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1

Summers, Baron C., and Herbert Hauser. "System interaction influences on cognitive-affective states to enhance performance, workload, and knowledge acquisition in teams conducting close air support simulations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1260–63. http://dx.doi.org/10.1177/1541931213601293.

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The purpose of this research is to shed light on the effects of an automated feedback system to optimize cognitive-affective states and increase effectiveness of using remotely piloted aerial system team members training to conduct Close Air Support missions in a simulation training environment. Feedback manipulations in this study utilize attributes of engagement as an optimal cognitive-affective state in order to assess state and effectiveness differences. Understanding these effects could enable predictions of aspects that might be adapted to optimize future approaches in training teams in complex situations. If states of learners can be impacted via feedback experiences to an engagement like state and thereby benefit from increased learning and effectiveness, then training approaches utilizing feedback may advance in capability. Thus, designs of automated feedback systems in human-computer interfaces may help advance training of complex military tasks such as close air support with remotely piloted aerial systems through decreasing workload, increasing knowledge acquisition, and enabling better performance.
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Satava, Richard M., and Shaun B. Jones. "Virtual Environments for Medical Training and Education." Presence: Teleoperators and Virtual Environments 6, no. 2 (April 1997): 139–46. http://dx.doi.org/10.1162/pres.1997.6.2.139.

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There are a number of modalities for implementing Virtual Environments (VE) for medical training and simulation. Integrating them for a seamless transition from one to another presents the next challenge. The three applications of (1) individual anatomic education and training, (2) medical crisis planning and training, and (3) medical virtual prototyping have been integrated into a single program approach by the military for battlefield trauma care. With this model as a template, the power of VE for the many different aspects of medical education can be explored and exploited.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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Rowe, Robert. "Representations, Affordances, and Interactive Systems." Multimodal Technologies and Interaction 5, no. 5 (May 1, 2021): 23. http://dx.doi.org/10.3390/mti5050023.

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The history of algorithmic composition using a digital computer has undergone many representations—data structures that encode some aspects of the outside world, or processes and entities within the program itself. Parallel histories in cognitive science and artificial intelligence have (of necessity) confronted their own notions of representations, including the ecological perception view of J.J. Gibson, who claims that mental representations are redundant to the affordances apparent in the world, its objects, and their relations. This review tracks these parallel histories and how the orientations and designs of multimodal interactive systems give rise to their own affordances: the representations and models used expose parameters and controls to a creator that determine how a system can be used and, thus, what it can mean.
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5

Whitefield, A. "Human factors aspects of pointing as an input technique in interactive computer systems." Applied Ergonomics 17, no. 2 (June 1986): 97–104. http://dx.doi.org/10.1016/0003-6870(86)90246-2.

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Ferreira, Alessandro Luiz Stamatto, Leonardo Cunha de Miranda, Erica Esteves Cunha de Miranda, and Sarah Gomes Sakamoto. "A Survey of Interactive Systems based on Brain-Computer Interfaces." Journal on Interactive Systems 4, no. 1 (August 28, 2013): 1. http://dx.doi.org/10.5753/jis.2013.623.

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Brain-Computer Interface (BCI) enables users to interact with a computer only through their brain biological signals, without the need to use muscles. BCI is an emerging research area but it is still relatively immature. However, it is important to reflect on the different aspects of the Human-Computer Interaction (HCI) area related to BCIs, considering that BCIs will be part of interactive systems in the near future. BCIs most attend not only to handicapped users, but also healthy ones, improving interaction for end-users. Virtual Reality (VR) is also an important part of interactive systems, and combined with BCI could greatly enhance user interactions, improving the user experience by using brain signals as input with immersive environments as output. This paper addresses only noninvasive BCIs, since this kind of capture is the only one to not present risk to human health. As contributions of this work we highlight the survey of interactive systems based on BCIs focusing on HCI and VR applications, and a discussion on challenges and future of this subject matter.
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7

Seamster, Thomas L., Cathrine E. Snyder, Michele Terranova, William J. Walker, and D. Todd Jones. "Human Factors in the Naval Air Systems Command: Computer Based Training." Proceedings of the Human Factors Society Annual Meeting 32, no. 16 (October 1988): 1095–99. http://dx.doi.org/10.1177/154193128803201622.

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Military standards applied to the private sector contracts have a substantial effect on the quality of Computer Based Training (CBT) systems procured for the Naval Air Systems Command. This study evaluated standards regulating the following areas in CBT development and procurement: interactive training systems, cognitive task analysis, and CBT hardware. The objective was to develop some high-level recommendations for evolving standards that will govern the next generation of CBT systems. One of the key recommendations is that there be an integration of the instructional systems development, the human factors engineering, and the software development standards. Recommendations were also made for task analysis and CBT hardware standards.
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8

MANARIS, BILL Z. "AN ENGINEERING ENVIRONMENT FOR NATURAL LANGUAGE INTERFACES TO INTERACTIVE COMPUTER SYSTEMS." International Journal on Artificial Intelligence Tools 03, no. 04 (December 1994): 557–79. http://dx.doi.org/10.1142/s0218213094000303.

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This paper discusses the development of natural language interfaces to interactive computer systems using the NALIGE user interface management system. The task of engineering such interfaces is reduced to producing a set of well-formed specifications which describe lexical, syntactic, semantic, and pragmatic aspects of the selected application domain. These specifications are converted by NALIGE to an autonomous natural language interface that exhibits the prescribed linguistic and functional behavior. Development of several applications is presented to demonstrate how NALIGE and the associated development methodology may facilitate the design and implementation of practical natural language interfaces. This includes a natural language interface to Unix and its subsequent porting to MS-DOS, VAX/VMS, and VM/CMS; a natural language interface for Internet navigation and resource location; a natural language interface for text pattern matching; a natural language interface for text editing; and a natural language interface for electronic mail management. Additionally, design issues and considerations are identified/addressed, such as reuse and portability, content coupling, morphological processing, scalability, and habitability.
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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (April 1, 2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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10

Schroeder, R. "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology." Sociological Research Online 2, no. 4 (December 1997): 89–99. http://dx.doi.org/10.5153/sro.291.

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This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?
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Wang, Jinbao, Ling Tian, Yan Huang, Donghua Yang, and Hong Gao. "Achieving the Optimal k-Anonymity for Content Privacy in Interactive Cyberphysical Systems." Security and Communication Networks 2018 (September 26, 2018): 1–15. http://dx.doi.org/10.1155/2018/7963163.

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Modern applications and services leveraged by interactive cyberphysical systems (CPS) are providing significant convenience to our daily life in various aspects at present. Clients submit their requests including query contents to CPS servers to enjoy diverse services such as health care, automatic driving, and location-based services. However, privacy concerns arise at the same time. Content privacy is recognized and a lot of efforts have been made in the literature of privacy preserving in interactive cyberphysical systems such as location-based services. Nevertheless, neither the cloaking based solutions nor existing client based solutions have achieved effective content privacy by optimizing proper content privacy metrics. In this paper we formulate the problem of achieving the optimal content privacy in interactive cyberphysical systems using k-anonymity solutions based on two content privacy metrics, which are defined using the concepts of entropy and differential privacy. Then we propose an algorithm, Multilayer Alignment (MLA), to establish k-anonymity mechanisms for preserving content privacy in interactive cyberphysical systems. Our proposed MLA is theoretically proved to achieve the optimal content privacy in terms of both the entropy based and the differential privacy mannered content privacy metrics. Evaluation based on real-life datasets is conducted, and the evaluation results validate the effectiveness of our proposed algorithm.
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12

KIMURA, MARI. "Creative process and performance practice of interactive computer music: a performer's tale." Organised Sound 8, no. 3 (December 2003): 289–96. http://dx.doi.org/10.1017/s1355771803000268.

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I have had a major interest in the performance practice issues in electronic and interactive systems over the years (see, for example, Kimura 1996). As a performer/composer often presenting pieces from the classical and other contemporary acoustic violin literature in traditional settings along with electronic works, and also as a teacher of interactive computer music performance at a conservatory where my students include highly trained performers, performance practice issues in computer music come up very frequently in association with the creative process. I tend to focus on creating MaxMSP patches that address a particular musical context or situation, rather than creating an elaborate versatile and reusable MaxMSP patch and then using that patch in a particular way to make music. This paper describes a few examples of my interest in this area: (i) System Aspects: Performance Practice Issues and Room Acoustics; (ii) ‘Pragmatic’ Programming and Performance of Interactive Music; and (iii) Creative Process and Interactive Computer Music.
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13

Amrehn, Mario, Stefan Steidl, Reinier Kortekaas, Maddalena Strumia, Markus Weingarten, Markus Kowarschik, and Andreas Maier. "A Semi-Automated Usability Evaluation Framework for Interactive Image Segmentation Systems." International Journal of Biomedical Imaging 2019 (September 5, 2019): 1–21. http://dx.doi.org/10.1155/2019/1464592.

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For complex segmentation tasks, the achievable accuracy of fully automated systems is inherently limited. Specifically, when a precise segmentation result is desired for a small amount of given data sets, semi-automatic methods exhibit a clear benefit for the user. The optimization of human computer interaction (HCI) is an essential part of interactive image segmentation. Nevertheless, publications introducing novel interactive segmentation systems (ISS) often lack an objective comparison of HCI aspects. It is demonstrated that even when the underlying segmentation algorithm is the same throughout interactive prototypes, their user experience may vary substantially. As a result, users prefer simple interfaces as well as a considerable degree of freedom to control each iterative step of the segmentation. In this article, an objective method for the comparison of ISS is proposed, based on extensive user studies. A summative qualitative content analysis is conducted via abstraction of visual and verbal feedback given by the participants. A direct assessment of the segmentation system is executed by the users via the system usability scale (SUS) and AttrakDiff-2 questionnaires. Furthermore, an approximation of the findings regarding usability aspects in those studies is introduced, conducted solely from the system-measurable user actions during their usage of interactive segmentation prototypes. The prediction of all questionnaire results has an average relative error of 8.9%, which is close to the expected precision of the questionnaire results themselves. This automated evaluation scheme may significantly reduce the resources necessary to investigate each variation of a prototype’s user interface (UI) features and segmentation methodologies.
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14

Rodrigues, Pedro, and Jose Luis Silva. "Help through demonstration and automation for interactive computing systems: A survey of recent works." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 2 (April 1, 2021): 1549. http://dx.doi.org/10.11591/ijece.v11i2.pp1549-1560.

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Usability is very important however, it is still difficult to develop interactive computing systems that meet all user’s specificities. Help systems should be a way of bridging this gap. This paper presents a general survey on recent works (building upon previous surveys) related to improving applications’ help through demonstration and automation and, identifies which technologies are acting as enablers. The main contributions are, identifying (i) which are the recent existing solutions; (ii) which aspects must be investigated further; and (iii) which are the main difficulties that are preventing a faster progress.
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Dai, Zheng, and Kasper Paasch. "A Web-Based Interactive Questionnaire for PV Application." International Journal of Sociotechnology and Knowledge Development 5, no. 2 (April 2013): 82–93. http://dx.doi.org/10.4018/jskd.2013040106.

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Questionnaire is a fundamental method for investigation and research, but participants get tired about it, because of the impression of being long and boring, which causes low quality of research. The authors developed an interactive questionnaire as an effective method to involve responder actively. The development of this tool is dynamic process, which goes with a research project called Sunrise-PV. The project is led by the University of Southern Denmark and is collaboration between local organizations to popularize PV system in both residential and the industrial buildings. For such an innovative research, the authors adopt participatory design as research method to develop the research tool in several iterations. Moreover, the authors get a balanced perspective between user needs, market viability, and technical feasibility, which guide their research focus on the artistic and usability aspects, and also raise product concepts and the concern of technical issues.
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Schofield, Damian. "Guidelines for Learning : Using 3D Interactive Systems for Education and Training." Journal on Interactive Systems 3, no. 1 (June 15, 2012): 1. http://dx.doi.org/10.5753/jis.2012.609.

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Advanced 3D virtual environment technology, similar to that used by the film and computer games industry can allow educational developers to rapidly create realistic 3D, virtual environments. This technology has been used to generate a range of interactive learning environments across a broad spectrum of industries and educational application areas. Virtual Reality (VR) simulators represent a powerful tool for learning and teaching. The idea is not new. Flight simulators have been used for decades to train pilots for both commercial and military aviation. These systems have advanced to a point that they are integral to both the design and the operation of modern aircraft [1, 2]. There are a number of lessons that can be learned from other industries that have successfully utilised virtual training and learning systems for a number of years. Generic rules of thumb regarding the specification, development, application and operation of these learning environments can be garnered from other industrial training systems and examined in an educational context [3, 4, 5]. This paper will introduce a virtual learning environment which has been developed by the authors. During the implementation of this, and other, visual learning environments a number of complex operational problems have been encountered, these have required a number of innovative solutions and management procedures to be developed. The paper will also discuss the implementation of these systems and extrapolate the lessons learnt into general guidelines to be considered for the development of VR based educational learning resources. These guidelines will then be discussed in the context of the development of ViRILE (Virtual Reality Interactive Learning Environment). This software is designed for use by undergraduate chemical engineers and simulates the configuration and operation of a polymerisation plant.
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Ramezani, Arash, and Hendrik Rothe. "Simulation-Based Early Prediction of Rocket, Artillery, and Mortar Trajectories and Real-Time Optimization for Counter-RAM Systems." Mathematical Problems in Engineering 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/8157319.

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The threat imposed by terrorist attacks is a major hazard for military installations, for example, in Iraq and Afghanistan. The large amounts of rockets, artillery projectiles, and mortar grenades (RAM) that are available pose serious threats to military forces. An important task for international research and development is to protect military installations and implement an accurate early warning system against RAM threats on conventional computer systems in out-of-area field camps. This work presents a method for determining the trajectory, caliber, and type of a projectile based on the estimation of the ballistic coefficient. A simulation-based optimization process is presented that enables iterative adjustment of predicted trajectories in real time. Analytical and numerical methods are used to reduce computing time for out-of-area missions and low-end computer systems. A GUI is programmed to present the results. It allows for comparison between predicted and actual trajectories. Finally, different aspects and restrictions for measuring the quality of the results are discussed.
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OHSUGA, SETSUO. "HOW CAN AI SYSTEMS DEAL WITH LARGE AND COMPLEX PROBLEMS?" International Journal of Pattern Recognition and Artificial Intelligence 15, no. 03 (May 2001): 493–525. http://dx.doi.org/10.1142/s0218001401001027.

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Problems arising in the near future may grow larger and more complex beyond the human capability for managing them and it is worrying that this can cause trouble for human society. The only possible way to solve this problem is to make computers more intelligent to back up the weak points of human beings. At least, it is necessary to provide a method for capturing and recording all human decisions in problem-solving. This view leads one to an idea of a computer-led interactive system such that the computer becomes able to manage problem-solving process and makes records of individual decisions made by a human being. Autonomy, generality and practicality are the major requirements for such computer-led interactive systems. New information technology to meet this condition is discussed. It is very different from the conventional computer technology in many aspects. The major topics are: a model-based software architecture for future information systems, a modeling scheme to accept and represent a wide area of problems, a method for externalizing human ideas and of representing it as a model, a method for solving problems represented in the form of a model and so on. It outlines a part of the research work being promoted by the author's group under the sponsorship of the Science and Technology Agency of the Japanese Government.
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Puolamäki, Kai, Emilia Oikarinen, Bo Kang, Jefrey Lijffijt, and Tijl De Bie. "Interactive visual data exploration with subjective feedback: an information-theoretic approach." Data Mining and Knowledge Discovery 34, no. 1 (October 3, 2019): 21–49. http://dx.doi.org/10.1007/s10618-019-00655-x.

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Abstract Visual exploration of high-dimensional real-valued datasets is a fundamental task in exploratory data analysis (EDA). Existing projection methods for data visualization use predefined criteria to choose the representation of data. There is a lack of methods that (i) use information on what the user has learned from the data and (ii) show patterns that she does not know yet. We construct a theoretical model where identified patterns can be input as knowledge to the system. The knowledge syntax here is intuitive, such as “this set of points forms a cluster”, and requires no knowledge of maths. This background knowledge is used to find a maximum entropy distribution of the data, after which the user is provided with data projections for which the data and the maximum entropy distribution differ the most, hence showing the user aspects of data that are maximally informative given the background knowledge. We study the computational performance of our model and present use cases on synthetic and real data. We find that the model allows the user to learn information efficiently from various data sources and works sufficiently fast in practice. In addition, we provide an open source EDA demonstrator system implementing our model with tailored interactive visualizations. We conclude that the information theoretic approach to EDA where patterns observed by a user are formalized as constraints provides a principled, intuitive, and efficient basis for constructing an EDA system.
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20

Lumia, R. "Using NASREM for real-time sensory interactive robot control." Robotica 12, no. 2 (March 1994): 127–35. http://dx.doi.org/10.1017/s0263574700016714.

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SUMMARYThe Flight Telerobotic Servicer (FTS) is a robotic device which will be used to build and maintain Space Station Freedom. The FTS is expected to evolve from its initial capability of teleoperation toward greater autonomy by taking advantage of advances in technology as they become available. In order to support this evolution, NASA has chosen the NASA/NIST Standard Reference model for Telerobot Control System Architecture (NASREM) as the FTS functional architecture. As a result of the definition of generic interfaces in NASREM, the system can be modified without major impact. Consequently, different approaches to solve a problem can be tested easily. This paper describes the implementation of NASREM in the NIST laboratory. The approach is to build a flexible testbed to enhance research in robot control, computer vision, and related areas. To illustrate the real-time aspects of the implementation, a sensory interactive motion control experiment will be described.
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JAIN, MADHU, and RITU GUPTA. "REDUNDANCY ISSUES IN SOFTWARE AND HARDWARE SYSTEMS: AN OVERVIEW." International Journal of Reliability, Quality and Safety Engineering 18, no. 01 (February 2011): 61–98. http://dx.doi.org/10.1142/s0218539311004093.

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The redundancy is a widely spread technology of building computing systems that continue to operate satisfactorily in the presence of faults occurring in hardware and software components. The principle objective of applying redundancy is achieve reliability goals subject to techno-economic constraints. Due to a plenty of applications arising virtually in both industrial and military organizations especially in embedded fault tolerance systems including telecommunication, distributed computer systems, automated manufacturing systems, etc., the reliability and its dependability measures of redundant computer-based systems have become attractive features for the systems designers and production engineers. However, even with the best design of redundant computer-based systems, software and hardware failures may still occur due to many failure mechanisms leading to serious consequences such as huge economic losses, risk to human life, etc. The objective of present survey article is to discuss various key aspects, failure consequences, methodologies of redundant systems along with software and hardware redundancy techniques which have been developed at the reliability engineering level. The methodological aspects which depict the required steps to build a block diagram composed of components in different configurations as well as Markov and non-Markov state transition diagram representing the structural system has been elaborated. Furthermore, we describe the reliability of a specific redundant system and its comparison with a non redundant system to demonstrate the tractability of proposed models and its performance analysis.
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Tomlinson, Bill, Man Lok Yau, Eric Baumer, Joel Ross, Andrew Correa, and Gang Ji. "Richly Connected Systems and Multi-Device Worlds." Presence: Teleoperators and Virtual Environments 18, no. 1 (February 1, 2009): 54–71. http://dx.doi.org/10.1162/pres.18.1.54.

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Many human activities now take place in settings that include several computational devices—such as desktop computers, laptops, and mobile phones—in the same physical space. However, we lack interaction paradigms that support a coherent experience across these collocated technologies and enable them to work effectively as systems. This article presents a conceptual framework for building richly connected systems of collocated devices, and offers two implemented examples of interactive virtual worlds built on this framework. Aspects of this framework include multiple channels of real and apparent connectivity among devices: for example, multiple kinds of data networking, cross-device graphics and sound, and embodied mobile agents that inhabit the multi-device system. In addition, integration of the system with the physical world helps bridge the gap between devices. We evaluate the framework in terms of the types of user experiences afforded and enabled by the implemented systems. We also present a number of lessons learned from this evaluation regarding how to develop richly connected systems using heterogeneous devices, as well as the expectations that users bring to this kind of system. The core contribution of this paper is a novel framework for collocated multi-device systems; by presenting this framework, this paper lays the groundwork for a wide range of potential applications.
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Alemerien, Khalid. "User-Friendly Security Patterns for Designing Social Network Websites." International Journal of Technology and Human Interaction 13, no. 1 (January 2017): 39–60. http://dx.doi.org/10.4018/ijthi.2017010103.

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The number of users in Social Networking Sites (SNSs) is increasing exponentially. As a result, several security and privacy problems in SNSs have appeared. Part of these problems is caused by insecure Graphical User Interfaces (GUIs). Therefore, the developers of SNSs should take into account the balance between security and usability aspects during the development process. This paper proposes a set of user-friendly security patterns to help SNS developers to design interactive environments which protect the privacy and security of individuals while being highly user friendly. The authors proposed four patterns and evaluated them against the Facebook interfaces. The authors found that participants accepted the interfaces constructed through the proposed patterns more willingly than the Facebook interfaces.
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BARBUCEANU, MIHAI, and MARK S. FOX. "CAPTURING AND MODELING COORDINATION KNOWLEDGE FOR MULTI-AGENT SYSTEMS." International Journal of Cooperative Information Systems 05, no. 02n03 (June 1996): 275–314. http://dx.doi.org/10.1142/s0218843096000117.

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The agent view provides a level of abstraction at which we envisage computational systems carrying out cooperative work by interoperating globally across networks connecting people, organizations and machines. A major challenge in building such systems is coordinating the behavior of the individual agents to achieve the individual and shared goals of the participants. As part of a larger project targeted at developing an Agent Building Shell for multiagent applications, we have designed and implemented a coordination language aimed at explicitly representing, applying and capturing coordination knowledge for multiagent systems. The language provides KQML-based communication, an agent definition and execution environment, support for modeling interactions as multiple structured conversations among agents, rule-based approaches to conversation selection and execution, as well as an interactive tool for in context acquisition and debugging of cooperation knowledge. The paper presents these components in detail and then shows how the coordination language is used in the Agent Building Shell to manage content-based information distribution scenarios among agents and the coordination aspects of conflict management processes that occur when agents encounter inconsistencies. The major application of the system is the construction and integration of multiagent supply chain systems for manufacturing enterprises. This application is used throughout the paper to illustrate the introduced concepts and language constructs.
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Lindborg, PerMagnus. "Interactive Sonification of Weather Data for The Locust Wrath, a Multimedia Dance Performance." Leonardo 51, no. 5 (October 2018): 466–74. http://dx.doi.org/10.1162/leon_a_01339.

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To work flexibly with the sound design for The Locust Wrath, a multimedia dance performance on the topic of climate change, the author developed software for interactive sonification of climate data. An open-ended approach to parameter mapping allowed tweaking and improvisation during rehearsals, resulting in a large range of musical expression. The sonifications represented weather systems pushing through Southeast Asia in complex patterns. The climate was rendered as a piece of electroacoustic music, whose compositional form—gesture, timbre, intensity, harmony, spatiality—was determined by the data. The article discusses aspects of aesthetic sonification, reports the process of developing the present work and contextualizes the design decisions within theories of cross-modal perception and listening modes.
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Gabe, E. J., Y. Le Page, J. P. Charland, F. L. Lee, and P. S. White. "NRCVAX – an interactive program system for structure analysis." Journal of Applied Crystallography 22, no. 4 (August 1, 1989): 384–87. http://dx.doi.org/10.1107/s0021889889003201.

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NRCVAX is a complete system of programs, covering all aspects of crystal structure analysis from data reduction to the presentation of results. The system, which is written in a `neutral' Fortran 77, presently exists in two forms. The first runs on a VAX computer under VMS, on an 80386 PC under UNIX and under IBM VM/CMS and MVS/TSO. The second is an adaptation which runs on PC-XT, AT, PS/2 and comparable microcomputers under MS-DOS. The two versions differ somewhat in structure, but very little in code, operation or functionality except for the graphics. The many options of the programs can be selected in a highly interactive manner and because of this the system is very flexible. Most options are assigned default values, however, and it is usually safe to run the routines with a minimum of user input using the defaults. The system will accept data from a wide variety of sources and has interface routines for several other systems. Graphics in the VAX/UNIX version are based on the widely available Tektronix 4000 series protocol, while the microcomputer version supports most common display adapters. It is also possible to prepare files for a variety of plotters, dot-matrix printers and laser printers. Source code is distributed and it should not be difficult to adapt the system to any computer with virtual memory and a Fortran 77 compiler.
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Zeng, Yi. "Related Research on the Crime of Illegal Invasion into Computer Information System." Advanced Materials Research 1079-1080 (December 2014): 733–36. http://dx.doi.org/10.4028/www.scientific.net/amr.1079-1080.733.

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The rapid development of information technology makes the construction of computer information system possible, greatly facilitates people’s lives and improves the efficiency of learning and production. Computer information system is also applied in many sensitive areas. To improve the management efficiency of information and data, the behaviors that related computer information systems are illegally invaded are increasingly rampant and have seriously endanger national security, territorial security, sovereignty security, political security, military security, economic security, cultural security, science and technology security, ecological security and information security. In terms of the crime of illegal invasion into computer information system, this paper studies from several aspects, the cognizance of crime and non-crime, the accomplishment and attempt of the crime, subsequent criminal behaviors and legislative perfection.
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Alunno, Marco. "Sound Straight Ahead: Parametric Speakers in Two Soundscape Installations." Leonardo Music Journal 28 (December 2018): 60–64. http://dx.doi.org/10.1162/lmj_a_01043.

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This article concerns the realization of two sound installations that use a parametric (directional) loudspeaker as a central element of their working systems. The Soundhouse is a rotating structure that projects sounds in a directional way. El bosque y las sombras is instead an interactive multimedia setting where the visitors can trigger sounds and affect a video projection by moving in an enclosed, soundproofed space. A short introduction to parametric loudspeakers is provided; then the concept and the construction aspects of both installations are presented. Finally, an overall aesthetic assessment of the use of parametric loudspeakers in the above works is given.
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Duffy, A. H. B., and K. J. MacCallum. "Computer Representation of Numerical Expertise for Preliminary Ship Design." Marine Technology and SNAME News 26, no. 04 (October 1, 1989): 289–302. http://dx.doi.org/10.5957/mt1.1989.26.4.289.

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In the early stages of ship design a considerable amount of experience and knowledge is used to build and evaluate empirical models with known design relationships. However, computer-based systems which aim to assist this stage have tended to concentrate on the analytical aspects of the process and have not been successful in integrating with this expertise and benefitting from it. This paper presents some of the results of a program of research into methods and representing knowledge of empirical numerical relationships used in these early stages of the design process. The work is based on an experimental system, DESIGNER, described in earlier papers. The DESIGNER system is used to carry out a series of evaluations of design sessions, using a warship design model. By examining the progress toward a set of design goals and the classes of interactions used, an improved understanding of the requirements of an interactive numerical design system is developed. As a consequence, methods have been developed to handle approximate values and relationships, to include design margins, and to represent explicitly in the system the definition and use of goals, or design requirements. Using a design model representing a bulk carrier, the paper then presents a worked example to illustrate the use of the new numerical knowledge techniques. It is concluded that the techniques could make a useful contribution to any interactive numerical design system which aims to provide improved use of expertise.
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Kaleybar, Hamed Jafari, Morris Brenna, Federica Foiadelli, Seyed Saeed Fazel, and Dario Zaninelli. "Power Quality Phenomena in Electric Railway Power Supply Systems: An Exhaustive Framework and Classification." Energies 13, no. 24 (December 17, 2020): 6662. http://dx.doi.org/10.3390/en13246662.

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Electric railway power systems (ERPS) as one of the most critical and high-power end-user loads of utility grids are characterized by outlandish power quality (PQ) problems all over the world. The extension and evolution of different supply topologies for these systems has resulted in significant and various forms of distortions in network voltage and current in all ERPS, the connected power system, and adjacent consumers. During the last years, numerous studies have been offered to investigate various aspects of PQs in a specific supplying topology. Variation in the supply structure of the ERPS and different types of locomotives has propelled the observation of different PQ phenomena. This versatility and development have led to confront considerable types of two-way interactive interfaces as well as reliability and PQ problems in ERPS. In addition, the lack of standards explicitly dedicated to ERPS has added to the ambiguity and complexity of this issue. In this paper, an extensive review of PQ distortions and phenomena in different configurations of ERPS is proposed and a systematic classification is presented. More than 140 scientific papers and publications are studied and categorized which can provide a fast review and a perfect perspective on the status of PQ indexes for researchers and experts.
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Fasse, E. D. "On the Spatial Compliance of Robotic Manipulators." Journal of Dynamic Systems, Measurement, and Control 119, no. 4 (December 1, 1997): 839–44. http://dx.doi.org/10.1115/1.2802402.

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Interactive control schemes, such as stiffness control and impedance control, are widely accepted as a means to actively accommodate environmental forces, but have not been widely applied. This is in part because well-known controllers are parametrized in a mathematically convenient, but nonintuitive way. “Spatial compliance control” is a Euclidean-geometrical version of compliance control that is parametrized in an intuitive way. A family of compliances is introduced with spatial transformation properties that simplify spatial reasoning aspects of compliance parameter selection. A control law is derived assuming that the robot consists of a serial linkage of rigid links actuated by variable-effort actuators.
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Baggio, Rodolfo, Cristina Mottironi, and Magda Antonioli Corigliano. "Technological aspects of public tourism communication in Italy." Journal of Hospitality and Tourism Technology 2, no. 2 (August 2, 2011): 105–19. http://dx.doi.org/10.1108/17579881111154227.

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PurposeThe purpose of this paper is to evaluate the online presence of Italian destination management organizations (DMOs) by assessing the quality of their web sites through a demand‐side heuristic approach. Moreover, given the importance of a clear strategic vision for an efficient and effective use of online media, the paper examines the alignment between tourism development plans and practical implementation of information and communication technologies (ICT). Finally, the possible impact of the adoption of a strategic approach on the overall quality of the web sites under investigation is explored.Design/methodology/approachA double analysis was conducted. An assessment of the main quality features of the official tourism web sites and an evaluation of the statements of public authorities concerning strategic intentions and guidelines for developing ICT instruments. The two evaluations are compared in order to examine their relationships. A strategic matrix of the technological performance and attitude of Italian regional authorities is proposed.FindingsThe quality of the Italian DMOs' web sites is satisfactory, on average. Weaknesses are found in the offer of interactive services and Web 2.0 functions. Moreover, an improvement in the user evaluations with respect to the past demonstrates the attention given to ICTs by the DMOs. As a matter of fact, the strategic plans examined deal, in general, relatively well with ICT issues, while it is also shown that poor strategic vision, as expressed in the promotional plans, is related to poor performance of some web sites.Originality/valueThe paper assesses the quality of Italian DMOs' web sites quality as perceived by visitors and, for the first time, relates the evaluations to how ICT strategic plans deal with the issue.
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Morse, David V., and Chris Hendrickson. "A communication model to aid knowledge-based design systems." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 4, no. 2 (May 1990): 99–115. http://dx.doi.org/10.1017/s0890060400002298.

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Recent research in the area of computer-aided engineering design has focused on the development of environments that provide effective integration of several domain specialties for complex multidisciplinary synthesis problems. The definition of communication requirements for co-operative interaction—and the subsequent establishment of a conceptual model for automating the process—are important considerations in the development of such environments. A communication model can also provide the basis for development of a knowledge engineering strategy by defining the organizational and representational requirements for domain knowledge in the automated system. This paper presents a conceptual model for communication in automated interactive design and demonstrates how the model can be employed as a knowledge engineering tool to facilitate the acquisition and organization of domain expertise. Both the process architecture and semantic modeling aspects of the communication problem are considered. An example is included which illustrates the use of the model in formulating an automated integrated engineering system in the domain of floor and equipment layout and design for industrial facilities.
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Gilmore, Walter E. "User Computer Interface Issues in Nuclear Process Control: Research and Applications." Proceedings of the Human Factors Society Annual Meeting 30, no. 11 (September 1986): 1072. http://dx.doi.org/10.1177/154193128603001105.

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The use of computer systems are becoming increasingly prominent as process control and information management tools in nuclear facilities. Eventually, it is believed that almost all plant processes will be controlled and monitored via some type of computer interface. The human factors data base of design guidelines, criteria and methods for evaluating the person-process interface is far from complete. Over the past four years, the Idaho National Engineering Laboratory (INEL) has been examining certain aspects of computer technology for process control functions to supplement the human factors data base and design practices. A major objective of this symposium is to introduce these findings in a cohesive set of four papers which address related UCI issues. An evaluation of the findings will be made from different viewpoints provided by a panel of experts. The case study approach is used in the first paper to describe the process and benefits obtained from incorporating human factors guidelines and methods in the design of a complex CRT display system for process control applications. Five different methodologies are summarized for usefulness in evaluating the effectiveness of CRT generated displays in the second paper. The methodologies are (1) psychophysics, (2) multidimensional rating, (3) checklist evaluation, (4) non-interactive evaluation, and (5) interactive evaluation. The third paper reports on the diagnostic and recovery performance of nuclear power plant operators with and without a response tree computer-based aid. Identification of technological changes in control room operations are described in the fourth paper. A modified Delphi approach was combined with the Analytical Hierarchical Process to categorize and relate technology advances and to determine the relative likelihood of achieving these conceptual changes in person-process interface systems in the near term.
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Johansson, Peter E., and Andreas Wallo. "Exploring the work and competence of interactive researchers." Journal of Manufacturing Technology Management 31, no. 8 (December 9, 2019): 1539–59. http://dx.doi.org/10.1108/jmtm-09-2018-0307.

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Purpose The purpose of this paper is to provide insight into the competence in use when working with interactive research, which is a continuation and elaboration of action research. Design/methodology/approach A qualitative research approach was adopted for the study. The main body of empirical material in this paper is based on two sources of data – a survey comprising open-ended questions, followed by a series of focus group interviews. The respondents were researchers with varying degrees of experience in using interactive research. Findings The findings provide illustrations of what characterises interactive research as work and identify an additional set of activities that go beyond traditional research activities. Some activities are relatively easy to describe, while others exist in the gaps between other activities – e.g. boundary spanning – and are harder to explicitly define in terms of implications for the involved researchers’ competence. The work activities reaching beyond the traditional research boundaries are implicit and are not a common shared practice. From a competence point of view, this implies that the competence in use for these implicit tasks of interactive research becomes individually carried. Based on these findings, a number of individual aspects of what constitutes competence in use are suggested. Research limitations/implications In future studies, it would be valuable to use a mixed-method approach that also includes longitudinal observations of the actual work of conducting interactive research. Practical implications The findings and suggestions for how to understand the competence of interactive researchers can be used as guidance for training in research education. Originality/value This study contributes to previous research by describing important requirements and critical elements of competence in use when conducting interactive research.
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Kán, Peter, Andrija Kurtic, Mohamed Radwan, and Jorge M. Loáiciga Rodríguez. "Automatic Interior Design in Augmented Reality Based on Hierarchical Tree of Procedural Rules." Electronics 10, no. 3 (January 21, 2021): 245. http://dx.doi.org/10.3390/electronics10030245.

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Augmented reality has a high potential in interior design due to its capability of visualizing numerous prospective designs directly in a target room. In this paper, we present our research on utilization of augmented reality for interactive and personalized furnishing. We propose a new algorithm for automated interior design which generates sensible and personalized furniture configurations. This algorithm is combined with mobile augmented reality system to provide a user with an interactive interior design try-out tool. Personalized design is achieved via a recommender system which uses user preferences and room data as input. We conducted three user studies to explore different aspects of our research. The first study investigated the user preference between augmented reality and on-screen visualization for interactive interior design. In the second user study, we studied the user preference between our algorithm for automated interior design and optimization-based algorithm. Finally, the third study evaluated the probability of sensible design generation by the compared algorithms. The main outcome of our research suggests that augmented reality is viable technology for interactive home furnishing.
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Pietarinen, Ahti-Veikko. "The evolution of semantics and language‑games for meaning." Interaction Studies 7, no. 1 (March 23, 2006): 79–104. http://dx.doi.org/10.1075/is.7.1.05pie.

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To understand evolutionary aspects of communication is to understand the evolutionary development of the meaning relations between language and the world. Such meaning relations are established by the application of the interactive systems of semantic games. Subsumed under the evolutionary framework of repeated games, semantics in such games refers to the cases in which stable meanings survive populations of strategically interacting players. The viability of compositionality, common ground and salience in such evolutionary games is assessed. Foundationally, the discussion is rooted in Charles S. Peirce’s pragmatist philosophy.
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Sutton, Steve G., Vicky Arnold, Jean C. Bedard, and Jillian R. Phillips. "Enhancing and Structuring the MD&A to Aid Investors when Using Interactive Data." Journal of Information Systems 26, no. 2 (July 1, 2012): 167–88. http://dx.doi.org/10.2308/isys-50256.

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ABSTRACT In 2008, the SEC issued a mandate requiring the use of interactive tagged data (i.e., eXtensible Business Reporting Language, or XBRL) for all public companies' filings of their annual financial statements. However, the SEC put the mandates in place only for the financial statements and accompanying notes. The SEC specifically excluded the use of interactive tagged data for most narrative aspects of annual reports, including Management's Discussion and Analysis (MD&A), deeming current taxonomies for interactive data tagging inadequate. This study leverages upon the efforts of the Enhanced Business Reporting Consortium (EBRC) to develop a more robust taxonomy for the MD&A. The EBRC effort consists of two parts: (1) expanding the scope of qualitative disclosures, and (2) integrating all of the interactive data tags used by companies during the voluntary disclosure period predating the SEC mandate into a comprehensive set of tags for existing MD&A disclosures. Of particular interest in this research is the first aspect of the EBRC effort—an analysis of professional and nonprofessional investors' perspectives on the value of proposed qualitative disclosures and areas in which such investors would desire additional disclosures. We conducted nine focus groups with professional and nonprofessional investors to elicit their information preferences, applying procedures consistent with the “information requirements definition” phase of systems design. Results show that participants are supportive of the EBRC's proposed 31 categories of qualitative disclosures, but also identify 15 additional categories as useful. We augment the focus groups with a survey of 286 investors to assess the relative value of the combined 46 categories. All 46 items appear to be desirable across investor participants. The results have implications for ongoing efforts to expand taxonomies for qualitative data disclosure and for standard-setters considering extensions to MD&A reporting requirements. Data Availability: Contact the corresponding author.
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Wendy Zhu, Wenyue, and Cristian Morosan. "An empirical examination of guests' adoption of interactive mobile technologies in hotels." Journal of Hospitality and Tourism Technology 5, no. 1 (March 11, 2014): 78–94. http://dx.doi.org/10.1108/jhtt-09-2013-0029.

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Purpose – Interactive mobile technologies (IMT) offered to hotel guests during their stay represent an interesting development in consumer technologies in the hotel industry. Such technologies are designed to facilitate transactions and enhance the quality of guest experience. This research explains how hotel guests develop attitudes and intentions to use IMT in hotels. The paper aims to discuss these issues. Design/methodology/approach – Using data from students enrolled in a large hospitality program located in the Southwestern USA, the study validates a variant of the technology acceptance model, extended with constructs such as cognitive absorption and security that capture better the context of IMT in hotels. Findings – The conceptual model explained a large part of variability in intentions to use IMT. Among several predictors, cognitive absorption was the stronger predictor of attitudes. The analysis also revealed the dimensions of cognitive absorption as a second-order factor in the context of mobile commerce in the hotel industry. Research limitations/implications – This research offers a number of notable theoretical contributions. First, it provides an unique perspective on adoption of immersive technologies that enhance the experiential value of the hotel stay. Second, it revisits and validates the multidimensional construct of cognitive absorption. Finally, it ascertains the roles of cognitive absorption, playfulness, and security in the adoption of IMT. Practical implications – This research provides specific suggestions to integrate IMT in hotels based on system characteristics and users’ perceptions. Originality/value – To date, the research examining the immersive aspects of technology is scant. This research provides a novel platform for the systematic examination of the adoption of immersive technologies as they mediate the experiences in hotel service settings.
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Lupone, Michelangelo, Laura Bianchini, Silvia Lanzalone, and Alessio Gabriele. "Research at Rome's Centro Ricerche Musicali on Interactive and Adaptive Installations and on Augmented Instruments." Computer Music Journal 44, no. 2-3 (2020): 133–58. http://dx.doi.org/10.1162/comj_a_00570.

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Abstract Established in 1988 by composers Laura Bianchini and Michelangelo Lupone, the Centro Ricerche Musicali (CRM) in Rome was officially recognized in 1990 as a Music Research Center by the Ministry for University Education and Scientific and Technological Research. The Center focuses on musical production in relation to new technologies, in order to create a continual interaction among musical language, scientific thought, and technological resources. The staff at CRM, comprising musicians, technicians, visual artists, architects, information technology specialists, engineers, and researchers, aim to promote study of the aesthetic, analytical, and scientific aspects of music. In the beginning, research at CRM concerned the design and development of specific hardware devices for live electronics and composition, such as the Fly10 (1983–1985) and Fly30 (1990) systems. Subsequent studies on a physical model for the bow-and-string system in 1997 gave rise to the development of virtual musical instruments. From 1999 onwards, other areas of research have included interactivity and adaptivity applied to musical forms, the development of specific technologies for sound art installations and sculptural–musical works, and augmented instruments such as the Feed-Drum, SkinAct, WindBack, and ResoFlute. This article presents a brief history of CRM and some artistic productions by composers working at the Center.
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Wang, Xu. "Research on Methods to Accelerate the Speed of Data Input Based on Library Computer Management System." Applied Mechanics and Materials 687-691 (November 2014): 1724–27. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1724.

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With the development of network technology, communication technology and computer technology, the library circle has raised the climax of building the digital library. In this paper, it is necessary to establish human-machine interactive library management information system based on information technology, computer technology, networking technology to combine information, management with system, and to make library function maximal, service optimal and management canonical. Speed up data entry is one of the core aspects, and rapid data input is the main function of the library management system. After discussing the principles and methods of data input, OPAC systems and bar code technology can satisfy the requirements. Data input and output: the library can easily achieve all business input and output data; data storage and transfer: The database structure is reasonable, rational distribution, and store a variety of data makes the library all business data secure storage and mobile, highly centralized data management and sharing.
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Xu, Ruijian, Chongyang Tao, Jiazhan Feng, Wei Wu, Rui Yan, and Dongyan Zhao. "Response Ranking with Multi-types of Deep Interactive Representations in Retrieval-based Dialogues." ACM Transactions on Information Systems 39, no. 4 (October 31, 2021): 1–28. http://dx.doi.org/10.1145/3462207.

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Building an intelligent dialogue system with the ability to select a proper response according to a multi-turn context is challenging in three aspects: (1) the meaning of a context–response pair is built upon language units from multiple granularities (e.g., words, phrases, and sub-sentences, etc.); (2) local (e.g., a small window around a word) and long-range (e.g., words across the context and the response) dependencies may exist in dialogue data; and (3) the relationship between the context and the response candidate lies in multiple relevant semantic clues or relatively implicit semantic clues in some real cases. However, existing approaches usually encode the dialogue with mono-type representation and the interaction processes between the context and the response candidate are executed in a rather shallow manner, which may lead to an inadequate understanding of dialogue content and hinder the recognition of the semantic relevance between the context and response. To tackle these challenges, we propose a representation [ K ] -interaction [ L ] -matching framework that explores multiple types of deep interactive representations to build context-response matching models for response selection. Particularly, we construct different types of representations for utterance–response pairs and deepen them via alternate encoding and interaction. By this means, the model can handle the relation of neighboring elements, phrasal pattern, and long-range dependencies during the representation and make a more accurate prediction through multiple layers of interactions between the context–response pair. Experiment results on three public benchmarks indicate that the proposed model significantly outperforms previous conventional context-response matching models and achieve slightly better results than the BERT model for multi-turn response selection in retrieval-based dialogue systems.
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Gheibi, Omid, Danny Weyns, and Federico Quin. "Applying Machine Learning in Self-adaptive Systems." ACM Transactions on Autonomous and Adaptive Systems 15, no. 3 (September 30, 2020): 1–37. http://dx.doi.org/10.1145/3469440.

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Recently, we have been witnessing a rapid increase in the use of machine learning techniques in self-adaptive systems. Machine learning has been used for a variety of reasons, ranging from learning a model of the environment of a system during operation to filtering large sets of possible configurations before analyzing them. While a body of work on the use of machine learning in self-adaptive systems exists, there is currently no systematic overview of this area. Such an overview is important for researchers to understand the state of the art and direct future research efforts. This article reports the results of a systematic literature review that aims at providing such an overview. We focus on self-adaptive systems that are based on a traditional Monitor-Analyze-Plan-Execute (MAPE)-based feedback loop. The research questions are centered on the problems that motivate the use of machine learning in self-adaptive systems, the key engineering aspects of learning in self-adaptation, and open challenges in this area. The search resulted in 6,709 papers, of which 109 were retained for data collection. Analysis of the collected data shows that machine learning is mostly used for updating adaptation rules and policies to improve system qualities, and managing resources to better balance qualities and resources. These problems are primarily solved using supervised and interactive learning with classification, regression, and reinforcement learning as the dominant methods. Surprisingly, unsupervised learning that naturally fits automation is only applied in a small number of studies. Key open challenges in this area include the performance of learning, managing the effects of learning, and dealing with more complex types of goals. From the insights derived from this systematic literature review, we outline an initial design process for applying machine learning in self-adaptive systems that are based on MAPE feedback loops.
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Preum, Sarah Masud, Sirajum Munir, Meiyi Ma, Mohammad Samin Yasar, David J. Stone, Ronald Williams, Homa Alemzadeh, and John A. Stankovic. "A Review of Cognitive Assistants for Healthcare." ACM Computing Surveys 53, no. 6 (February 2021): 1–37. http://dx.doi.org/10.1145/3419368.

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Healthcare cognitive assistants (HCAs) are intelligent systems or agents that interact with users in a context-aware and adaptive manner to improve their health outcomes by augmenting their cognitive abilities or complementing a cognitive impairment. They assist a wide variety of users ranging from patients to their healthcare providers (e.g., general practitioner, specialist, surgeon) in several situations (e.g., remote patient monitoring, emergency response, robotic surgery). While HCAs are critical to ensure personalized, scalable, and efficient healthcare, there exists a knowledge gap in finding the emerging trends, key challenges, design guidelines, and state-of-the-art technologies suitable for developing HCAs. This survey aims to bridge this gap for researchers from multiple domains, including but not limited to cyber-physical systems, artificial intelligence, human-computer interaction, robotics, and smart health. It provides a comprehensive definition of HCAs and outlines a novel, practical categorization of existing HCAs according to their target user role and the underlying application goals. This survey summarizes and assorts existing HCAs based on their characteristic features (i.e., interactive, context-aware, and adaptive) and enabling technological aspects (i.e., sensing, actuation, control, and computation). Finally, it identifies critical research questions and design recommendations to accelerate the development of the next generation of cognitive assistants for healthcare.
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Schacher, Jan C., Daniel Bisig, and Philippe Kocher. "The Map and the Flock: Emergence in Mapping with Swarm Algorithms." Computer Music Journal 38, no. 3 (September 2014): 49–63. http://dx.doi.org/10.1162/comj_a_00256.

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In mapping for computer music and interactive media, flocking algorithms represent a special case, offering dynamic, self-organized domain translations. In this article we attempt a classification of fundamental mapping relationships that can be established with the help of swarm simulations. By regarding flocks as systems of abstract entities, a number of models arise that deal with the reassignment of perceptual and semantic qualities to the simulated entities. These models represent basic mapping processes, but become domain-specific when used for music and interactive art. To illustrate these concepts, we outline a number of strategies that relate to musical practice, fostering an understanding of the role of swarm simulations in mapping. We show two artistic use cases where these concepts are applied in an exemplary manner. In the first artwork, swarms play a central role in the compositions presented in an audiovisual installation, and serve as an intermediate translation space between audience and artwork. In the second realization, swarms interact with dancers and together they control the visual and musical aspects of the piece. Both examples show how the emergent behavior of flocks can be mapped conceptually and can evoke natural phenomena, thus making the mapping relationships less predictable and more organic.
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TRUONG, NINH-THUAN, and VIET-HA NGUYEN. "AN APPROACH TO CHECKING THE COMPLIANCE OF USER PERMISSION POLICY IN SOFTWARE DEVELOPMENT." International Journal of Software Engineering and Knowledge Engineering 23, no. 08 (October 2013): 1139–51. http://dx.doi.org/10.1142/s0218194013500344.

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The Security policy of a software system is a set of actions that the system should or should not do in given conditions. These actions can be considered as critical properties in many applications which require high level of safety, such as the military, bank or stock software systems. Security policy must be specified clearly in software requirements and then be followed strictly and correctly in implementations. User permission policy is one of the most important aspects in software security policy. This paper proposes an approach for checking the conformance between user permissions of an implementation and their given specifications. In this approach, the source code of a program is represented at an abstraction level called Abstract Syntax Tree, which are then checked against specification of user permissions expressed using Role-Based Access Control (RBAC). A checking tool has been developed and verified using several common examples.
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Tsolakis, Apostolos C., Ilias Kalamaras, Thanasis Vafeiadis, Lampros Zyglakis, Angelina D. Bintoudi, Adamantia Chouliara, Dimosthenis Ioannidis, and Dimitrios Tzovaras. "Towards a Holistic Microgrid Performance Framework and a Data-Driven Assessment Analysis." Energies 13, no. 21 (November 4, 2020): 5780. http://dx.doi.org/10.3390/en13215780.

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On becoming a commodity, Microgrids (MGs) have started gaining ground in various sizes (e.g., nanogrids, homegrids, etc.) and forms (e.g., local energy communities) leading an exponential growth in the respective sector. From demanding deployments such as military bases and hospitals, to tertiary and residential buildings and neighborhoods, MG systems exploit renewable and conventional generation assets, combined with various storage capabilities to deliver a completely new set of business opportunities and services in the context of the Smart Grid. As such systems involve economic, environmental and technical aspects, their performance is quite difficult to evaluate, since there are not any standards that cover all of these aspects, especially during operational stages. Towards allowing an holistic definition of a MG performance, for both design and operational stages, this paper first introduces a complete set of Key Performance Indicators to measure holistically the performance of a MG’s life cycle. Following, focusing on the MG’s day-to-day operation, a data-driven assessment is proposed, based on dynamic metrics, custom made reference models, and smart meter data, in order to be able to extract its operational performance. Two different algorithmic implementations (i.e., Dynamic Time Warping and t-distributed Stochastic Neighbor Embedding) are used to support the methodology proposed, while real-life data are used from a small scale MG to provide the desired proof-of-concept. Both algorithms seem to correctly identify days and periods of not optimal operation, hence presenting promising results for MG performance assessment, that could lead to a MG Performance Classification scheme.
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Molet, Tom, Amaury Aubel, Tolga Çapin, Stéphane Carion, Elwin Lee, Nadia Magnenat-Thalmann, Hansrudi Noser, Igor Pandzic, Gaël Sannier, and Daniel Thalmann. "Anyone for Tennis?" Presence: Teleoperators and Virtual Environments 8, no. 2 (April 1999): 140–56. http://dx.doi.org/10.1162/105474699566134.

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In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. We focus on the animation of the virtual tennis ball and the behavior of a synthetic, autonomous referee who judges the tennis games. The networked, collaborative, virtual environment system is described with special reference to its interfaces to driver programs. We also mention the virtual reality (VR) devices that are used to merge the interactive players into the virtual tennis environment, together with the equipment and technologies employed for this exciting experience. We conclude with remarks on personal experiences during the game and on future research topics to improve parts of the presented system.
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Li, Gaixin. "Optimization and Simulation of Virtual Experiment System of Human Sports Science Based on VR." Complexity 2021 (May 31, 2021): 1–10. http://dx.doi.org/10.1155/2021/3872881.

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Virtual reality technology is an emerging technology developed on the basis of information technology. It is widely used in military, medical, mining, entertainment, and other fields. Therefore, many countries have been vigorously conducting research in recent years. As one of the important components of the virtual reality system, the three-dimensional human motion tracking system is of great significance to the research of practical virtual reality systems. It introduces the measurement principle of the spatial three-dimensional coordinate dynamic measurement device and discusses in detail the ultrasonic transmission, reception, amplification, filtering, comparison, shaping circuit, and single-chip interface circuit. This paper introduces the working principle and characteristics of the virtual experiment system and gives the structure diagram, hardware schematic diagram, and software flow diagram of the system. We mainly study the method of tracking human motion by measuring the three-dimensional coordinates of the space point, which lays a good foundation for the research of the actual three-dimensional motion tracking system. At the same time, the three-dimensional human body modeling is discussed, and the interactive movement policy of the human arm is briefly introduced. It has a certain effect on the actual virtual reality human-computer interaction system.
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Fischnaller, Franz, and Alex Hill. "CITYCLUSTER “From the Renaissance to the Megabyte Networking Age”: A Virtual Reality and High-Speed Networking Project." Presence: Teleoperators and Virtual Environments 14, no. 1 (February 2005): 1–19. http://dx.doi.org/10.1162/1054746053890251.

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Abstract:
This paper presents the CITYCLUSTER project, a virtual-reality networking matrix, in a high-tech framework with original technological features, navigation, interactivity, graphic, and content style, in which multiple environments, ambiences, and cities, both real and imagined, can be hosted, coexist, and be interrelated within themselves through a common virtual territory. It can be interconnected by high-speed network, enabling remote participants to access, interact, and collaborate in shared environments and work together in a common virtual space over distance in real time. The framework can be expanded and modified in accordance with the digital environment to be incorporated. Meta-Net-Page, a virtual-reality collaborative networking tool, was designed and implemented ad hoc for CITYCLUSTER. “From the Renaissance to the Megabyte Networking Age” is the first CITY-CLUSTER virtual-reality networked application, which offers visitors a thrilling interactive journey, from the Renaissance to the Super Broadband Networking and Electronic Age. Florence represents the “Renaissance Age”, Chicago the “Gigabits Networking Age.” Each virtual city is inhabited by a group of avatars: David, Venus, and Machiavelli in Florence, and Mega, Giga, and Picasso in Chicago. The implementation of CITYCLUSTER has given rise to a range of technological challenges, which in turn have revealed innovative aspects and salient features relative to content management, the development of juxtaposed virtual environments, networking interactive techniques, avatar design, architecture, and virtual effects. A series of special features and enhancements have been added to the software Ygdrasil, to satisfy content and quality levels of interactivity. In consequence, the Ygdrasil system was further refined as software tools that aid the rapid and intuitive development of interactive virtual environments for artists and other nontechnical users. The CITYCLUSTER project is primarily designed to run in the CAVE and on the AGAVE (Access Grid Augmented Virtual Environment). It can run either locally or through remote networking in both SGIs and the Linux platform.
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