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71.
How the Kano model contributes to Kansei engineering in services 总被引:1,自引:0,他引:1
Recent studies show that products and services hold great appeal if they are attractively designed to elicit emotional feelings from customers. Kansei engineering (KE) has good potential to provide a competitive advantage to those able to read and translate customer affect and emotion in actual product and services. This study introduces an integrative framework of the Kano model and KE, applied to services. The Kano model was used and inserted into KE to exhibit the relationship between service attribute performance and customer emotional response. Essentially, the Kano model categorises service attribute quality into three major groups (must-be [M], one-dimensional [O] and attractive [A]). The findings of a case study that involved 100 tourists who stayed in luxury 4- and 5-star hotels are presented. As a practical matter, this research provides insight on which service attributes deserve more attention with regard to their significant impact on customer emotional needs. STATEMENT OF RELEVANCE: Apart from cognitive evaluation, emotions and hedonism play a big role in service encounters. Through a focus on delighting qualities of service attributes, this research enables service providers and managers to establish the extent to which they prioritise their improvement efforts and to always satisfy their customer emotions beyond expectation. 相似文献
72.
We investigate the use of two‐level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort‐based construction algorithm and show that the two‐level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non‐uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray‐triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs. 相似文献
73.
74.
Markus DurzinskyAnnegret Wagler Robert Weismantel 《Theoretical computer science》2011,412(26):2800-2815
Models of biological systems and phenomena are of high scientific interest and practical relevance, but not always easy to obtain due to their inherent complexity. To gain the required insight, experimental data are provided and need to be interpreted in terms of models that explain the observed phenomena. In systems biology the framework of Petri nets is often used to describe models for the regulatory mechanisms of biological systems. The aim of this paper is to provide, based on results in Marwan et al. (2008) [1] and Durzinsky et al. (2008) [2], an algorithmic framework for the challenging task of generating all possible Petri nets fitting the given experimental data. 相似文献
75.
Varsta Markus Heikkonen Jukka Lampinen Jouko Millán José Del R. 《Neural Processing Letters》2001,13(3):237-251
This paper compares two Self-Organizing Map (SOM) based models for temporal sequence processing (TSP) both analytically and experimentally. These models, Temporal Kohonen Map (TKM) and Recurrent Self-Organizing Map (RSOM), incorporate leaky integrator memory to preserve the temporal context of the input signals. The learning and the convergence properties of the TKM and RSOM are studied and we show analytically that the RSOM is a significant improvement over the TKM, because the RSOM allows simple derivation of a consistent learning rule. The results of the analysis are demonstrated with experiments. 相似文献
76.
Evolving Teams of Predictors with Linear Genetic Programming 总被引:1,自引:0,他引:1
This paper applies the evolution of GP teams to different classification and regression problems and compares different methods for combining the outputs of the team programs. These include hybrid approaches where (1) a neural network is used to optimize the weights of programs in a team for a common decision and (2) a realnumbered vector (the representation of evolution strategies) of weights is evolved with each term in parallel. The cooperative team approach results in an improved training and generalization performance compared to the standard GP method. The higher computational overhead of team evolution is counteracted by using a fast variant of linear GP. 相似文献
77.
Hadwiger M Laura F Rezk-Salama C Höllt T Geier G Pabel T 《IEEE transactions on visualization and computer graphics》2008,14(6):1507-1514
This paper presents a novel method for interactive exploration of industrial CT volumes such as cast metal parts, with the goal of interactively detecting, classifying, and quantifying features using a visualization-driven approach. The standard approach for defect detection builds on region growing, which requires manually tuning parameters such as target ranges for density and size, variance, as well as the specification of seed points. If the results are not satisfactory, region growing must be performed again with different parameters. In contrast, our method allows interactive exploration of the parameter space, completely separated from region growing in an unattended pre-processing stage. The pre-computed feature volume tracks a feature size curve for each voxel over time, which is identified with the main region growing parameter such as variance. A novel 3D transfer function domain over (density, feature size, time) allows for interactive exploration of feature classes. Features and feature size curves can also be explored individually, which helps with transfer function specification and allows coloring individual features and disabling features resulting from CT artifacts. Based on the classification obtained through exploration, the classified features can be quantified immediately. 相似文献
78.
79.
Low-cost telepresence for collaborative virtual environments 总被引:1,自引:0,他引:1
Rhee SM Ziegler R Park J Naef M Gross M Kim MH 《IEEE transactions on visualization and computer graphics》2007,13(1):156-166
We present a novel low-cost method for visual communication and telepresence in a CAVEtrade-like environment, relying on 2D stereo-based video avatars. The system combines a selection of proven efficient algorithms and approximations in a unique way, resulting in a convincing stereoscopic real-time representation of a remote user acquired in a spatially immersive display. The system was designed to extend existing projection systems with acquisition capabilities requiring minimal hardware modifications and cost. The system uses infrared-based image segmentation to enable concurrent acquisition and projection in an immersive environment without a static background. The system consists of two color cameras and two additional b/w cameras used for segmentation in the near-IR spectrum. There is no need for special optics as the mask and color image are merged using image-warping based on a depth estimation. The resulting stereo image stream is compressed, streamed across a network, and displayed as a frame-sequential stereo texture on a billboard in the remote virtual environment 相似文献
80.