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A scheme for deducing logic programs from bottom to top 一种从下到上推导逻辑程序的方案
Huo-yan Chen
In a previous publication (1988), the author proposed an algorithm for the parallel evaluation of logic programs from bottom to top in compile time. In this paper the author improves the algorithm, solving some problems not previously discussed. This leads to a reduction of the required storage space and makes the algorithm more practical.<>
在之前的一篇文章(1988)中,作者提出了一种在编译时间内从下至上并行计算逻辑程序的算法。在本文中,作者对算法进行了改进,解决了一些以前没有讨论的问题。这减少了所需的存储空间,使算法更加实用。
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引用次数: 0
Using menus to learn 使用菜单学习
C. Lewis, W. Jamison
Transitional interfaces are based on the premise that if vocabulary and syntax are made accessible to new users they will be able to accomplish routine tasks as they learn about the system. Experiments conducted with UnixTutor (a transitional interface to the UNIX operating system) indicate that a training interface must do more than support vocabulary and syntax if it is actually to shield a new user from the vagaries of his environment. This is especially important because of the damage done by well-reasoned failures. In normal learning situations there is usually indication of approximations to success. This kind of feedback is rarely available from computers. Instead, the error messages and unmatched intentions continue until an exactly correct string of symbols is discovered. In the absence of an indication of approximate success this can result in a random walk among functional models because it is difficult to distinguish substantially correct models from substantially incorrect ones. It is concluded that neither the structured guidance of transitional interfaces nor the paternalistic blocking of training wheels offers a solution to this problem.<>
过渡界面的前提是,如果新用户可以访问词汇表和语法,他们就能够在了解系统时完成日常任务。用UnixTutor (UNIX操作系统的过渡界面)进行的实验表明,如果要真正保护新用户不受环境变化的影响,训练界面必须做的不仅仅是支持词汇表和语法。这一点尤其重要,因为合理的失败会造成损害。在正常的学习情况下,通常会有接近成功的迹象。这种反馈很少能从计算机中得到。相反,错误消息和不匹配的意图将继续,直到发现完全正确的符号字符串。在缺乏近似成功的指示的情况下,这可能导致功能模型之间的随机游走,因为很难区分基本上正确的模型和基本上不正确的模型。结论是,无论是对过渡界面的结构化引导,还是对辅助轮的家长式封锁,都不能解决这一问题。
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引用次数: 0
Human factors in information system design: the emulation approach 信息系统设计中的人为因素:仿真方法
M. Cornacchia, G. Matarazzo, A. Orlando, F. Papa
The necessity of human-factors analysis from the beginning of the design process is underlined, and an emulation approach is proposed. The approach is based on two main components: (1) the representation of the principal functions of the service by a flexible hardware/software system; and (2) the evaluation of service acceptability using a sample of real potential users. The flexibility of the system utilized for emulation makes it possible to test different system configurations in order to select the best functions and characteristics of the service.<>
强调了从设计开始就进行人为因素分析的必要性,并提出了一种仿真方法。该方法基于两个主要组成部分:(1)由灵活的硬件/软件系统表示服务的主要功能;(2)利用真实潜在用户样本对服务可接受性进行评价。用于仿真的系统的灵活性使得测试不同的系统配置成为可能,以便选择服务的最佳功能和特性。
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引用次数: 0
Structure recognition of nonlinear discrete-time systems by neural networks 非线性离散系统的神经网络结构识别
A. M. Elramsisi, M. Zohdy, N. Loh
A technique is proposed to identify the structure as well as the parameters of nonlinear discrete-time system models. The structure is represented in a frequency-position domain of Gabor basis functions (GBFs). A simplification to the GBFs is also presented, where the spatial Gaussian envelope of GBFs is replaced with a triangular one. A modification to the GBFs has also been introduced in order to suppress noise effects on the procedure. A three-layered neural network, augmented with nonuniform sampling, is described for solving the system identification problem.<>
提出了一种识别非线性离散系统模型结构和参数的方法。该结构用Gabor基函数(gbf)的频位域表示。本文还提出了一种gbf的简化方法,将gbf的空间高斯包络替换为三角形包络。为了抑制噪声对程序的影响,还引入了对gbf的修改。描述了一种带有非均匀采样的三层神经网络,用于解决系统辨识问题。
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引用次数: 1
The need to consider modes of cognition in designing systems that require distributed decision making 在设计需要分布式决策的系统时,需要考虑认知模式
R. Hamm
Distributed decision-making systems may have an impact on the functions necessary for successful group decision-making. In particular, the constraints on group interaction, communication, and individual environment that are imposed by a distributed decision-making system may affect individuals' mode of cognition (analysis, intuition, pattern matching, or functional thinking). This in turn may affect decision quality. Methods for compensating for this effect are suggested.<>
分布式决策系统可能对成功的群体决策所必需的功能产生影响。特别是,分布式决策系统对群体互动、沟通和个体环境的约束可能会影响个体的认知模式(分析、直觉、模式匹配或功能思维)。这反过来又可能影响决策质量。提出了补偿这种影响的方法。
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引用次数: 3
Grouping image features into loops for monocular recognition 将图像特征分组成循环进行单目识别
Y. Shiu, Shaheen Ahmad
Model-based monocular vision has been used to recognize and locate 3-D objects by matching image corners (or lines) to model corners (or lines). These algorithms typically have high computational complexities. Grouping of visual features has been used to reduce the computational complexity. In this work point image features are grouped into loops and object loops that have similar viewpoint-invariant characteristics. Examples of viewpoint-invariant characteristics of loops are the number of lines and vertices, the number of convex and concave curves, and the sequence in which the lines, curves, and vertices are linked together. Grouping into loops also facilitates model matching by ellipses, in addition to corners and lines. Experiments are performed to extract loops from images and segmenting them into lines and elliptical curves. Distinguishable loops are used to find 3-D locations of the objects in scenes.<>
基于模型的单目视觉通过将图像角(或线)与模型角(或线)匹配来识别和定位三维物体。这些算法通常具有很高的计算复杂度。采用视觉特征分组来降低计算复杂度。在这个工作点中,图像特征被分组为具有类似视点不变特征的循环和对象循环。循环的视点不变特征的例子是线和顶点的数量,凸和凹曲线的数量,以及线、曲线和顶点连接在一起的顺序。除了角和线之外,分组成循环还有助于通过椭圆进行模型匹配。进行了从图像中提取环路并将其分割成直线和椭圆曲线的实验。可区分循环用于寻找场景中物体的三维位置
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引用次数: 5
Bimanual micro manipulator for televideo operation of anthropomorphic robots 用于拟人机器人电视操作的双手微型机械手
J. Vercher, G. Gauthier, J. Bertrand, G. Magenes
Some problems raised by bimanual coordination control of articulated systems are studied. In particular, the performance of human operators driving an anthropomorphic robot along 3-D trajectories using either a bimanual micromanipulator or a keypad is compared. The trajectories were materialized in space by a thin wire twisted to trace a cosine wave. The performance was quantified in terms of total time (that is, the time to drive the robot effector through the trajectory), cumulated error, standard deviation and maximum error along the trajectory.<>
研究了关节系统的手动协调控制中存在的一些问题。特别地,人类操作员驾驶拟人机器人沿着三维轨迹使用双手微操纵器或键盘的性能进行了比较。这些轨迹是通过一根细线在空间中扭曲以追踪余弦波而具体化的。通过总时间(即驱动机器人执行器通过轨迹的时间)、累计误差、标准偏差和沿轨迹的最大误差对性能进行量化。
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引用次数: 3
Fast movements of human arm: reflections on control issues 人类手臂的快速运动:对控制问题的思考
M. Nahvi
Fast extension trajectories of the arm and muscle EMG that were recorded for various amplitudes and loads are shown and discussed. Forearm trajectories are smooth, with bell-shaped speed profiles. The upper arm trajectories may have three segments, with the speed profile having two peaks. As one moves from central to peripheral points on the arm, the three segments merge together, producing smooth curves. The forearm may be modelled as a system with two inputs: (1) the elbow joint displacement, and (2) muscle force. The observed input patterns are coordinated to produce the fast but smooth motion with negligible overshoot. The results clarify the role of joint control of shoulder and elbow joints in fast movements.<>
显示并讨论了在不同振幅和负荷下记录的手臂和肌肉肌电图的快速伸展轨迹。前臂轨迹平滑,速度曲线呈钟形。上臂轨迹可能有三段,速度剖面有两个峰值。当一个人从手臂的中心点移动到外围点时,这三个部分合并在一起,产生光滑的曲线。前臂可以建模为具有两个输入的系统:(1)肘关节位移,(2)肌肉力。观察到的输入模式是协调的,以产生快速而平滑的运动,可忽略超调。结果阐明了肩关节和肘关节在快速运动中的关节控制作用。
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引用次数: 5
Knowledge-based system support for operator tasks in S&C environments 为S&C环境中的操作员任务提供基于知识的系统支持
P. Elzer, C. Weisang, K. Zinser
A description is given of the prototype of a comprehensive man-machine interface that utilizes knowledge-based techniques to support and advise the operator in conventional power plants. The approach is based on the use of a layered structure of the process pictures that allows the operator to move freely within one level or through the different levels of a picture (information zoom). The motion is guided by an online assessment of the process state, indicating failure states in a symbolic manner. It is suggested that such a knowledge-based operator support system along with an advanced graphical interface significantly changes behavioral aspects of operator tasks in supervision and control. To support this thesis, the human-computer interaction in GRADIENT (graphical dialogue environment) is mapped onto conceptual cognitive models.<>
介绍了一种综合人机界面的原型,该界面利用基于知识的技术来支持和建议常规发电厂的操作员。该方法基于过程图像的分层结构的使用,允许操作员在一个层内或通过图像的不同层自由移动(信息缩放)。该运动由流程状态的在线评估指导,以象征性的方式指示故障状态。这种基于知识的操作员支持系统以及先进的图形界面显着改变了操作员在监督和控制任务中的行为方面。为了支持本论文,我们将GRADIENT(图形对话环境)中的人机交互映射到概念认知模型上。
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引用次数: 11
Tactile sensor control for robotic manipulations 用于机器人操作的触觉传感器控制
N. Houshangi, Antti J. Koivo
The task of raising a rectangular parallelopiped object on the plane surface to a standing position by a robot manipulator is considered. An initial contact between the object and the surface is assumed to be a point contact. To perform the task, the manipulator needs to be servoed to that the object position changes from a point contact to an edge (line) contact and then to a plane contact, using sensory feedback from tactile and force/torques sensors. After an initial contact, the object is rotated around the gripper approach vector till the object makes a line contact with the surface. The angle between the gripper-held object and the surface is then calculated from tactile sensory information. The position and orientation of the gripper are modified based on the current gripper position and orientation, and the angle calculated so as to place the object on the plane. A simple experiment is conducted to demonstrate the applicability of calculating the angle between the object and the surface from tactile sensory information.<>
考虑了机器人机械手将平面上的直角平行六面体物体抬升到站立位置的问题。物体和表面之间的初始接触假定为点接触。为了完成任务,机械手需要使用来自触觉和力/扭矩传感器的感官反馈,使物体位置从点接触变为边(线)接触,然后变为平面接触。在初始接触之后,物体围绕夹持器接近向量旋转,直到物体与表面直线接触。然后,根据触觉感官信息计算手握物体与表面之间的角度。根据当前夹持器的位置和方向对夹持器的位置和方向进行修改,并计算夹持器的角度,从而将物体放置在平面上。通过一个简单的实验,证明了利用触觉感官信息计算物体与表面夹角的适用性。
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引用次数: 4
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Conference proceedings. IEEE International Conference on Systems, Man, and Cybernetics
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