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A Quantitative Justification to Dynamic Partial Replication of Web Contents through an Agent Architecture 通过代理体系结构对Web内容进行动态部分复制的定量论证
Pub Date : 2015-06-01 DOI: 10.9781/IJIMAI.2015.3311
E. T. Franco, José Daniel García Sánchez, Oscar Sanjuán Martínez, Luis Joyanes Aguilar, R. G. Crespo
The most usual solution to improve the performance of a Web server is based on building a distributed architecture, where the Web server is offered from a set of nodes. The most widely distributed architecture is based on Web clusters including a Web switch. The Web switch is responsible for deciding which site's node must attend which request. When deciding where elements are stored the classical solution was to fully replicate all contents in every server node. However, partial replication may require a fraction of storage while offering the same level of reliability. In this paper we report a solution based on dynamic partial replication where the number of replicas for each file and its management is handled by an agent architecture. We compare our solution with full replication and with static partial replication both in terms of storage capacity consumption and service time. Our results show that our proposed solution provides equivalent performance with a better use of disk storage capacity.
提高Web服务器性能的最常见解决方案是基于构建分布式体系结构,其中Web服务器由一组节点提供。最广泛分布的架构是基于包含Web交换机的Web集群。Web交换机负责决定哪个站点的节点必须处理哪个请求。在决定元素存储位置时,经典的解决方案是在每个服务器节点中完全复制所有内容。但是,部分复制可能需要一小部分存储空间,同时提供相同级别的可靠性。在本文中,我们报告了一种基于动态部分复制的解决方案,其中每个文件的副本数量及其管理由代理体系结构处理。在存储容量消耗和服务时间方面,我们将我们的解决方案与完全复制和静态部分复制进行了比较。我们的结果表明,我们提出的解决方案在更好地利用磁盘存储容量的情况下提供了相同的性能。
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引用次数: 4
Variation of the Heartbeat and Activity as an Indicator of Drowsiness at the Wheel Using a Smartwatch 使用智能手表驾驶时心跳和活动的变化作为睡意指标
Pub Date : 2015-06-01 DOI: 10.9781/ijimai.2015.3313
S. Ríos-Aguilar, J. Merino, Andrés Millán Sánchez, Álvaro Sánchez Valdivieso
Sleepiness is one of the first causal factors of accidents. An estimated 10-30% of road deaths are related to fatigue driving. A large number of research studies have been conducted to reduce the risk of accidents while driving. Many of these studies are based on the detection of biological signals by drowsiness/sleepiness. The activity of the autonomic nervous system (ANS) presented alterations during different physical states such as stress or sleepiness. This activity is measured by ECG (electroencephalogram) and, in different studies, it can be measured with the variation of the heart beat (HRV-Heart Rate Variability) in order to analyze it and then detect drowsiness/sleepiness in drivers. The main advantage is that HRV can be performed using non invasive and uncomfortable means compared to EEG sensors. New Wearables technologies are capable of measuring the heart beat and, further, using other sensors like Accelerometer and Gyroscope, embedded on a simple clock allow us to monitor the physical activity of the user. Our main goal is to use the pulsations measurements in conjunction with the physical activity for the detection of driver drowsiness/sleepiness in advance in order to prevent accidents derived from fatigue.
困倦是造成事故的首要原因之一。估计10-30%的道路死亡与疲劳驾驶有关。为了降低开车时发生事故的风险,已经进行了大量的研究。这些研究中的许多都是基于对困倦/困倦的生物信号的检测。自主神经系统(ANS)的活动在不同的身体状态下呈现出变化,如压力或困倦。这种活动是通过ECG(脑电图)来测量的,在不同的研究中,它可以通过心跳的变化(hrv -心率变异性)来测量,以便分析它,然后检测驾驶员的嗜睡/困倦。与EEG传感器相比,HRV的主要优点是可以使用无创和不舒服的方式进行。新的可穿戴技术能够测量心跳,此外,使用其他传感器,如加速度计和陀螺仪,嵌入一个简单的时钟,使我们能够监控用户的身体活动。我们的主要目标是将脉搏测量与身体活动相结合,提前检测驾驶员的睡意,以防止疲劳引起的事故。
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引用次数: 22
Semi-Automated Correction Tools for Mathematics-Based Exercises in MOOC Environments MOOC环境中基于数学练习的半自动校正工具
Pub Date : 2015-06-01 DOI: 10.9781/ijimai.2015.3312
A. Corbí, D. Burgos
Massive Open Online Courses (MOOCs) allow the participation of hundreds of students who are interested in a wide range of areas. Given the huge attainable enrollment rate, it is almost impossible to suggest complex homework to students and have it carefully corrected and reviewed by a tutor or assistant professor. In this paper, we present a software framework that aims at assisting teachers in MOOCs during correction tasks related to exercises in mathematics and topics with some degree of mathematical content. In this spirit, our proposal might suit not only maths, but also physics and technical subjects. As a test experience, we apply it to 300+ physics homework bulletins from 80+ students. Results show our solution can prove very useful in guiding assistant teachers during correction shifts and is able to mitigate the time devoted to this type of activities.
大规模开放在线课程(MOOCs)允许数百名对广泛领域感兴趣的学生参与。考虑到可达到的巨大入学率,给学生布置复杂的作业,让导师或助理教授仔细批改和审核几乎是不可能的。在本文中,我们提出了一个软件框架,旨在帮助mooc教师完成与数学习题和具有一定数学内容的主题相关的批改任务。本着这种精神,我们的建议可能不仅适用于数学,也适用于物理和技术学科。作为测试经验,我们将其应用于80多名学生的300多个物理作业公告。结果表明,我们的解决方案可以证明是非常有用的指导助理教师在纠正班次,并能够减少时间投入到这类活动。
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引用次数: 8
An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time 一种基于移动设备的实时3D渲染分布体系结构方法
Pub Date : 2015-06-01 DOI: 10.9781/ijimai.2015.337
Holman Bolívar Barón, J. A. Velandia, J. Torres, Elena Giménez de Ory
Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method �divide and rule�, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions.
如今,大型多人在线游戏(MMOG)等视频游戏已经成为文化媒介。手机游戏为应用市场带来了大量下载量和潜在收益。虽然移动设备的处理能力增加了带宽传输,但糟糕的网络连接可能会成为游戏即服务(GaaS)的瓶颈。为了提高数字生态系统的性能,处理任务分布在瘦客户端设备和健壮服务器之间。本研究基于“分而治之”方法,即使用游戏中场景序列的tree-KD对体积曲面进行细分,从而将表面减少为小的点集。由于数据搜索是在局部和小区域进行的,因此提高了重构效率。过程通过一组有限的状态进行建模,这些状态是使用隐马尔可夫模型构建的,该模型具有启发式配置的域。通过六个测试来控制每个启发式的状态,包括间隔的数量,以验证所提出的模型。该验证的结论是,在一系列交互中,所提出的模型优化了每秒的响应帧数。
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引用次数: 0
Formalization of Event Perception and Event Appraisal Process 事件知觉的形式化与事件评价过程
Pub Date : 2015-06-01 DOI: 10.9781/ijimai.2015.339
Shikha Jain, Krishna Asawa
Integration of emotion in a virtual agent is a topic of research to depict human-like behavior in a simulated environment. For the last few decades, many researchers are working in the field of incorporating emotions in a virtual agent. In the emotion model, the behavior of an agent depends upon how the event is perceived by the agent with respect to the goal. Hence, perception of the event while considering the past experience, importance of event towards achieving goal, agent�s own capabilities and resources is an important process which directly influences the decision making and action selection. The proposed models, till date, are either too complex to adapt or are using a very few parameters to describe the event. So, in this paper, we propose an extension of perception process in an existing emotion model, EMIA and suggest the formalization of event perception and appraisal processes to make it adaptable. This has been carried out using five parameters for event description along-with fuzzy logic which makes the process more effective yet simple.
情感在虚拟代理中的整合是在模拟环境中描述类人行为的一个研究课题。在过去的几十年里,许多研究人员都在研究将情感融入虚拟代理的领域。在情感模型中,代理的行为取决于代理如何感知事件相对于目标。因此,在考虑过去经验、事件对实现目标的重要性、主体自身能力和资源的情况下对事件的感知是一个直接影响决策和行动选择的重要过程。到目前为止,提出的模型要么太复杂而难以适应,要么使用很少的参数来描述事件。因此,在本文中,我们提出了对现有情绪模型EMIA的感知过程的扩展,并建议将事件感知和评估过程形式化,使其具有适应性。这是使用事件描述的五个参数以及模糊逻辑进行的,这使得过程更有效但更简单。
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引用次数: 2
The Digital Economy: Social Interaction Technologies - an Overview 数字经济:社会互动技术综述
Pub Date : 2015-03-01 DOI: 10.9781/IJIMAI.2015.322
Teófilo Redondo
Social interaction technologies (SIT) is a very broad field that encompasses a large list of topics: interactive and networked computing, mobile social services and the Social Web, social software and social media, marketing and advertising, various aspects and uses of blogs and podcasting, corporate value and web-based collaboration, e-government and online democracy, virtual volunteering, different aspects and uses of folksonomies, tagging and the social semantic cloud of tags, blog- based knowledge management systems, systems of online learning, with their ePortfolios, blogs and wikis in education and journalism, legal issues and social interaction technology, dataveillance and online fraud, neogeography, social software usability, social software in libraries and nonprofit organizations, and broadband visual communication technology for enhancing social interaction. The fact is that the daily activities of many businesses are being socialized, as is the case with Yammer (https://www.yammer.com/), the social enterprise social network. The leitmotivs of social software are: create, connect, contribute, and collaborate.
社交互动技术(SIT)是一个非常广泛的领域,包含了大量的主题:交互式和网络化计算、移动社会服务和社交网络、社交软件和社交媒体、营销和广告、博客和播客的各个方面和使用、企业价值和基于网络的协作、电子政务和在线民主、虚拟志愿服务、大众分类法的不同方面和使用、标签和标签的社会语义云、基于博客的知识管理系统、在线学习系统及其电子投资组合、博客和维基在教育和新闻,法律问题和社会互动技术,数据监控和在线欺诈,新地理学,社会软件的可用性,图书馆和非营利组织的社会软件,以及宽带视觉通信技术,以加强社会互动。事实是,许多企业的日常活动正在被社会化,就像社会性企业社交网络Yammer (https://www.yammer.com/)的情况一样。社交软件的主要动机是:创建、连接、贡献和协作。
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引用次数: 21
A Repository of Semantic Open EHR Archetypes 语义开放EHR原型库
Pub Date : 2015-03-01 DOI: 10.9781/ijimai.2015.327
Fernando Sánchez-Figueroa, Samuel Benavides, Fernando Moreno, Guillermo Garzón, María del Mar Roldán García, Ismael Navas-Delgado, J. F. A. Montes
This paper describes a repository of openEHR archetypes that have been translated to OWL. In the work presented here, five different CKMs (Clinical Knowledge Managers) have been downloaded and the archetypes have been translated to OWL. This translation is based on an existing translator that has been improved to solve programming problems with certain structures. As part of the repository a tool has been developed to keep it always up-to-date. So, any change in one of the CKMs (addition, elimination or even change of an archetype) will involve translating the changed archetypes once more. The repository is accessible through a Web interface (http://www.openehr.es/).
本文描述了一个已被翻译成OWL的openEHR原型库。在这里介绍的工作中,下载了五种不同的ckm(临床知识管理器),并将原型翻译为OWL。此翻译基于现有的翻译器,该翻译器已经过改进以解决某些结构的编程问题。作为存储库的一部分,已经开发了一个工具来保持它始终是最新的。因此,ckm中的任何更改(添加、消除甚至更改原型)都将涉及到再次翻译已更改的原型。可以通过Web界面(http://www.openehr.es/)访问存储库。
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引用次数: 4
Differences in Measuring Market Risk in Four Subsectors of the Digital Economy 数字经济四个子行业市场风险度量的差异
Pub Date : 2015-03-01 DOI: 10.9781/ijimai.2015.321
Sonia Benito, R. D. Juan, Ricardo Gómez, Francisco Mochón
This paper defends the wisdom of not considering the Digital Economy to be one homogeneous sector. Our hypothesis is that it is best to consider it the result of adding four different subsectors. We test whether indeed the economic and financial performance of a portfolio of listed companies in each of the four subsectors presents relevant differences. We use the value at risk measure to estimate market risk of the four subsectors of the digital economy. The riskiest subsector is Mobile/Internet Contents & Services followed by SW&IT Services and Application Software. On the contrary, the Telecom sector is by far the safest one. These results support the hypothesis that the Digital Economy is not a homogeneous sector.
本文为不将数字经济视为一个同质部门的明智之举进行了辩护。我们的假设是,最好把它看作是增加四个不同的子部门的结果。我们检验了四个子行业中每一个上市公司的投资组合的经济和财务绩效是否确实存在相关差异。我们使用风险值度量来估计数字经济四个子行业的市场风险。风险最高的细分行业是移动/互联网内容和服务,其次是SW&IT服务和应用软件。相反,电信行业是迄今为止最安全的行业。这些结果支持了数字经济不是一个同质部门的假设。
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引用次数: 4
Procedural Content Generation for Real-Time Strategy Games 即时策略游戏的程序内容生成
Pub Date : 2015-03-01 DOI: 10.9781/ijimai.2015.325
R. Lara-Cabrera, M. Nogueira, C. Cotta, Antonio J. Fernández
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real- time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI. PURRED on by the emergence of the videogame industry as the main component of the entertainment industry has motivated, research on videogames has acquired increasing notoriety during the last years. Such research spans many areas such as marketing and gamification, psychology and player satisfaction, computational intelligence, education and health (serious games) and computer graphics, just to cite a few. This diversification of research areas is largely motivated by a shift in the priorities of the video game industry: while games used to rely heavily on their graphical quality, other features such as the music, the player immersion into the game and interesting storyline have gained enormous importance. To cope with the plethora of new interesting challenges in the area of
电子游戏是娱乐行业中最重要、最赚钱的领域之一。如今,电子游戏的创造通常是一项大规模的努力,并且与电影制作有许多相似之处。电子游戏开发的核心任务是内容生成,即定义地图、地形、非玩家角色(npc)以及游戏的其他图像、音乐和ai相关组件。由于生产过程复杂,工作量大,需要专门的人力,所以成本很高。因此,优化流程和降低成本具有重要意义。从这个意义上说,程序内容生成(PCG)作为一种通过使用算法技术自动生成某些游戏内容而降低成本的方法非常有用。PCG在玩家体验方面也具有优势,因为生成的内容通常不是固定的,而是在不同的游戏过程中发生变化,甚至可以适应玩家自身。为此,用于PCG的底层算法技术也必须具有灵活性和适应性。这是计算智能的一般情况,尤其是进化算法。在这项工作中,我们将概述进化智能在PCG中的应用,特别强调它在实时策略游戏中的应用。我们将展示这些技术如何解决可玩性和美学问题,以及如何改进游戏AI。随着电子游戏产业作为娱乐产业的主要组成部分的出现,关于电子游戏的研究在过去几年里获得了越来越多的名声。这类研究涵盖了许多领域,如市场营销和游戏化、心理学和玩家满意度、计算智能、教育和健康(严肃游戏)以及计算机图形学等。这种研究领域的多样化很大程度上是由电子游戏行业优先级的转变所推动的:虽然游戏过去严重依赖于它们的图像质量,但音乐、玩家对游戏的沉浸感和有趣的故事情节等其他功能变得非常重要。来应对领域中大量有趣的新挑战
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引用次数: 7
New Challenges on Crossplatform Digital Contents 跨平台数字内容的新挑战
Pub Date : 2015-03-01 DOI: 10.9781/ijimai.2015.323
Jesús Iglesias Feijoo, Guillermo Amat Gomariz
When we speak about devices and platforms, generally we think about those of general use which are currently available (mainly smartphones and tablets). Surely, we would forget all those which are on the way (watches, glasses, cars) and those which are coming. The Internet of Things will transform the technological world in which we are into an amalgamation of devices and interfaces. This paper analyses the challenge for the coming years of getting all these new devices to communicate between them, regardless of their technology and the platforms they use, and it is based on the works done under the Visio Project, funded by the Spanish Ministry of Industry, Energy and Tourism. Finally, a truly universal platform to avoid market fragmentation and provide access to information and services is proposed.
当我们谈到设备和平台时,我们通常会想到那些目前可用的通用设备(主要是智能手机和平板电脑)。当然,我们会忘记所有正在路上的东西(手表、眼镜、汽车)和即将到来的东西。物联网将把我们所处的技术世界转变为设备和界面的融合。本文基于西班牙工业、能源和旅游部资助的Visio项目,分析了未来几年让所有这些新设备之间进行通信所面临的挑战,而不管它们使用的是什么技术和平台。最后,提出了一个真正通用的平台,以避免市场碎片化,并提供信息和服务的访问。
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引用次数: 4
期刊
Int. J. Interact. Multim. Artif. Intell.
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