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2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems最新文献

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An Adaptive Algorithm Based on PSO for Generating Inhomogeneous Triangular Cells 一种基于粒子群算法的非齐次三角形细胞生成自适应算法
K. Uchida, M. Takematsu, Jun-Hyuck Lee, J. Honda
This paper is concerned with the distance characteristics of terrestrial propagation as well as the optimal allocation of base stations (BSs) in complicated propagation environments. First, we review 1-ray and 2-rays models to simulate terrestrial electromagnetic wave propagations by introducing amplitude modification factor and propagation order of distance (β). Second, we propose an algorithm to determine the propagation parameters based on the Hata's empirical equations for introducing the communication distance function to estimate wireless accessibility. Finally, based on the particle swarm optimization (PSO), we propose an adaptive algorithm for generating inhomogeneous triangular cells to optimally allocate BSs.
本文研究了复杂传播环境下地面传播的距离特性以及基站的优化配置问题。首先,通过引入振幅修正因子和距离(β)的传播顺序,我们回顾了1射线和2射线模型来模拟地面电磁波的传播。其次,我们提出了一种基于Hata经验方程的传播参数确定算法,引入通信距离函数来估计无线可达性。最后,基于粒子群算法,提出了一种非均匀三角形单元的自适应生成算法,实现了BSs的最优分配。
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引用次数: 2
Towards a Multi-fold Assessment Approach to Enrich the Virtualization of Collaborative Learning 构建多元评估方法丰富协作学习虚拟化
N. Mora, S. Caballé, T. Daradoumis, D. Gañán
Collaborative and social learning assessment requires a broad perspective about learning and the involved processes. Assessment processes have a significant effect on CSCL because they engage learners through accountability and constructive feedback. However, in order to design a coherent and efficient assessment system for collaborative and social learning it is necessary to design an enriched learning experience that predisposes the feedback and awareness in the group. A complex set of simultaneously applied assessment approaches, each reinforcing and/or complementing the other is the main tool to enhance collaborative learning and social interaction amongst group members. In this paper, collaborative learning will be developed into a special environment: a Storyboard Learning Object. Collaborative learning using a storyboard may develop partners' collaborative and social abilities and competences through a sequential of integrated process where the interaction moves are continuously evaluated to determine the storyboard sequence and the use of the resources. To this end, two levels of assessment are proposed: deferred and immediate. Both are combined with contextual information about the user in order to produce an efficient and personalized assessment feedback to ultimately enhance and improve the collaborative learning experience. The research reported in this paper is currently undertaken within a FP7 European project called ALICE.
协作和社会学习评估需要对学习和所涉及的过程有一个广阔的视角。评估过程对CSCL有重要的影响,因为它们通过问责制和建设性的反馈来吸引学习者。然而,为了设计一个协作和社会学习的连贯和有效的评估系统,有必要设计一个丰富的学习经验,使群体中的反馈和意识成为可能。一套复杂的同时应用的评估方法,每一个加强和/或补充另一个是主要的工具,以加强小组成员之间的协作学习和社会互动。在本文中,协作学习将发展成一个特殊的环境:故事板学习对象。使用故事板的协作学习可以通过一系列的集成过程来发展伙伴的协作和社会能力和能力,在这些过程中,相互作用的移动被不断地评估,以确定故事板的顺序和资源的使用。为此目的,提议两个等级的摊款:延期摊款和立即摊款。两者都与有关用户的上下文信息相结合,以产生有效和个性化的评估反馈,最终增强和改进协作学习体验。本文中报告的研究目前是在一个名为ALICE的FP7欧洲项目中进行的。
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引用次数: 7
Pingu: A New Miniature Wearable Device for Ubiquitous Computing Environments Pingu:一种用于普适计算环境的新型微型可穿戴设备
Hamed Ketabdar, Peyman Moghadam, Mehran Roshandel
Around Device Interaction (ADI) is recently introduced in the field of Human Computer Interaction (HCI)to provide touch less, more intuitive way of interaction using space beyond the physical boundary of the computing devices. In this paper, we introduce a new ADI input device called Pingu in the form factor of a fingering that allows users to interact with any nearby computing device with wireless connectivity in a ubiquitous environment. Fingering form factor is chosen for our prototype design, as it is socially acceptable and is commonly worn in everyday social contexts, and based on the previous research, the information entropy of interaction by fingers is greater than the entropy for any other parts of the human body. The current Pingu prototype is consisted of an extensive set of sensors, visual and vibrot actile feedback mechanisms with wireless connectivity that make it a unique input device for human-computer or human-human interaction in the form of gestures, tactile and touch. Its usage can range from advanced, tiny and novel gestural interaction with a variety of devices to mobile and networked sensing, and social computing. We present a few potential applications of Pingu such as social interaction, context recognition, in-car interaction, and physical activity analysis.
围绕设备交互(ADI)是最近在人机交互(HCI)领域引入的,它提供了一种非触摸、更直观的交互方式,利用空间超越计算设备的物理边界。在本文中,我们介绍了一种名为Pingu的新型ADI输入设备,其外形为指法,允许用户在无处不在的环境中通过无线连接与附近的任何计算设备进行交互。我们选择手指形状因子作为原型设计,因为它是社会可接受的,并且在日常社会环境中经常佩戴,并且根据先前的研究,手指交互的信息熵大于人体任何其他部位的熵。目前的Pingu原型由一套广泛的传感器、视觉和振动反馈机制组成,带有无线连接,使其成为人机或人机交互的独特输入设备,以手势、触觉和触摸的形式进行交互。它的使用范围从先进的、微小的、新颖的手势交互到各种设备的移动和网络传感,以及社会计算。我们介绍了Pingu在社交互动、语境识别、车内互动和身体活动分析等方面的一些潜在应用。
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引用次数: 28
Towards a Model for Recognising the Social Attitude in Natural Interaction with Embodied Agents 论与具身行动者自然互动中社会态度的识别模型
B. D. Carolis, S. Ferilli, Nicole Novielli
The problem of implementing socially intelligent agents has been widely investigated in the field of both Embodied Conversational Agents (ECAs) and Social Robots that have the advantage of offering to people the possibility to relate with computer media at a social level. We focus our study on the recognition of the social response of users to embodied agents in the context of ambient intelligence. In this paper we describe how we extended a model for recognizing the social attitude in natural conversation from text by adding two additional knowledge sources: speech and gestures.
实现社会智能代理的问题在嵌入会话代理(eca)和社交机器人领域得到了广泛的研究,它们的优势是为人们提供了在社会层面上与计算机媒体联系的可能性。我们的研究重点是在环境智能的背景下识别用户对具身代理的社会反应。在本文中,我们描述了我们如何通过添加两个额外的知识来源:语音和手势,扩展了一个从文本中识别自然对话中的社会态度的模型。
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引用次数: 6
Coverage of Design for Service Principles in Software Engineering 软件工程中服务设计原则的涵盖范围
M. Aleksy
Design for Service (DFS) is a concept that aims to ease maintenance and service required during the entire life cycle of products. In this paper, we explore the implications of Design for Service principles and requirement for software engineering. First, we introduce the DFS principles derived from the literature and discuss their coverage in existing software engineering approaches and techniques. Afterwards, we discuss the compiled DFS requirements and present their counterparts in the software engineering area. Finally, a conclusion of the findings is provided.
面向服务的设计(Design for Service, DFS)是一个旨在简化产品整个生命周期所需的维护和服务的概念。在本文中,我们探讨了面向服务的设计原则和软件工程需求的含义。首先,我们介绍了从文献中导出的DFS原则,并讨论了它们在现有软件工程方法和技术中的覆盖范围。随后,我们讨论了编译后的DFS需求,并介绍了它们在软件工程领域中的对应需求。最后,对研究结果进行了总结。
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引用次数: 2
Energy-Aware Distributed Systems for Computation and Storage-Based Applications
Takuro Inoue, A. Aikebaier, T. Enokido, M. Takizawa
The electric power consumption of servers has to be reduced in information systems in addition to increasing the performance and fault-tolerancy in order to realize green societies. In information systems, servers mainly consume the electric power to perform processes requested by clients. We consider computation (CP) and storage (ST) types of application processes to be performed on servers. In CP processes, CPU resource is mainly consumed. In st processes, storage drives are manipulated in a server. First, we present the storage-based power consumption (SBPC) model of a server st to perform st and CP processes. The SBPC model is a four-state model, where the power consumption rate of the server is one of four rates minEt, maxSTt, maxCt, and maxSTCt. Here, the power consumption rate Et(τ) of a server st of time τ is minimum minEt if no process is performed. Et(τ) the power consumption rate is maxSTt if only and at least one ST process is performed. Et(τ) is maxCt if only and at least one CP process is performed on the server st. If both ST and CP processes are performed, Et(τ) is maxSTCt. Here, minEt <; maxSTt <; maxCt <; maxSTCt. According to the SBPC model, it is better not to perform both ST and CP processes on a same server because the maximum power is consumed in the server. By using the SBPC model, we discuss an algorithm for selecting a server so that not only the execution time but also the power consumption can be reduced. In the algorithm, ST and CP processes are tried to be performed on different servers.
在信息系统中,为了实现绿色社会,除了提高性能和容错性外,还必须减少服务器的电力消耗。在信息系统中,服务器消耗的电力主要用于执行客户端请求的进程。我们考虑在服务器上执行计算(CP)和存储(ST)类型的应用程序进程。在CP进程中,主要消耗CPU资源。在st进程中,存储驱动器在服务器中被操作。首先,我们提出了用于执行st和CP进程的服务器st的基于存储的功耗(SBPC)模型。SBPC模型是一个四状态模型,其中服务器的功耗率是minEt、maxSTt、maxCt和maxSTCt四种速率中的一种。在这里,如果不进行任何处理,则时间τ的服务器st的功耗率Et(τ)为最小值。Et(τ),当至少执行一个ST过程时,功耗率为maxSTt。当服务器ST上至少执行一个CP进程时,Et(τ)为maxCt。如果服务器ST和CP进程都执行,则Et(τ)为maxSTCt。根据SBPC模型,最好不要在同一台服务器上同时执行ST和CP进程,因为最大的功率消耗在服务器上。通过使用SBPC模型,我们讨论了一种选择服务器的算法,既可以减少执行时间,又可以降低功耗。在算法中,尝试在不同的服务器上执行ST和CP进程。
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引用次数: 11
Forces That Drive Organizational Change in an Adaptive Virtual Organization 自适应虚拟组织中推动组织变革的力量
Sergio Esparcia, E. Argente
Virtual Organizations are a specific type of Multi-Agent Systems that look for modeling agent organizations by means of elements typically used in Organizational Theory, such as roles, organizational goals, or services. The Organizational Theory considers that the structure of a human organization is likely to change through time, being the external and internal forces that drive organizational change the most important source for change. This work presents a set of guidelines that will help MAS designers and developers how to deal with these forces, in order to take advantage of them, or to avoid damage to the organization.
虚拟组织是一种特定类型的多代理系统,它通过组织理论中通常使用的元素(如角色、组织目标或服务)寻找建模代理组织。组织理论认为,人类组织的结构可能会随着时间的推移而变化,是推动组织变革的外部和内部力量,是变革的最重要来源。这项工作提出了一套指导方针,将帮助MAS设计人员和开发人员如何处理这些力量,以便利用它们,或避免对组织造成损害。
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引用次数: 4
Predicting Intelligence Using Hybrid Artificial Neural Networks in Context-Aware Tunneling Systems under Risk and Uncertain Geological Environment 风险和不确定地质环境下情景感知隧道系统的混合人工神经网络智能预测
P. Moore, H. Pham
In pervasive computing environments the availability of real-time computation models is expected to predict a performance of Tunnel Boring Machine (TBM). Context awareness allows an entity adapt to uncertain environment, offering a number of intelligent prediction methods for tunneling. This study presents a proposal of a Context-Aware Tunneling System using Hybrid Artificial Neural Networks for prediction of TBM performance and risk response in uncertain geological environments. The proposed approach is essential to predict the TBM performance, together warning disaster risks in terms of the performance and risk response for the planning projects of tunneling. In addition, the proposed approach aims to predict TBM performance and utilization through a network in complex underground conditions such as rock mass, geology, lithography, and disaster in tunnel projects. The proposed approach has tested in experiments using data series from tunnel projects in Japan and Asian countries. To validate the significance of the findings and show added valuable parameters of the proposed approach, the results are compared with conventional statistical methods in terms of TBM performance evaluation. In order to evaluate the effectiveness of this approach, experimental results show that the proposed approach performs better than other current methods under uncertain geological environments.
在普适计算环境下,对隧道掘进机性能的实时预测模型的可用性提出了更高的要求。上下文感知使实体能够适应不确定的环境,为隧道掘进提供了许多智能预测方法。本文提出了一种基于混合人工神经网络的情景感知隧道系统,用于预测不确定地质环境下隧道掘进机的性能和风险响应。该方法对于预测隧道掘进机性能、预警隧道掘进规划项目中的灾害风险和风险响应具有重要意义。此外,该方法旨在通过网络预测隧道工程中岩体、地质、岩性和灾害等复杂地下条件下TBM的性能和利用率。该方法已在日本和亚洲国家隧道项目的一系列数据试验中得到验证。为了验证研究结果的意义,并显示所提出方法的附加有价值参数,将结果与传统的TBM性能评估统计方法进行了比较。为了评价该方法的有效性,实验结果表明,在不确定地质环境下,该方法的性能优于现有的其他方法。
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引用次数: 4
Guidelines to Design Inclusive Ambient Intelligence Solutions for Human Activity Sharing 为人类活动共享设计包容性环境智能解决方案的指南
N. Catenazzi, V. D. Luca, L. Sommaruga, Massimo Botta
The objective of this work is to suggest criteria and guidelines that can be used to design inclusive technological solutions to support human activity sharing in the context of Ambient Intelligence. These guidelines derive from the analysis of previous works in related fields such as cognitive engineering, usability, inclusive design and accessibility. The first step of this work was the definition of a number of principles that enable humans to interact with the environment and with other people through the environment. Each principle is further defined by a number of guidelines that more concretely explain how to satisfy it. The modular organization of the guidelines enables them to be applied for two purposes: the first six principles can be used to guide the design of a generic inclusive Ambient Intelligence system, all together are specifically oriented to the design of human activity sharing systems.
这项工作的目的是提出可用于设计包容性技术解决方案的标准和指南,以支持环境智能背景下的人类活动共享。这些指导方针源于对认知工程、可用性、包容性设计和可访问性等相关领域先前工作的分析。这项工作的第一步是定义了一些原则,使人类能够与环境互动,并通过环境与其他人互动。每个原则都由一些更具体地解释如何满足它的指导方针进一步定义。指南的模块化组织使它们能够用于两个目的:前六个原则可用于指导通用包容性环境智能系统的设计,所有这些原则都专门面向人类活动共享系统的设计。
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引用次数: 3
Ad Hoc Wireless Communications for Marketing Purposes 用于营销目的的自组织无线通信
M. Durresi, Illiana Shukallari, A. Durresi
In this paper we present a new ad hoc communication protocol that can be used to deliver marketing information. We make use of location information and social networking to increase the efficiency of marketing information. Our simulation results validate our solutions.
在本文中,我们提出了一种新的可用于传递营销信息的自组织通信协议。我们利用位置信息和社交网络来提高营销信息的效率。仿真结果验证了我们的解决方案。
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引用次数: 0
期刊
2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems
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