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Computer-Simulationen zur Strukturbildung von einzelnen PolymerkettenRampf, Federica. January 2005 (has links) (PDF)
Mainz, Universiẗat, Diss., 2005.
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Workshopband der Mensch & Computer 2011Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus.
Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow.
From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik
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Rekenaarsekerheid in mikrorekenaarstelselsVan Dyk, Pierre-Aldo 07 October 2014 (has links)
M.Sc. (Computer Science) / Please refer to full text to view abstract
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Computer-assisted error analysisRecski, Leonardo Juliano January 2002 (has links)
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão. / Made available in DSpace on 2012-10-19T23:29:05Z (GMT). No. of bitstreams: 0Bitstream added on 2014-09-26T01:57:45Z : No. of bitstreams: 1
181888.pdf: 3989754 bytes, checksum: faa45dc1485896a97588e233b76a1a61 (MD5) / Programas para, a análise de texto para microcomputadores já estão disponíveis há algum tempo. A técnica de análise de erros preposicionais auxiliada por computador, um novo
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Brain-Computer Interfaces for augmented communication: Asynchronous and adaptive algorithms and evaluation with end users / Interfacce cervello-computer per la comunicazione aumentativa: algoritmi asincroni e adattativi e validazione con utenti finaliSchettini, Francesca <1983> 09 May 2014 (has links)
This thesis aimed at addressing some of the issues that, at the state of the art, avoid the P300-based brain computer interface (BCI) systems to move from research laboratories to end users’ home. An innovative asynchronous classifier has been defined and validated. It relies on the introduction of a set of thresholds in the classifier, and such thresholds have been assessed considering the distributions of score values relating to target, non-target stimuli and epochs of voluntary no-control. With the asynchronous classifier, a P300-based BCI system can adapt its speed to the current state of the user and can automatically suspend the control when the user diverts his attention from the stimulation interface. Since EEG signals are non-stationary and show inherent variability, in order to make long-term use of BCI possible, it is important to track changes in ongoing EEG activity and to adapt BCI model parameters accordingly. To this aim, the asynchronous classifier has been subsequently improved by introducing a self-calibration algorithm for the continuous and unsupervised recalibration of the subjective control parameters. Finally an index for the online monitoring of the EEG quality has been defined and validated in order to detect potential problems and system failures. This thesis ends with the description of a translational work involving end users (people with amyotrophic lateral sclerosis-ALS). Focusing on the concepts of the user centered design approach, the phases relating to the design, the development and the validation of an innovative assistive device have been described. The proposed assistive technology (AT) has been specifically designed to meet the needs of people with ALS during the different phases of the disease (i.e. the degree of motor abilities impairment). Indeed, the AT can be accessed with several input devices either conventional (mouse, touchscreen) or alterative (switches, headtracker) up to a P300-based BCI. / Questa tesi affronta alcune delle problematiche che, allo stato dell'arte, limitano l'usabilità delle interfacce cervello computer (Brain Computer Interface - BCI) al di fuori del contesto sperimentale. E' stato inizialmente definito e validato un classificatore asincrono. Quest'ultimo basa il suo funzionamento sull'inserimento di un set di soglie all'interno del classificatore. Queste soglie vengono definite considerando le distribuzioni dei valori di score relativi agli stimoli target e non-target e alle epoche EEG in cui il soggetto non intendeva effettuare nessuna selezione (no-control). Con il classificatore asincrono, un BCI basato su potenziali P300 può adattare la sua velocità allo stato corrente dell'utente e sospendere automaticamente il controllo quando l'utente non presta attenzione alla stimolazione.
Dal momento che i segnali EEG sono non-stazionari e mostrano una variabilità intrinseca, al fine di rendere possibile l'utilizzo dei sistemi BCI sul lungo periodo, è importante rilevare i cambiamenti dell'attività EEG e adattare di conseguenza i parametri del classificatore. A questo scopo, il classificatore asincrono è stato successivamente migliorato introducendo un algoritmo di autocalibrazione per la continua e non supervisionata ricalibrazione dei parametri di controllo soggettivi. Infine è stato definito e validato un indice per monitorare on-line la qualità del segnale EEG, in modo da rilevare potenziali problemi e malfunzionamenti del sistema. Questa tesi si conclude con la descrizione di un lavoro che ha coinvolto gli utenti finali (persone affette da sclerosi laterale amiotrofica-SLA). In particolare, basandosi sui principi dell’user-centered design, sono state descritte le fasi relative alla progettazione, sviluppo e validazione di una tecnologia assistiva (TA) innovativa. La TA è stata specificamente progettata per rispondere alla esigenze delle persone affetta da SLA durante le diverse fasi della malattia. Infatti, la TA proposta può essere utilizzata sia mediante dispositivi d’input tradizionali (mouse, tastiera) che alternativi (bottoni, headtracker) fino ad arrivare ad un BCI basato su potenziali P300.
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Компьютерные методы исследования нелинейных динамических систем : магистерская диссертация / Computer methods for studying nonlinear dynamic systemsСатов, А. В., Satov, A. V. January 2021 (has links)
Работа содержит описание построения доверительной полосы стохастического хаоса и реализацию алгоритмов исследования n-мерных моделей. В работе рассматривается дискретная модель, представленная в виде нелинейной динамической системы разностных уравнений, которая описывает динамику взаимодействия потребителей. Выделяются две задачи, которые были поставлены и выполнены в рамках данной работы для расширения программного инструментария исследования динамических систем такого рода. Для двумерного случая осуществляется стохастический анализ чувствительности хаоса через построение доверительной области с использованием критических линий. Помимо этого, описывается разработанный и реализованный алгоритм построения внешней границы хаоса. Производится переход к n-мерному варианту модели (взаимодействие n потребителей). Выделяется 4 алгоритма для исследования n-мерной модели: 1. построение фазовой траектории, 2. построение бифуркационной диаграммы, 3. построение карты режимов, 4. построение показателей Ляпунова. Описывается реализация данных алгоритмов с уклоном в параллельные вычисления. Реализация алгоритмов выполнена на языке программирования C# (платформа .NET) в виде консольного приложения для запуска параллельных вычислений на вычислительном кластере УрФУ. / The work contains description of confidence band construction of a stochastic chaos and realization of algorithms for n-dimensional models studying. The thesis considers a discrete model presented in the form of a nonlinear dynamic system of difference equations, which describes the dynamic of consumer interaction. There are two task that were set and performed in this work to expand the software tools for research dynamic sys-tems of this kind. For the two-dimensional case, a stochastic analysis of the sensitivity of chaos is carried out through the construction of a confidence band using critical lines. In addition, there is description and implementation of algorithm, that can build outer boundary of chaos. A transition is made to the n-dimensional version of the model (interaction of n consumers). There are 4 algorithms for studying the n-dimensional model: 1. phase trajectory building, 2. bifurcation diagram building, 3. mode map building, 4. Lyapunov components building. Algorithm implementation is described with a bias in parallel computations. The algorithms are implemented with C# programming language (.NET platform) in the form of a console application for running parallel computations on the computing cluster of the Ural Federal University.
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Computer facial animation for sign language visualizationBarker, Dean 04 1900 (has links)
Thesis (MSc)--University of Stellenbosch, 2005. / ENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact
which implies that the problem of machine translation from a spoken source language to Sign
Language is at least as difficult as machine translation between two spoken languages. Sign
Language, however, is communicated in a modality fundamentally different from all spoken
languages. Machine translation to Sign Language is therefore burdened not only by a mapping
from one syntax and grammar to another, but also, by a non-trivial transformation from one
communicational modality to another.
With regards to the computer visualization of Sign Language; what is required is a three
dimensional, temporally accurate, visualization of signs including both the manual and nonmanual
components which can be viewed from arbitrary perspectives making accurate understanding
and imitation more feasible. Moreover, given that facial expressions and movements
represent a fundamental basis for the majority of non-manual signs, any system concerned with
the accurate visualization of Sign Language must rely heavily on a facial animation component
capable of representing a well-defined set of emotional expressions as well as a set of arbitrary
facial movements.
This thesis investigates the development of such a computer facial animation system. We address
the problem of delivering coordinated, temporally constrained, facial animation sequences
in an online environment using VRML. Furthermore, we investigate the animation, using a muscle
model process, of arbitrary three-dimensional facial models consisting of multiple aligned
NURBS surfaces of varying refinement.
Our results showed that this approach is capable of representing and manipulating high
fidelity three-dimensional facial models in such a manner that localized distortions of the models
result in the recognizable and realistic display of human facial expressions and that these facial
expressions can be displayed in a coordinated, synchronous manner. / AFRIKAANSE OPSOMMING: Gebaretaal is 'n volwaardige natuurlike taal wat oor sy eie sintaks en grammatika beskik.
Hierdie feit impliseer dat die probleem rakende masjienvertaling vanuit 'n gesproke taal na
Gebaretaal net so moeilik is as masjienvertaling tussen twee gesproke tale. Gebaretaal word
egter in 'n modaliteit gekommunikeer wat in wese van alle gesproke tale verskil. Masjienvertaling
in Gebaretaal word daarom nie net belas deur 'n afbeelding van een sintaks en grammatika op 'n
ander nie, maar ook deur beduidende omvorming van een kommunikasiemodaliteit na 'n ander.
Wat die gerekenariseerde visualisering van Gebaretaal betref, vereis dit 'n driedimensionele,
tyds-akkurate visualisering van gebare, insluitend komponente wat met en sonder die gebruik
van die hande uitgevoer word, en wat vanuit arbitrêre perspektiewe beskou kan word ten
einde die uitvoerbaarheid van akkurate begrip en nabootsing te verhoog. Aangesien gesigsuitdrukkings
en -bewegings die fundamentele grondslag van die meeste gebare wat nie met die
hand gemaak word nie, verteenwoordig, moet enige stelsel wat te make het met die akkurate
visualisering van Gebaretaal boonop sterk steun op 'n gesigsanimasiekomponent wat daartoe in
staat is om 'n goed gedefinieerde stel emosionele uitdrukkings sowel as 'n stel arbitrre gesigbewegings
voor te stel.
Hierdie tesis ondersoek die ontwikkeling van so 'n gerekenariseerde gesigsanimasiestelsel. Die
probleem rakende die lewering van gekordineerde, tydsbegrensde gesigsanimasiesekwensies in 'n
intydse omgewing, wat gebruik maak van VRML, word aangeroer. Voorts word ondersoek
ingestel na die animasie (hier word van 'n spiermodelproses gebruik gemaak) van arbitrre driedimensionele
gesigsmodelle bestaande uit veelvoudige, opgestelde NURBS-oppervlakke waarvan
die verfyning wissel.
Die resultate toon dat hierdie benadering daartoe in staat is om hoë kwaliteit driedimensionele
gesigsmodelle só voor te stel en te manipuleer dat gelokaliseerde vervormings van die
modelle die herkenbare en realistiese tentoonstelling van menslike gesigsuitdrukkings tot gevolg het en dat hierdie gesigsuitdrukkings op 'n gekordineerde, sinchroniese wyse uitgebeeld kan
word.
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Development of a tool to test computer protocolsMyburgh, W. D 04 1900 (has links)
Thesis (MSc) -- Stellenbosch University, 2003. / ENGLISH ABSTRACT: Software testing tools simplify and automate the menial work associated with testing. Moreover,
for complex concurrent software such as computer protocols, testing tools allow testing
on an abstract level that is independent of specific implementations. Standard conformance
testing methodologies and a number of testing tools are commercially available, but detailed
descriptions of the implementation of such testing tools are not widely available.
This thesis investigates the development of a tool for automated protocol testing in the ETH
Oberon development environment. The need to develop a protocol testing tool that automates
the execution of specified test cases was identified in collaboration with a local company that
develops protocols in the programming language Oberon. Oberon is a strongly typed secure
language that supports modularisation and promotes a readable programming style. The
required tool should translate specified test cases into executable test code supported by a
runtime environment. A test case consists of a sequence of input actions to which the software
under test is expected to respond by executing observable output actions.
A number of issues are considered of which the first is concerned with the representation
of test case specifications. For this, a notation was used that is basically a subset of the
test specification language TTCN-3 as standardised by the European Telecommunications
Standards Institute.
The second issue is the format of executable test cases and a suitable runtime environment.
A translator was developed that generates executable Oberon code from specified test cases.
The compiled test code is supported by a runtime library, which is part of the tool. Due
to the concurrent nature of a protocol environment, concurrent processes in the runtime
environment are identified. Since ETH Oberon supports multitasking in a limited sense, test
cases are executed as cooperating background tasks.
The third issue is concerned with the interaction between an executing test case and a system
under test. It is addressed by an implementation dependent interface that maps specified test interactions onto real interactions as required by the test context in which an implementation
under test operates. A supporting protocol to access the service boundary of an implementation
under test remotely and underlying protocol service providers are part of a test context.
The ETH Oberon system provides a platform that simplifies the implementation of protocol
test systems, due to its size and simple task mechanism. Operating system functionality
considered as essential is pointed out in general terms since other systems could be used to
support such testing tools. In conclusion, directions for future work are proposed. / AFRIKAANSE OPSOMMING: Toetsstelsels vir programmatuur vereenvoudig en outomatiseer die slaafse werk wat met toetsing
assosieer word. 'n Toetsstelsel laat verder toe dat komplekse gelyklopende programmatuur,
soos rekenaarprotokolle, op 'n abstrakte vlak getoets word, wat onafhanklik van spesifieke
implementasies is. Daar bestaan standaard metodes vir konformeringstoetsing en 'n
aantal toetsstelsels is kommersiëel beskikbaar. Uitvoerige beskrywings van die implementering
van sulke stelsels is egter nie algemeen beskikbaar nie.
Hierdie tesis ondersoek die ontwikkeling van 'n stelsel vir outomatiese toetsing van protokolle
in die ontwikkelingsomgewing van ETH Oberon. Die behoefte om 'n protokoltoetsstelsel te
ontwikkel, wat die uitvoering van gespesifiseerde toetsgevalle outomatiseer, is geïdentifiseer
in oorleg met 'n plaaslike maatskappy wat protokolle ontwikkel in die Oberon programmeertaal.
Oberon is 'n sterkgetipeerde taal wat modularisering ondersteun en a leesbare programmeerstyl
bevorder. Die toestsstelsel moet gespesifiseerde toetsgevalle vertaal na uitvoerbare
toetskode wat ondersteun word deur 'n looptydomgewing. 'n Toetsgeval bestaan uit 'n reeks
van toevoeraksies waarop verwag word dat die programmatuur wat getoets word, sal reageer
deur die uitvoering van afvoeraksies wat waargeneem kan word.
'n Aantal kwessies word aangeraak, waarvan die eerste te make het met die voorstelling van
die spesifikasie van toetsgevalle. Hiervoor is 'n notasie gebruik wat in wese 'n subversameling
van die toetsspesifikasietaal TTCN-3 is. TTCN-3 is gestandardiseer deur die European
Telecommunications Standards Institute.
Die tweede kwessie is die formaat van uitvoerbare toetsgevalle en 'n geskikte looptydomgewing.
'n Vertaler is ontwikkel wat uitvoerbare Oberon-kode genereer vanaf gespesifiseerde toetsgevalle.
Die vertaalde toetskode word ondersteun deur 'n biblioteek van looptydfunksies, wat
deel van die stelsel is. As gevolg van die eienskap dat 'n protokolomgewing uit gelyklopende
prosesse bestaan, word daar verskillende tipes van gelyklopende prosesse in 'n protokoltoetsstelsel
geïdentifiseer. Aangesien ETH Oberon 'n beperkte multitaakstelsel is, word toetsgevalle vertaal na eindige outomate wat uitgevoer word as samewerkende agtergrondtake.
Die derde kwessie het te make met die interaksie tussen 'n toetsgeval wat uitgevoer word en
die stelsel wat getoets word. Dit word aangespreek deur 'n koppelvlak wat gespesifiseerde
interaksies afbeeld op werklike interaksies soos vereis deur die konteks waarin 'n implementasie
onderworpe aan toetsing uitvoer. 'n Ondersteunende protokolom die dienskoppelvlak van
die implementasie oor 'n afstand te bereik en ander onderliggende protokoldienste is deel van
'n toetskonteks.
Die ETH Oberon-stelsel help in die vereenvoudiging van die implementasie van protokol toetsstelsels,
as gevolg van die stelsel se grootte en die eenvoudige taakhanteerder . Die essensiële
funksionaliteit van bedryfsstelsels word uitgelig in algemene terme omdat ander stelsels gebruik
kan word om toetsstelsels te ondersteun. Ten slotte word voorstelle vir opvolgwerk
gemaak.
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Decision forests for computer Go feature learningVan Niekerk, Francois 04 1900 (has links)
Thesis (MSc)--Stellenbosch University, 2014. / ENGLISH ABSTRACT: In computer Go, moves are typically selected with the aid of a tree search
algorithm. Monte-Carlo tree search (MCTS) is currently the dominant algorithm
in computer Go. It has been shown that the inclusion of domain
knowledge in MCTS is able to vastly improve the strength of MCTS engines.
A successful approach to representing domain knowledge in computer Go
is the use of appropriately weighted tactical features and pattern features,
which are comprised of a number of hand-crafted heuristics and a collection
of patterns respectively. However, tactical features are hand-crafted specifically
for Go, and pattern features are Go-specific, making it unclear how
they can be easily transferred to other domains.
As such, this work proposes a new approach to representing domain
knowledge, decision tree features. These features evaluate a state-action
pair by descending a decision tree, with queries recursively partitioning the
state-action pair input space, and returning a weight corresponding to the
partition element represented by the resultant leaf node. In this work, decision
tree features are applied to computer Go, in order to determine their
feasibility in comparison to state-of-the-art use of tactical and pattern features.
In this application of decision tree features, each query in the decision
tree descent path refines information about the board position surrounding
a candidate move.
The results of this work showed that a feature instance with decision tree
features is a feasible alternative to the state-of-the-art use of tactical and
pattern features in computer Go, in terms of move prediction and playing
strength, even though computer Go is a relatively well-developed research
area. A move prediction rate of 35.9% was achieved with tactical and decision
tree features, and they showed comparable performance to the state of the
art when integrated into an MCTS engine with progressive widening.
We conclude that the decision tree feature approach shows potential as
a method for automatically extracting domain knowledge in new domains.
These features can be used to evaluate state-action pairs for guiding searchbased
techniques, such as MCTS, or for action-prediction tasks. / AFRIKAANSE OPSOMMING: In rekenaar Go, word skuiwe gewoonlik geselekteer met behulp van ’n boomsoektogalgoritme.
Monte-Carlo boomsoektog (MCTS) is tans die dominante
algoritme in rekenaar Go. Dit is bekend dat die insluiting van gebiedskennis
in MCTS in staat is om die krag van MCTS enjins aansienlik te verbeter.
’n Suksesvolle benadering tot die voorstelling van gebiedskennis in rekenaar
Go is taktiek- en patroonkenmerke met geskikte gewigte. Hierdie behels ’n
aantal handgemaakte heuristieke en ’n versameling van patrone onderskeidelik.
Omdat taktiekkenmerke spesifiek vir Go met die hand gemaak is, en dat
patroonkenmerke Go-spesifiek is, is dit nie duidelik hoe hulle maklik oorgedra
kan word na ander velde toe nie.
Hierdie werk stel dus ’n nuwe verteenwoordiging van gebiedskennis voor,
naamlik besluitboomkenmerke. Hierdie kenmerke evalueer ’n toestand-aksie
paar deur rekursief die toevoerruimte van toestand-aksie pare te verdeel deur
middel van die keuses in die besluitboom, en dan die gewig terug te keer
wat ooreenstem met die verdelingselement wat die ooreenstemmende blaarnodus
verteenwoordig. In hierdie werk, is besluitboomkenmerke geëvalueer
op rekenaar Go, om hul lewensvatbaarheid in vergelyking met veldleidende
gebruik van taktiek- en patroonkenmerke te bepaal. In hierdie toepassing
van besluitboomkenmerke, verfyn elke navraag in die pad na onder van die
besluitboom inligting oor die posisie rondom ’n kandidaatskuif.
Die resultate van hierdie werk het getoon dat ’n kenmerkentiteit met
besluitboomkenmerke ’n haalbare alternatief is vir die veldleidende gebruik
van taktiek- en patroonkenmerke in rekenaar Go in terme van skuifvoorspelling
as ook speelkrag, ondanks die feit dat rekenaar Go ’n relatief goedontwikkelde
navorsingsgebied is. ’n Skuifvoorspellingskoers van 35.9% is
behaal met taktiek- en besluitboomkenmerke, en hulle het vergelykbaar met
veldleidende tegnieke presteer wanneer hulle in ’n MCTS enjin met progressiewe
uitbreiding geïntegreer is.
Ons lei af dat ons voorgestelde besluitboomkenmerke potensiaal toon as ’n
metode vir die outomaties onttrek van gebiedskennis in nuwe velde. Hierdie
eienskappe kan gebruik word om toestand-aksie pare te evalueer vir die leiding
van soektog-gebaseerde tegnieke, soos MCTS, of vir aksie-voorspelling.
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Recursive computer modelling for mine designCroghan, James A. January 1988 (has links)
No description available.
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