the trajectory-level appearance is different between the ones of observed and those of self-generated. 相似文献
A case of bilateral hypernephroma treated by right heminephrectomy in situ and "benchwork" excision of two tumors from the left kidney followed by autotransplantation is presented. Follow-up examination has demonstrated good renal function with no evidence of tumor recurrence or metastasis. This case illustrates the feasibility of benchwork operation and its application to renal tumors, particularly when these tumors are bilateral and preservation of renal tissue is imperative. Long-term follow-up of patients managed by this technique is mandatory. 相似文献
This paper presents a distributed smooth time-varying feedback control law for coordinating motions of multiple nonholonomic mobile robots of the Hilare-type to capture/enclose a target by making troop formations. This motion coordination is a cooperative behavior for security against invaders in surveillance areas. Each robot in this control law has its own coordinate system and it senses a target/invader, other robots and obstacles, to achieve this cooperative behavior without making any collision. Each robot especially has a two-dimensional control input referred to as a “formation vector” and the formation is controllable by the vectors. The validity of this control law is supported by computer simulations. 相似文献
This paper compares two converter configurations for a multi-10 MVA gate-turn-off (GTO) reactive power compensator (STATCOM) from the viewpoints of converter connection and switching frequency. One is a single-bridge system consisting of a three-phase bridge converter unit and a transformer. Its pulsewidth modulation (PWM) frequency varies from 450 to 1800 Hz, and its line frequency is 50 Hz. The other is a multiconnected converter system consisting of plural, single-, or three-phase converter units and transformers. Its switching frequencies are chosen to be the lowest possible. The evaluated items are harmonic distortion, power loss, GTO utilization factor, and control response. Our simulation study shows that the multiconnected converter system with the lowest switching frequency is superior to the single-bridge system with the higher switching frequency in every case, even when there are severe line faults requiring very quick response. A new control strategy is adopted for obtaining quick response 相似文献
In this paper, we present Robot Entertainment as a new field of the entertainment industry using autonomous robots. For feasibility studies of Robot Entertainment, we have developed an autonomous quadruped robot, named MUTANT, as a pet-type robot. It has four legs, each of which has three degree-of-freedom, and a head which also has three degree-of-freedom. Micro camera, stereo microphone, touch sensors, and other sensor systems are coupled with newly developed behavior generation system, which has emotion module as its major components, and generates high complex and interactive behaviors. Agent architecture, real-world recognition technologies, software component technology, and some dedicated devices such as Micro Camera Unit, were developed and tested for this purpose. From the lessons learned from the development of MUTANT, we refined the design concept of MUTANT to derive requirements for a general architecture and a set of interfaces of robot systems for entertainment applications. Through these feasibility studies, we consider entertainment applications a significant target at this moment from both scientific and engineering points of view. 相似文献