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21.
In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the angular difference between the learning heading and the imagined heading and between the actual heading and the imagined heading. The effect of actual-imagined on pointing latency was observed for naive users but not for users with brief training or instructions concerning the fact that objects can move with body movements. The results indicated that naive users used an environment-stabilized reference frame to access information arrays, but with experience and instruction the nature of the representation changed from an environment stabilized to a body stabilized reference frame. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
22.
The paper provides details on the current approach to multi-scale modeling and simulation of advanced materials for structural applications. Examples are given that illustrate the suggested approaches to predicting the behavior and influencing the design of nanostructured materials such as high-performance polymers, composites, and nanotube-reinforced polymers. Primary simulation and measurement methods applicable to multi-scale modeling are outlined. Key challenges including verification and validation are highlighted and discussed.  相似文献   
23.
The variability of most environments taxes foraging decisions by increasing the uncertainty of the information available. One solution to the problem is to use dynamic averaging, as do some granivores and carnivores. Arguably, the same strategy could be useful for grazing herbivores, even though their food renews and is more homogeneously distributed. Horses (Equus callabus) were given choices between variable patches after short or long delays. When patch information was current, horses returned to the patch that was recently best, whereas those without current information matched choices to the long-term average values of the patches. These results demonstrate that a grazing species uses dynamic averaging and indicate that, like granivores and carnivores, they can use temporal weighting to optimize foraging decisions. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
24.
The interactivity effect in multimedia learning   总被引:4,自引:1,他引:3  
  相似文献   
25.
SHARED: An information model for cooperative product development   总被引:6,自引:0,他引:6  
One fundamental issue in developing collaborative engineering systems is the representation of product information which supports communication and coordination. This product information includes not only the geometric and physical properties of the product and its parts, but also information about functions, constraints and the design rationale. In this paper, we describe an information model, SHARED, which was developed for encoding product information in DICE, a distributed and integrated environment for computer-aided engineering. SHARED provides multiple levels of both functional and geometric abstractions, multiple views and techniques for maintaining consistency between the various abstractions and views. These elements are essential for a good representation model of product information. The use of the SHARED model is illustrated through an example, depicting the various representations of a product as it evolves through the design process. The SHARED model has been implemented over a distributed OODBMS as a toolkit/framework for developing environments which need to model, manipulate and communicate product information between distributed cooperating applications, while supporting coordination between them.  相似文献   
26.
27.
Optimal implementations of UPGMA and other common clustering algorithms   总被引:2,自引:0,他引:2  
In this work we consider hierarchical clustering algorithms, such as UPGMA, which follow the closest-pair joining scheme. We survey optimal O(n2)-time implementations of such algorithms which use a ‘locally closest’ joining scheme, and specify conditions under which this relaxed joining scheme is equivalent to the original one (i.e. ‘globally closest’).  相似文献   
28.
In 1986, Keil provided an O(n2) time algorithm for the problem of covering monotone orthogonal polygons with the minimum number of r-star-shaped orthogonal polygons. This was later improved to O(n) time and space by Gewali et al. in [L. Gewali, M. Keil, S.C. Ntafos, On covering orthogonal polygons with star-shaped polygons, Information Sciences 65 (1992) 45-63]. In this paper we simplify the latter algorithm—we show that with a little modification, the first step Sweep1 of the discussed algorithm—which computes the top ceilings of horizontal grid segments—can be omitted.In addition, for the minimum orthogonal guard problem in the considered class of polygons, our approach provides a linear time algorithm which uses O(k) additional space, where k is the size of the optimal solution—the algorithm in [L. Gewali, M. Keil, S.C. Ntafos, On covering orthogonal polygons with star-shaped polygons, Information Sciences 65 (1992) 45-63] uses both O(n) time and O(n) additional space.  相似文献   
29.
An N-superconcentrator is a directed, acyclic graph with N input nodes and N output nodes such that every subset of the inputs and every subset of the outputs of same cardinality can be connected by node-disjoint paths. It is known that linear-size and bounded-degree superconcentrators exist. Here it is proved that such superconcentrators exist (by a random construction of certain expander graphs as building blocks) having density 28 (where the density is the number of edges divided by N). The best known density before this paper was 34.2 [U. Schöning, Construction of expanders and superconcentrators using Kolmogorov complexity, J. Random Structures Algorithms 17 (2000) 64-77] or 33 [L.A. Bassalygo, Personal communication, 2004].  相似文献   
30.
A polyhedron P is castable if its boundary can be partitioned by a plane into two polyhedral terrains. Castable polyhedra can be manufactured easily using two cast parts, where each cast part can be removed from the object without breaking the cast part or the object. If we assume that the cast parts are each removed by a single translation, it is shown that for a simple polyhedron with n vertices, castability can be decided in time and linear space using a simple algorithm. A more complicated algorithm solves the problem in time and space, for any fixed ε > 0. In the case where the cast parts are to be removed in opposite directions, a simple O(n 2 )-time algorithm is presented. Finally, if the object is a convex polyhedron and the cast parts are to be removed in opposite directions, a simple algorithm is presented. Received June 1, 1994; revised May 25, 1995.  相似文献   
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