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991.
Somsak Vanit-Anunchai Jonathan Billington Guy Edward Gallasch 《International Journal on Software Tools for Technology Transfer (STTT)》2008,10(1):29-56
State space explosion is a key problem in the analysis of finite state systems. The sweep-line method is a state exploration
method which uses a notion of progress to allow states to be deleted from memory when they are no longer required. This reduces
the peak number of states that need to be stored, while still exploring the full state space. The technique shows promise
but has never achieved reductions greater than about a factor of 10 in the number of states stored in memory for industrially
relevant examples. This paper discusses sweep-line analysis of the connection management procedures of a new Internet standard,
the Datagram Congestion Control Protocol (DCCP). As the intuitive approaches to sweep-line analysis are not effective, we
introduce new variables to track progress. This creates further state explosion. However, when used with the sweep-line, the
peak number of states is reduced by over two orders of magnitude compared with the original. Importantly, this allows DCCP
to be analysed for larger parameter values.
Somsak Vanit-Anunchai was partially supported by an Australian Research Council Discovery Grant (DP0559927) and Suranaree
University of Technology.
Guy Edward Gallasch was supported by an Australian Research Council Discovery Grant (DP0559927). 相似文献
992.
Takeshi Shiofuku Norihiro Abe Yoshihiro Tabuchi Hirokazu Taki Shoujie He 《Artificial Life and Robotics》2008,13(1):290-293
This paper presents an approach of measuring in real-time the vector of finger that is pointing to an object. DSP is used
in the operation processing unit in order to do the real-time processing. The steps include the extraction of flesh-colored
regions from an image, the labeling of the flesh-colored regions, and the detection of two characteristic positions on the
finger so that the direction that the finger is pointing at will be calculated. The entire process takes about 29 msec, which
makes it possible to have the frame rate of 34 fps. With this frame rate, this measurement approach is considered real-time
and promising to be merged into other application systems.
This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January
31–February 2, 2008 相似文献
993.
Stevens M. Williams P.D. Peterson G.L. Kurkowski S.H. 《Computational Intelligence Magazine, IEEE》2008,3(2):65-68
This research supports the hypothesis that the Trust Vector model can be modified to fit the CyberCraft Initiative, and that there are limits to the utility of historical data. This research proposed some modifications and expansions to the Trust Model Vector, and identified areas for future research. 相似文献
994.
995.
Translating a typical business process modelling language to a web services ontology through lightweight mapping 总被引:1,自引:0,他引:1
G. Nadarajan Y.-H. Chen-Burger 《Software, IET》2007,1(1):1-17
Bridging the gap between enterprise modelling methods and Semantic Web services is an important yet challenging task. For organisations with business goals, the automation of business processes as Web services is increasingly important, especially with many business transactions taking place within the Web today. Taking one approach to address this problem, a lightweight mapping between Fundamental Business Process Modelling Language (FBPML) and the Web Services Ontology (OWL-S) is outlined. The framework entails a data model translation and a process model translation via the use of ontologies and mapping principles. Several working examples of the process model translations are presented together with the implementation of an automated translator. FBPML constructs and process models that could not be translated to OWL-S equivalents highlight the differences between the languages of the two domains. It also implies that evolving Semantic Web technologies, in particular OWL-S, are not adequate for all service modelling needs and could thus benefit from the more traditional and mature BPM methods. On a more interesting note, this is effectively the first step towards enabling a semantic-based business workflow system 相似文献
996.
QoS assessment of 3G video-phone calls by tracing watermarking exploiting the new colour space `YST?
Tracing watermarking has been recently proposed as a technique to provide a blind measure of the quality of service of the communication link, focusing on multimedia communication scenarios. 3G communication scenarios, where each customer transmits both voice and MPEG-4 video sequences in real time, have been considered. Typical video-phone call consists of close shots of speakers, framing their face in the foreground. For such particular application, a novel colour space (YST) is adopted to minimise the perceptual distortions on face coding introduced by watermarking. In the YST space, the luminance component (Y) is the same as in conventional YUV space, whereas the vectors S and T lie within the chrominance (UV) plane. The S (skin) component is a linear combination of U and V obtained as the 'average' chrominance estimated from an assorted set human faces to achieve a reasonable generalisation. The third component, T, is defined as orthogonal to the YS plane. The results show the benefits obtained in digital watermarking by the new representation against the conventional approach. In fact, the sensitivity of the YST representation outperforms the conventional one in terms of objective (mean square error, peak signal-to-noise ratio) and subjective (video-quality metrics) indicators. 相似文献
997.
Amnon H. Eden 《Minds and Machines》2007,17(1):121-123
998.
999.
Entrainment and musicality in the human system interface 总被引:1,自引:1,他引:0
Satinder P. Gill 《AI & Society》2007,21(4):567-605
What constitutes our human capacity to engage and be in the same frame of mind as another human? How do we come to share a sense of what ‘looks good’ and what ‘makes sense’? How do we handle differences and come to coexist with them? How do we come to feel that we understand what someone else is experiencing? How are we able to walk in silence with someone familiar and be sharing a peaceful space? All of these aspects are part of human ‘interaction’. In designing interactive technologies designers have endeavoured to explicate, analyse and simulate, our capacity for social adaptation. Their motivations are mixed and include the desires to improve efficiency, improve consumption, to connect people, to make it easier for people to work together, to improve education and learning. In these endeavours to explicate, analyse and simulate, there is a fundamental human capacity that is beyond technology and that facilitates these aspects of being, feeling and thinking with others. That capacity, we suggest, is human entrainment. This is our ability to coordinate the timing of our behaviours and rhythmically synchronise our attentional resources. Expressed within the movements of our bodies and voices, it has a quality that is akin to music. In this paper, disparate domains of research such as pragmatics, social psychology, behaviourism, cognitive science, computational linguistics, gesture, are brought together, and considered in light of the developments in interactive technology, in order to shape a conceptual framework for understanding entrainment in everyday human interaction. 相似文献
1000.
Abstract A comparison of three different but related numerical methods for control constrained optimal control of the Burgers equation is carried out. We develop the principal ideas of the different strategies considered and present detailed numerical examples. Lastly, conclusions about the behavior of the approaches are obtained. 相似文献