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Foundations and Trends in Human-Computer Interaction最新文献

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ICT Standardization 信息通信技术标准化
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-7368-5.ch060
K. Jakobs
The chapter first looks at the links that exist between standards and standardization on the one hand and innovation and economics on the other. It then offers a brief description of a typical standards setting process. The complex “web” of standards setting organizations in the ICT sector is discussed next. Subsequently, a flexible tool to describe the characteristics of an SSO is introduced. It can be deployed by firms to identify the SSO that is best suited for a planned standardization activity. This selection is only part of the fairly complex task of standardization management, which will be described next. Finally, the chapter will briefly discuss national standardization strategies.
本章首先探讨了标准和标准化与创新和经济之间存在的联系。然后,它提供了一个典型的标准制定过程的简要描述。接下来将讨论ICT行业标准制定组织的复杂“网络”。随后,介绍了一个灵活的工具来描述SSO的特征。企业可以部署它来确定最适合计划的标准化活动的SSO。这种选择只是标准化管理的相当复杂的任务的一部分,这将在下面描述。最后,本章将简要讨论国家标准化战略。
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引用次数: 4
Defining and Conceptualizing Cyberbullying 定义和概念化网络欺凌
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-7368-5.ch036
K. Spenser, L. Betts
Whilst researchers have defined face-to-face bullying to include elements of repetition, power imbalance, and intentional acts directed towards an individual, the definition and conceptualization of cyberbullying is more widely debated. Alongside arguing why researchers and practitioners should address cyberbullying, this chapter will review some of the unique aspects of cyberbullying that are central to this form of bullying. In particular, the chapter will consider the issues of anonymity, access, repetition, permanency, power, audience, and motivation. The chapter will also discuss how these issues can, in turn, influence how cyberbullying is conceptualized and the conclusions that can be drawn from research on cyberbullying. Finally, solutions and recommendations and future research in the area of cyberbullying will be presented.
虽然研究人员将面对面欺凌定义为包括重复、权力不平衡和针对个人的故意行为等因素,但网络欺凌的定义和概念化却存在更广泛的争议。除了讨论为什么研究人员和实践者应该解决网络欺凌问题外,本章还将回顾网络欺凌的一些独特方面,这些方面是这种欺凌形式的核心。特别是,本章将考虑匿名性、访问、重复、永久性、权力、受众和动机等问题。本章还将讨论这些问题如何反过来影响网络欺凌的概念化以及可以从网络欺凌研究中得出的结论。最后,将提出解决方案和建议以及未来在网络欺凌领域的研究。
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引用次数: 0
Artificial Neural Networks and Their Applications in Business 人工神经网络及其在商业中的应用
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH576
Trevor J. Bihl, William A. Young II, G. Weckman
Despite the natural advantage humans have for recognizing and interpreting patterns, large and complex datasets, as in big data, preclude efficient human analysis. Artificial neural networks (ANNs) provide a family of pattern recognition approaches for prediction, clustering, and classification applicable to KDD with ANN model complexity ranging from simple (for small problems) to highly complex (for large issues). To provide a starting point for readers, this chapter first describes foundational concepts that relate to ANNs. A listing of commonly used ANN methods, heuristics, and criteria for initializing ANNs are then discussed. Common pre- and post-data processing methods for dimensionality reduction and data quality issues are then described. The authors then provide a tutorial example of ANN analysis. Finally, the authors list and describe applications of ANNs to specific business-related endeavors for further reading.
尽管人类在识别和解释模式方面具有天然优势,但大型和复杂的数据集(如大数据)阻碍了人类的有效分析。人工神经网络(ANN)提供了一系列模式识别方法,用于预测、聚类和分类,适用于具有ANN模型复杂性的KDD,从简单(用于小问题)到高度复杂(用于大问题)。为了给读者提供一个起点,本章首先描述了与人工神经网络相关的基本概念。然后讨论了常用的人工神经网络方法、启发式方法和初始化人工神经网络的标准。然后描述了用于降维和数据质量问题的常见数据前后处理方法。作者随后提供了一个人工神经网络分析的教程示例。最后,作者列出并描述了人工神经网络在特定商业相关领域的应用,以供进一步阅读。
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引用次数: 0
Dotted Raster-Stereography 虚线Raster-Stereography
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH015
M. Wasim, Fauzan Saeed, Abdul Aziz, A. Siddiqui
Raster-stereography is a 3D surface topography technique that provides height and curvature information of the subject. This is a non-contact, non-invasive, and radiation-free technique that is mostly used to analyze the back shape of a human body. The most practical aspect of raster-stereography is ease in its apparatus setup and reduced exposure to x-rays. Another very important and effective application is to identify the human faces that can be used in security domain. The problem of breaking lines was observed while traversing the distorted raster pattern on the human body. These breaks in raster pattern increased significantly when projected on the face. Computationally, it becomes difficult to extract all valid curvatures of the human face. This problem was resolved using a modified dotted raster, and the noise effect was reduced substantially. The dotted raster technique proved that it is by far the best option when compared with the conventional line grid.
栅格立体成像是一种三维表面形貌技术,可以提供物体的高度和曲率信息。这是一种非接触、非侵入性、无辐射的技术,主要用于分析人体背部形状。光栅立体摄影最实用的方面是它的设备设置容易,并且减少了x射线的曝光。人脸识别在安全领域的另一个重要而有效的应用是人脸识别。在人体上对扭曲的光栅图形进行遍历时,观察到断线问题。这些栅格图案的断裂在投射到脸上时显著增加。在计算上,很难提取人脸的所有有效曲率。使用改进的点状光栅解决了这个问题,并且大大降低了噪声影响。与传统的线网格相比,点阵网格技术是目前最好的选择。
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引用次数: 3
Eight Tips for the Theme “Data and Forecasts” “数据与预测”主题的八项建议
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-7368-5.ch056
Alessio Drivet
Paul was a common octopus living in a public aquarium in Germany. It became internationally known during the World Cup in 2010 when it was used to “predict” the results of football games. Paul correctly predicted all the outcomes. What animal was better than an octopus, with its eight tentacles-tips, in lending itself to introduce non-deterministic phenomena? In the chapter, teachers who want to develop the theme “data and forecasts” find eight ideas. These ideas are supported by the use of artifacts, digital tools, and web resources.
保罗是一只生活在德国公共水族馆的普通章鱼。在2010年世界杯期间,它被用来“预测”足球比赛的结果,从而享誉国际。保罗正确地预测了所有的结果。在引入非确定性现象方面,有什么动物比章鱼更好呢?章鱼有8根触手。在这一章中,想要展开“数据与预测”主题的教师找到了八个想法。这些想法得到了人工制品、数字工具和网络资源的支持。
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引用次数: 0
Screen Culture 影视文化
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-7368-5.ch044
Ana Melro, Lídia Oliveira
For several years now, technology usage cannot be separated from screens. Examples include television, computer, smartphone, mobile phone, tablet, e-book reader, multimedia player (music and/or audio), camera and camcorder, watch, digital advertising public panels, virtual reality glasses. In fact, if the goal is to understand what can be considered a screen, the examples will not cease to increase. The major goal of the chapter is to explore the screen definition and the way in which it has emerged in society, in a cross way, almost without being noticed, but ubiquitously, even becoming inseparable from most of the necessary activities.
几年来,科技的使用离不开屏幕。例子包括电视、电脑、智能手机、移动电话、平板电脑、电子书阅读器、多媒体播放器(音乐和/或音频)、相机和摄像机、手表、数字广告公共面板、虚拟现实眼镜。事实上,如果我们的目标是理解什么可以被认为是屏幕,那么示例将会不断增加。本章的主要目标是探索屏幕的定义和它在社会中出现的方式,以一种交叉的方式,几乎没有被注意到,但无处不在,甚至与大多数必要的活动密不可分。
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引用次数: 0
A Bio-Inspired, Distributed Control Approach to the Design of Autonomous Cooperative Behaviors in Multiple Mobile Robot Systems 多移动机器人系统自主协作行为设计的仿生分布式控制方法
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH592
G. Yasuda
This chapter deals with the design and implementation of bio-inspired control architectures for intelligent multiple mobile robot systems. Focusing on building control systems, this chapter presents a non-centralized, behavior-based methodology for autonomous cooperative control, inspired by the adaptive and self-organizing capabilities of biological systems, which can generate robust and complex behaviors through limited local interactions. With autonomous behavior modules for discrete event distributed control, a modular, Petri net-based behavioral control software has been implemented in accordance with a hierarchical distributed hardware structure. The behavior modules with respective pre-conditions and post-conditions can be dynamically connected in response to status events from action control modules at the lower level to achieve the specified overall task. The approach involving planning, control, and reactivity can integrate high-level command input with the behavior modules through the distributed autonomous control architecture.
本章讨论了智能多移动机器人系统的仿生控制体系结构的设计和实现。本章以构建控制系统为重点,提出了一种非集中的、基于行为的自主协作控制方法,该方法受到生物系统的自适应和自组织能力的启发,可以通过有限的局部交互产生鲁棒和复杂的行为。结合离散事件分布式控制的自主行为模块,采用分层分布式硬件结构实现了基于Petri网的模块化行为控制软件。具有各自前置条件和后置条件的行为模块可以动态连接,以响应来自较低层动作控制模块的状态事件,以实现指定的总体任务。这种涉及计划、控制和反应的方法可以通过分布式自主控制体系结构将高级命令输入与行为模块集成在一起。
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引用次数: 2
Decimal Hardware Multiplier 十进制硬件乘法器
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH400
M. Véstias
IEEE-754 2008 has extended the standard with decimal floating-point arithmetic. Human-centric applications, like financial and commercial, depend on decimal arithmetic since the results must match exactly those obtained by human calculations without being subject to errors caused by decimal to binary conversions. Decimal multiplication is a fundamental operation utilized in many algorithms, and it is referred in the standard IEEE-754 2008. Decimal multiplication has an inherent difficulty associated with the representation of decimal numbers using a binary number system. Both bit and digit carries, as well as invalid results, must be considered in decimal multiplication in order to produce the correct result. This chapter focuses on algorithms for hardware implementation of decimal multiplication. Both decimal fixed-point and floating-point multiplication are described, including iterative and parallel solutions.
IEEE-754 2008扩展了十进制浮点运算标准。以人为中心的应用程序(如金融和商业)依赖于十进制算术,因为结果必须与由人类计算获得的结果完全匹配,而不会受到由十进制到二进制转换引起的错误的影响。十进制乘法是许多算法中使用的基本运算,它在标准IEEE-754 2008中被引用。十进制乘法与使用二进制数系统表示十进制数有一个固有的困难。为了产生正确的结果,在十进制乘法中必须考虑位进位和数位进位以及无效结果。本章重点介绍十进制乘法的硬件实现算法。描述了十进制定点乘法和浮点乘法,包括迭代解和并行解。
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引用次数: 3
The Trajectivity of Virtual Worlds 虚拟世界的轨迹
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH372
C. Duret
This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and “médiance” in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a meso-criticism will be proposed as a new approach for the study of virtual environments.
本章将提出一个虚拟环境的本体论,对现实和虚拟之间的二分法提出质疑。这将利用轨迹和“移徙”的概念,以描述具有技术和象征特征的虚拟环境如何参与人类环境的建设。这个理论命题将通过对Arcadia的分析来说明,Arcadia是建立在第二人生中的虚拟环境。最后,本文提出了一种研究虚拟环境的新方法——中观批评。
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引用次数: 1
Telesurgical Robotics and a Kinematic Perspective 远程外科机器人与运动学视角
Q1 Computer Science Pub Date : 2019-01-01 DOI: 10.4018/978-1-5225-2255-3.CH596
S. Nisar, Osman Hasan
Minimally invasive surgery (MIS) has revolutionized the world of surgery. On one hand, it offered many revolutionary advantages; on the other hand, it proved to be a tedious and sophisticated technique for surgeons. Telesurgical robotics came forward to assist surgeons and made surgeries even further innovative, safer, and efficacious. Kinematic—a fundamental and foremost design step—acts as the lynchpin of performance of a surgical robot. It plays a decisive role and defines the capabilities and viability of a robot vis-à-vis its application. This chapter tries to understand the kinematic design approaches in practice so far and discusses their features and potential shortcomings. Some of the notable kinematic structures are explained in detail, and an all-inclusive consideration to the kinematic aspects of the existing designs has been given. Based on the key challenges identified, possible solutions are suggested, which is followed by future research directions and conclusion.
微创手术(MIS)已经彻底改变了外科世界。一方面,它提供了许多革命性的优势;另一方面,对外科医生来说,这是一项繁琐而复杂的技术。远程外科机器人技术帮助外科医生,使手术更加创新、安全、有效。运动学-一个基本的和最重要的设计步骤-作为一个手术机器人的性能的关键。它起着决定性的作用,定义了机器人在-à-vis应用中的能力和生存能力。本章试图了解目前在实践中的运动学设计方法,并讨论它们的特点和潜在的缺点。详细解释了一些著名的运动学结构,并对现有设计的运动学方面进行了全面的考虑。在此基础上,提出了可能的解决方案,并提出了未来的研究方向和结论。
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引用次数: 4
期刊
Foundations and Trends in Human-Computer Interaction
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