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Artículos de revistas sobre el tema "Human-computer interaction Mobile computing"

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1

Bertini, E., T. Catarci, A. Dix, S. Gabrielli, S. Kimani y G. Santucci. "Appropriating Heuristic Evaluation for Mobile Computing". International Journal of Mobile Human Computer Interaction 1, n.º 1 (enero de 2009): 20–41. http://dx.doi.org/10.4018/jmhci.2009010102.

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2

Wiberg, Mikael y Charlotte Wiberg. "Digital Integration in the 3rd Wave of Mobile HCI". International Journal of Mobile Human Computer Interaction 10, n.º 2 (abril de 2018): 57–64. http://dx.doi.org/10.4018/ijmhci.2018040103.

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What does the 3rd wave of mobile computing hold for us, and what are the challenges ahead as we now move from the 1st and 2nd wave to the 3rd wave of mobile HCI? While the 1st wave enabled mobile computing on a basic level – including basic connectivity and the development of mobile devices – and while the 2nd wave was to a large extent about the development of mobile content (from digital services and apps, to services for storing our data in the cloud), the authors suggest that the 3rd wave of mobile computing is less technology-driven, but rather about what mobile computing can enable, and how mobile computing is increasingly a gateway to society at large. In this article, the authors focus specifically on this 3rd wave of mobile computing, and in particular on what they call an inverted digital divide – a state where the mobile technology is in place for its users, but where there is no access to the services in society that rely on mobile computing. In this article, the authors demonstrate this inverted digital divide through a number of examples where they show how this plays out for different groups of people where this is vital in a global world – e.g., visitors to a country such as tourists, immigrants and even people applying for asylum. The authors discuss what is needed in order to bridge this divide and they outline its implications for the further development of mobile services. In concluding this paper, the authors suggest that “digital integration” might serve as a key notion for resolving these issues as we now enter the 3rd wave of mobile HCI.
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3

Nestler, Simon. "Safety-critical human computer interaction". it - Information Technology 61, n.º 1 (25 de febrero de 2019): 67–70. http://dx.doi.org/10.1515/itit-2018-0037.

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Abstract Dealing with usability issues of safety-critical interactive systems is essential for an efficient, effective and joyful use of these systems. This paper describes a prototypical safety-critical environment and discusses the HCI (human computer interaction) challenges of different interactive systems for safety-critical environments. We designed, developed and evaluated various interactive systems which solve different challenges in so-called mass casualty incidents (MCIs). In summary, we made contributions to three different areas of application: Mobile computing in safety-critical environments, simulation of safety-critical environments and social media in safety-critical environments. Finally, this paper gives further insights how all these research results can to be brought together in the future in order to be able to build usable interactive systems for safety-critical environments.
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4

Eisenberg, Michael, Leah Buechley y Nwanua Elumeze. "Bits and Pieces". International Journal of Mobile Human Computer Interaction 2, n.º 2 (abril de 2010): 37–52. http://dx.doi.org/10.4018/jmhci.2010040103.

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The reigning portrait of mobile technology for children has, by and large, been founded on a portrait of computing derived from an earlier generation of desktop devices. That is, the recurring image of “mobile computing” employs a full-scale personal computer shrunk down to handheld size (as in a PDA or iPhone). While this image suggests avenues for innovation, it nevertheless reflects a highly constrained view of computing that fails to do justice to the educational possibilities of children’s informal day-to-day activities. This article seeks to challenge the “PDA-centric” view of children’s mobile technology by discussing two major design themes that lead in alternative directions: namely, material computing (endowing physical substrates of various kinds with computational capabilities) and piecewise computing (enhancing mobility through the dissociation of various functional capabilities of traditional computers). In discussing these themes, the authors draw on design projects.
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5

Gupta, Ajay Kumar y Udai Shanker. "A Literature Review of Location-Aware Computing Policies". International Journal of Mobile Human Computer Interaction 12, n.º 3 (julio de 2020): 21–45. http://dx.doi.org/10.4018/ijmhci.2020070102.

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Location-aware computing systems implementation has the challenge of maintaining its consistency due to frequent disconnections in the mobile environment. Many other exciting issues associated with this domain provide a fertile ground for many mobile database researchers to tackle. This work contributes by taking up-to-date literature on current location-aware mobile data management practices. The paper includes taxonomy for caching, map-matching, and location privacy protection with spatial-temporal queries, unlike other review papers, which only address a specific aspect of location-dependent data management. First, an in-depth analysis of state-of-the-art and classified literature is presented, taking into account the domain of application models and approaches for evaluation. Secondly, it provides a theoretical and analytical investigation of location-conscious computing approaches available in the literature, examining the merit and demerit of each method and the evolving processes between them. Finally, the paper highlighted the outstanding opportunities for future research directions.
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6

York, Judy y Parag C. Pendharkar. "Human–computer interaction issues for mobile computing in a variable work context". International Journal of Human-Computer Studies 60, n.º 5-6 (mayo de 2004): 771–97. http://dx.doi.org/10.1016/j.ijhcs.2003.07.004.

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7

Black, Darren, Nils Jakob Clemmensen y Mikael B. Skov. "Pervasive Computing in the Supermarket". International Journal of Mobile Human Computer Interaction 2, n.º 3 (julio de 2010): 31–43. http://dx.doi.org/10.4018/jmhci.2010070103.

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Shopping in the real world is becoming an increasingly interactive experience as stores integrate various technologies to support shoppers. Based on an empirical study of supermarket shoppers, the authors designed a mobile context-aware system called the Context-Aware Shopping Trolley (CAST). The purpose of CAST is to support shopping in supermarkets through context-awareness and acquiring user attention, thus, the authors’ interactive trolley guides and directs shoppers in the handling and finding of groceries. An empirical evaluation showed that shoppers using CAST behaved differently than shoppers using a traditional trolley. Specifically, shoppers using CAST exhibited a more uniform pattern of product collection and found products more easily while travelling a shorter distance. As such, the study finds that CAST supported the supermarket shopping activity.
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8

Lorenz, Andreas. "A Conceptual Framework for Interoperability of Mobile User Interfaces with Ambient Computing Environments". International Journal of Mobile Human Computer Interaction 2, n.º 3 (julio de 2010): 58–73. http://dx.doi.org/10.4018/jmhci.2010070105.

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The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.
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9

Streefkerk, Jan Willem, D. Scott McCrickard, Myra P. van Esch-Bussemakers y Mark A. Neerincx. "Balancing Awareness and Interruption in Mobile Patrol using Context-Aware Notification". International Journal of Mobile Human Computer Interaction 4, n.º 3 (julio de 2012): 1–27. http://dx.doi.org/10.4018/jmhci.2012070101.

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In mobile computing, a fundamental problem is maintaining awareness of the environment and of information presented as messages on a mobile device. In mobile police patrols, officers need to pay attention to their direct environment and stay informed of incidents elsewhere. To prevent unwanted interruption, a context-aware notification system adapts the timing and appearance of incident messages, based on user activity (available, in transit, or busy) and message priority (high, normal, or low). The authors evaluated the benefits and costs of adaptive notification compared to three uniform notification styles (presenting full messages, postponing messages or presenting indicators). Thirty-two trained student participants used a prototype notification system in a controlled mobile patrol task. The results were validated in a follow-up study with twenty-four police officers.
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10

Jumisko-Pyykkö, Satu y Teija Vainio. "Framing the Context of Use for Mobile HCI". International Journal of Mobile Human Computer Interaction 2, n.º 4 (octubre de 2010): 1–28. http://dx.doi.org/10.4018/jmhci.2010100101.

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The need to better understand the role of context has emerged after the revolution of mobile computing, as such devices are used in heterogeneous circumstances. However, it is difficult to say what context of use in mobile human-computer interaction actually means. This study summarises past research in mobile contexts of use and not only provides a deeper understanding of the characteristics associated with it, but also indicates a path for future research. This article presents an extensive and systematic literature review of more than 100 papers published in five high-quality journals and one main conference in the field of HCI during the years 2000-2007. The authors’ results show that context of use is still explored as a relatively static phenomenon in mobile HCI. Its most commonly mentioned characteristics are linked to social, physical, and technical components, while transitions between the contexts were rarely listed. Based on this review, a descriptive model of context of use for mobile HCI (CoU-HMCI) summarising five components, their subcomponents and descriptive properties is presented. The model can help both practitioners and academics to identify broadly relevant contextual factors when designing, experimenting with, and evaluating, mobile contexts of use.
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11

Ward, David, Alan Blackwell y David MacKay. "Dasher: A Gesture-Driven Data Entry Interface for Mobile Computing". Human-Computer Interaction 17, n.º 2 (1 de septiembre de 2002): 199–228. http://dx.doi.org/10.1207/s15327051hci172&3_3.

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12

Paravati, Gianluca, Andrea Sanna, Fabrizio Lamberti y Luigi Ciminiera. "On Quality of Experience in Remote Visualization on Mobile Devices". International Journal of Mobile Human Computer Interaction 2, n.º 1 (enero de 2010): 1–20. http://dx.doi.org/10.4018/jmhci.2010100601.

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Quality of Experience (QoE) is a relatively new concept which represents a way of measuring user satisfaction in the use of a certain kind of service. This work investigates issues related to the QoE in manipulating 3D scenes on mobile devices, by focusing on scenarios based on the remote visualization paradigm where a remote server is in charge of computing a flow of compressed images to be delivered to client devices. A novel approach able to dynamically set the encoding parameters at the server side is presented; the considered parameters are frame resolution, frame rate and image quality. The proposed solution is able to tune the above parameters according to both user preferences and network performance. Experimental tests are exploited to assess the relationship between the involved parameters and the QoE. Results obtained by considering low resource hardware (e.g. mobile devices) and unreliable connections (e.g. wireless networks) are presented. User feedback proves the effectiveness of the proposed approach.
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13

Hazer-Rau, Dilana, Sascha Meudt, Andreas Daucher, Jennifer Spohrs, Holger Hoffmann, Friedhelm Schwenker y Harald C. Traue. "The uulmMAC Database—A Multimodal Affective Corpus for Affective Computing in Human-Computer Interaction". Sensors 20, n.º 8 (17 de abril de 2020): 2308. http://dx.doi.org/10.3390/s20082308.

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In this paper, we present a multimodal dataset for affective computing research acquired in a human-computer interaction (HCI) setting. An experimental mobile and interactive scenario was designed and implemented based on a gamified generic paradigm for the induction of dialog-based HCI relevant emotional and cognitive load states. It consists of six experimental sequences, inducing Interest, Overload, Normal, Easy, Underload, and Frustration. Each sequence is followed by subjective feedbacks to validate the induction, a respiration baseline to level off the physiological reactions, and a summary of results. Further, prior to the experiment, three questionnaires related to emotion regulation (ERQ), emotional control (TEIQue-SF), and personality traits (TIPI) were collected from each subject to evaluate the stability of the induction paradigm. Based on this HCI scenario, the University of Ulm Multimodal Affective Corpus (uulmMAC), consisting of two homogenous samples of 60 participants and 100 recording sessions was generated. We recorded 16 sensor modalities including 4 × video, 3 × audio, and 7 × biophysiological, depth, and pose streams. Further, additional labels and annotations were also collected. After recording, all data were post-processed and checked for technical and signal quality, resulting in the final uulmMAC dataset of 57 subjects and 95 recording sessions. The evaluation of the reported subjective feedbacks shows significant differences between the sequences, well consistent with the induced states, and the analysis of the questionnaires shows stable results. In summary, our uulmMAC database is a valuable contribution for the field of affective computing and multimodal data analysis: Acquired in a mobile interactive scenario close to real HCI, it consists of a large number of subjects and allows transtemporal investigations. Validated via subjective feedbacks and checked for quality issues, it can be used for affective computing and machine learning applications.
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14

MacKenzie, I. Scott. "Introduction to This Special Issue on Text Entry for Mobile Computing". Human-Computer Interaction 17, n.º 2 (1 de septiembre de 2002): 141–45. http://dx.doi.org/10.1207/s15327051hci172&3_1.

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15

Rauschenbach, Uwe. "Interactive TV: A new application for mobile computing". Computers & Graphics 30, n.º 5 (octubre de 2006): 727–36. http://dx.doi.org/10.1016/j.cag.2006.07.005.

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16

Chen, Ching-Han y Mu-Che Wu. "CellS: A Cell-Inspired Efficient Software Framework for AI-Enabled Application on Resources-Constrained Mobile System". Electronics 10, n.º 5 (28 de febrero de 2021): 568. http://dx.doi.org/10.3390/electronics10050568.

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Today’s mobile processors generally have multiple cores and sufficient hardware resources to support AI-enabled software operation. However, very few AI applications make full use of the computing performance of mobile multiprocessors. This is because the typical software development is sequential, and the degree of parallelism of the program is very low. In the increasingly complex AI-driven and software development projects with natural human–computer interaction, this will undoubtedly cause a waste of mobile computing resources that are originally limited. This paper proposes an intelligent system software framework, CellS, to improve smart software development on multicore mobile processor systems. This software framework mimics the cell system. In this framework, each cell can autonomously aware changes in the environment (input) and reaction (output) and may change the behavior of other cells. Smart software can be regarded as a large number of cells interacting with each other. Software developed based on the CellS framework has a high degree of scalability and flexibility and can more fully use multicore computing resources to achieve higher computing efficiency.
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17

Kiguchi, Kazuo, Keigo Watanabe y Toshio Fukuda. "Trajectory Planning of Mobile Robots Using DNA Computing". Journal of Advanced Computational Intelligence and Intelligent Informatics 8, n.º 3 (20 de mayo de 2004): 295–301. http://dx.doi.org/10.20965/jaciii.2004.p0295.

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DNA computers are attracting increasing attention as next-generation replacements for conventional electronic computers. Computation is realized using the chemical reaction of DNA. This paper presents optimal trajectory planning for mobile robots using DNA computing. The working area of a mobile robot is divided into many sections and the shortest trajectory avoiding obstacles in the work area is calculated by DNA computing. The location of obstacles is known in advance. In DNA computing, Watson-Crick pairing is used to find this trajectory. DNA sequences representing locations of obstacles are removed in this process. The shortest DNA molecule that begins with the start section and terminates with the goal section represents the shortest trajectory avoiding obstacles in the robot’s work area. The proposed algorithm is especially effective with a DNA molecular computer.
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18

Mohammed, Yakubu Bala y Damla Karagozlu. "A Review of Human-Computer Interaction Design Approaches towards Information Systems Development". BRAIN. BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE 12, n.º 1 (29 de marzo de 2021): 229–50. http://dx.doi.org/10.18662/brain/12.1/180.

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Nowadays modern information systems (emerging technologies) are increasingly becoming an integral part of our daily lives and has begun to pose a serious challenge for human-computer interaction (HCI) professionals, as emerging technologies in the area of mobile and cloud computing, and internet of things (IoT), are calling for more devotion from HCI experts in terms of systems interface design. As the number of mobile platforms users, nowadays comprises of children’s, elderly people, and people with disabilities or disorders, all demanding for an effective user interface that can meet their diverse needs, even on the move, at anytime and anywhere. This paper, review current articles (43) related to HCI interface design approaches to modern information systems design with the aim of identifying and determining the effectiveness of these methods. The study found that the current HCI design approaches were based on desktop paradigm which falls short of providing location-based services to mobile platforms users. The study also discovered that almost all the current interface design standard used by HCI experts for the design of user’s interface were not effective & supportive of emerging technologies due to the flexibility nature of these technologies. Based on the review findings, the study suggested the combination of Human-centred design with agile methodologies for interface design, and call on future works to use qualitative or quantitative approach to further investigate HCI methods of interface design with much emphasis on cloud-based technologies and other organizational information systems.
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19

Jones, Tim, Daniel Kay, Penney Upton y Dominic Upton. "An Evaluation of Older Adults Use of iPads in Eleven UK Care-Homes". International Journal of Mobile Human Computer Interaction 5, n.º 3 (julio de 2013): 62–76. http://dx.doi.org/10.4018/jmhci.2013070104.

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The introduction of the iPad and similar form-factor devices (e.g. Samsung Galaxy Tab, Asus Eee Pad and Motorola Xoom) has provided a unique opportunity for older adults to engage with mobile computing devices and platforms. Engagement with ‘traditional’ computing devices amongst older adults, including arguably mobile devices, such as laptop computers is low due to dexterity issues amongst this population (Hertzum & Hornbaek, 2010). Whilst the iPad removes some of the traditional barriers to computer engagement, new barriers including weight and screen reflection are evident to an older user group. This paper provides an exploratory evaluation of how older adults in 11 UK care-home settings and the staff engaged in their care are using iPads to help improve communication, build physical social networks amongst residents, staff and family members, and map the most frequently used applications by an older population during a six-month pilot period. Results suggest that applications involving information searching for personally related and historical information were most valued by older adults. Further, older adults and care staff alike report mainly positive experiences of iPad use in care settings including the increased opportunities for social interaction and the enhancement of intergenerational communication. Additionally, the barriers to use (e.g. device weight) are often overcome by low-tech adaptations and adjustment when using the device. This paper argues that the portability and adaptive nature of the iPad combined with the increased social interaction afforded by device could increase quality of life in care settings.
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20

Huang, Su-Zhen, Min Wu y Yong-Hua Xiong. "Mobile Transparent Computing to Enable Ubiquitous Operating Systems and Applications". Journal of Advanced Computational Intelligence and Intelligent Informatics 18, n.º 1 (20 de enero de 2014): 32–39. http://dx.doi.org/10.20965/jaciii.2014.p0032.

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Mobile devices have emerged as an indispensable part of our daily life, one that has resulted in an increased demand for mobile devices to be able to access the Internet and obtain a variety of network services. However, mobile devices are often constrained by limited storage, huge power consumption, and low processing capability. This paper presents a new computing mode, mobile transparent computing (MTC), which combines ubiquitous mobile networks with transparent computing, to address the above challenges and possibly to enable a new world of ubiquitous operating systems (OSes) and applications with the following characteristics: (1) Mobile devices with no OSes pre-installed are able to load and boot multiple OSes on demand through a transparent network; (2) All resources, including the operating system (OS), applications, and user data, are stored on a transparent server (TS) rather than a mobile terminal, and can be streamed to be executed on mobile devices in small execution blocks; (3) All the personalized services (applications and data) can be synchronized to any other devices with the same user credential. Specifically, we propose a Pre OS technique, which can achieve feature (1) in the MTC model by initializing the mobile device and driving a network interface card (NIC) prior to OS loading, thereby transferring the needed OS streaming block to the mobile device. Experimental results conducted on the tablet demo-board with the model OK6410 based on the ARM11 architecture demonstrate that the Pre OS is able to support remote boot and streaming execution for both Android and Linux OS with satisfactory performance.
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21

Ye, Feng, Qian Huang, Shengyan Wu y Yong Chen. "Talking Avatar". International Journal of Technology and Human Interaction 15, n.º 3 (julio de 2019): 1–13. http://dx.doi.org/10.4018/ijthi.2019070101.

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With the booming of the mobile computing and web technology, virtual and intelligent mobile applications become increasingly popular, e.g. web computing and web-based information retrieval. However, under contemporary network conditions and web application environment, it remains a challenging problem to achieve a trade-off between algorithm complexity and hardware performance. In this article, a Talking Avatar architecture is presented based on third-party cloud services. First, the authors propose a cloud service based multi-level layered software framework, which consists of user interface layer, business logic layer and data layer. Second, human face synthesis, speech conversion and social sharing schemes are introduced to integrate third-party cloud services. Third, experimental results on Android platforms indicate that the proposed Talking Avatar can be served efficiently in terms of memory consumption as well as average response time. In addition, stronger functions are provided compared with existing methods.
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22

Sajjad, Maryam, Aakash Ahmad, Asad Waqar Malik, Ahmed B. Altamimi y Ibrahim Alseadoon. "Classification and Mapping of Adaptive Security for Mobile Computing". IEEE Transactions on Emerging Topics in Computing 8, n.º 3 (1 de julio de 2020): 814–32. http://dx.doi.org/10.1109/tetc.2018.2791459.

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23

Yang, Yonggao, Xusheng Wang y Lin Li. "Use Mobile Devices to Wirelessly Operate Computers". International Journal of Technology and Human Interaction 9, n.º 1 (enero de 2013): 64–77. http://dx.doi.org/10.4018/jthi.2013010105.

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Mobile computing devices, such as tablets, smartphones, PDAs, and game remote controllers, become very popular in our daily life. This article discusses how to turn these devices, more specifically smartphones and Nintendo Wii remotes (in short as Wiimote), into computer remote controllers. In the smartphone-based system, a smartphone is extended to be the computer’s wireless keyboard and mouse. The smartphone and the computer talk to each other through either wireless Ad Hoc or Wi-Fi access point network. In the Wiimote-based system, a Wiimote is turned into computer’s mouse, where the user moves the mouse cursor by waving the Wiimote in air, and generates mouse events through Wiimote buttons. The Wiimote communicates with the computer through Bluetooth. These systems can be used in conference rooms, classrooms, project seminar rooms, and even people’s living rooms, where a projector screen or a big-screen TV serves as the computer monitor.
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24

Khasoggi, Barlian, Ermatita Ermatita y Samsuryadi Samsuryadi. "Efficient mobilenet architecture as image recognition on mobile and embedded devices". Indonesian Journal of Electrical Engineering and Computer Science 16, n.º 1 (1 de octubre de 2019): 389. http://dx.doi.org/10.11591/ijeecs.v16.i1.pp389-394.

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The introduction of a modern image recognition that has millions of parameters and requires a lot of training data as well as high computing power that is hungry for energy consumption so it becomes inefficient in everyday use. Machine Learning has changed the computing paradigm, from complex calculations that require high computational power to environmentally friendly technologies that can efficiently meet daily needs. To get the best training model, many studies use large numbers of datasets. However, the complexity of large datasets requires large devices and requires high computing power. Therefore large computational resources do not have high flexibility towards the tendency of human interaction which prioritizes the efficiency and effectiveness of computer vision. This study uses the Convolutional Neural Networks (CNN) method with MobileNet architecture for image recognition on mobile devices and embedded devices with limited resources with ARM-based CPUs and works with a moderate amount of training data (thousands of labeled images). As a result, the MobileNet v1 architecture on the ms8pro device can classify the caltech101 dataset with an accuracy rate 92.4% and 2.1 Watt power draw. With the level of accuracy and efficiency of the resources used, it is expected that MobileNet's architecture can change the machine learning paradigm so that it has a high degree of flexibility towards the tendency of human interaction that prioritizes the efficiency and effectiveness of computer vision.
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25

Edwards, W. Keith, Mark W. Newman, Jana Z. Sedivy y Trevor F. Smith. "Supporting serendipitous integration in mobile computing environments". International Journal of Human-Computer Studies 60, n.º 5-6 (mayo de 2004): 666–700. http://dx.doi.org/10.1016/j.ijhcs.2003.12.003.

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26

Nicholson, Darren B., Jennifer A. Nicholson, D. Veena Parboteeah y Joseph S. Valacich. "Investigating the Effects of Distractions and Task Complexity on Knowledge Worker Productivity in the Context of Mobile Computing Environments". Journal of Organizational and End User Computing 21, n.º 4 (octubre de 2009): 1–20. http://dx.doi.org/10.4018/joeuc.2009062601.

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Mobile wireless computing is changing the way in which people work, allowing work to occur in a broad range of environments on tasks that previously required fixed location-based, networked computing environments. Along with this greater work flexibility, it is also likely that these mobile work environments contain various types of distractions that could potentially affect the task performance of knowledge workers. Drawing on distraction-conflict theory, this research proposes a model of knowledge worker task performance within the context of a mobile wireless work environment. To test this model, a controlled laboratory experiment was conducted that contrasted task complexity and distraction levels on the task performance of individuals within a mobile wireless environment. Results indicate that regardless of task complexity, productivity losses will occur under both lower and higher levels of distraction. The implications of these results for future research and for the deployment of mobile technologies within organizations are discussed.
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27

Ramasubbareddy, Somula, Evakattu Swetha, Ashish Kumar Luhach y T. Aditya Sai Srinivas. "A Multi-Objective Genetic Algorithm-Based Resource Scheduling in Mobile Cloud Computing". International Journal of Cognitive Informatics and Natural Intelligence 15, n.º 3 (julio de 2021): 58–73. http://dx.doi.org/10.4018/ijcini.20210701.oa5.

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Mobile cloud computing is an emerging technology in recent years. This technology reduces battery consumption and execution time by executing mobile applications in remote cloud server. The virtual machine (VM) load balancing among cloudlets in MCC improves the performance of application in terms of response time. Genetic algorithm (GA) is popular for providing optimal solution for load balancing problems. GA can perform well in both homogeneous and heterogeneous environments. In this paper, the authors consider multi-objective genetic algorithm for load balancing in MCC (MOGALMCC) environment. In MOGALMCC, they consider distance, bandwidth, memory, and cloudlet server load to find optimal cloudlet before scheduling VM in another cloudlet. The framework MOGALMCC aims to improve response time as well as minimizes VM failure rate. The experiment result shows that proposed model performed well by reducing execution time and task waiting time at server.
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28

Eshet, Eyal y Harry Bouwman. "Addressing the Context of Use in Mobile Computing: a Survey on the State of the Practice". Interacting with Computers 27, n.º 4 (14 de febrero de 2014): 392–412. http://dx.doi.org/10.1093/iwc/iwu002.

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29

Hayes, Gillian R. y Khai N. Truong. "Paratyping: A Contextualized Method of Inquiry for Understanding Perceptions of Mobile and Ubiquitous Computing Technologies". Human–Computer Interaction 28, n.º 3 (mayo de 2013): 265–86. http://dx.doi.org/10.1080/07370024.2012.697041.

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30

Sørensen, Carsten y Adel Al-Taitoon. "Organisational usability of mobile computing—Volatility and control in mobile foreign exchange trading". International Journal of Human-Computer Studies 66, n.º 12 (diciembre de 2008): 916–29. http://dx.doi.org/10.1016/j.ijhcs.2008.07.002.

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31

Lin, Qiang. "Dynamic Resource Allocation Strategy in Mobile Edge Cloud Computing Environment". Mobile Information Systems 2021 (7 de agosto de 2021): 1–10. http://dx.doi.org/10.1155/2021/8381998.

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With the development of the mobile Internet, smart mobile terminals have become an indispensable tool for people's lives and mobile applications are becoming more and more powerful. This research mainly discusses the dynamic resource allocation strategy of the mobile edge cloud computing environment. The physical resource layer in the network model is responsible for providing specific resources that are actually available, such as hardware resources, computing resources, storage resources, mainly including base stations, mobile edge computing servers, spectrum, power, and other communications of different infrastructure vendor basic components of the system. The functions of the virtual machine monitor include resource virtualization and resource management. As an important component of wireless network virtualization, virtual machine monitors are usually deployed in physical base stations to provide physical resources and to consider the connection between the virtual machine stations. The business of the business cache model is an application that is requested by users running on the mobile edge computing server or cloud at the base station. The computing task scheduling in the mobile edge environment can be classified as a wireless interaction model. This model captures the user throughput in cellular network interaction. The physical layer channel access strategy (CDMA) allows all mobile users to efficiently share the same spectrum resources at the same time. When the preference coefficient for task energy consumption varies between 0.35–0.55 and 0.65–1, the superior range of maximum system efficiency achieved by RAOM accounts for 55% of the entire range. This research contributes to the reasonable allocation of resources, and the mobile edge computing model improves the fairness of users with a lower transmission cost.
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32

Wang, Ge. "Ocarina: Designing the iPhone's Magic Flute". Computer Music Journal 38, n.º 2 (junio de 2014): 8–21. http://dx.doi.org/10.1162/comj_a_00236.

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Ocarina, created in 2008 for the iPhone, is one of the first musical artifacts in the age of pervasive, app-based mobile computing. It presents a flute-like physical interaction using microphone input, multi-touch, and accelerometers—and a social dimension that allows users to listen in to each other around the world. This article chronicles Smule's Ocarina as a mobile musical experiment for the masses, examining in depth its design, aesthetics, physical interaction, and social interaction, as well as documenting its inextricable relationship with the rise of mobile computing as catalyzed by mobile devices such as the iPhone.
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33

Wang, Yi-Shun y Hsiu-Yuan Wang. "Developing and Validating an Instrument for Measuring Mobile Computing Self-Efficacy". CyberPsychology & Behavior 11, n.º 4 (agosto de 2008): 405–13. http://dx.doi.org/10.1089/cpb.2007.0061.

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34

Li, Jun. "A synthetic research on the multimedia data encryption based mobile computing security enhancement model and multi-channel mobile human computer interaction framework". Multimedia Tools and Applications 76, n.º 16 (7 de junio de 2016): 16963–87. http://dx.doi.org/10.1007/s11042-016-3662-1.

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35

Haresamudram, Harish, Irfan Essa y Thomas Plötz. "Contrastive Predictive Coding for Human Activity Recognition". Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, n.º 2 (23 de junio de 2021): 1–26. http://dx.doi.org/10.1145/3463506.

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Feature extraction is crucial for human activity recognition (HAR) using body-worn movement sensors. Recently, learned representations have been used successfully, offering promising alternatives to manually engineered features. Our work focuses on effective use of small amounts of labeled data and the opportunistic exploitation of unlabeled data that are straightforward to collect in mobile and ubiquitous computing scenarios. We hypothesize and demonstrate that explicitly considering the temporality of sensor data at representation level plays an important role for effective HAR in challenging scenarios. We introduce the Contrastive Predictive Coding (CPC) framework to human activity recognition, which captures the temporal structure of sensor data streams. Through a range of experimental evaluations on real-life recognition tasks, we demonstrate its effectiveness for improved HAR. CPC-based pre-training is self-supervised, and the resulting learned representations can be integrated into standard activity chains. It leads to significantly improved recognition performance when only small amounts of labeled training data are available, thereby demonstrating the practical value of our approach. Through a series of experiments, we also develop guidelines to help practitioners adapt and modify the framework towards other mobile and ubiquitous computing scenarios.
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36

Ribeiro, Fernando Reinaldo, Arlindo Silva, Ana Paula Silva y José Metrôlho. "Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities". Informatics 8, n.º 3 (28 de junio de 2021): 43. http://dx.doi.org/10.3390/informatics8030043.

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With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?
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37

Jøsang, Audun. "Identity management and trusted interaction in Internet and mobile computing". IET Information Security 8, n.º 2 (1 de marzo de 2014): 67–79. http://dx.doi.org/10.1049/iet-ifs.2012.0133.

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38

Zhao, Ping, Haojun Huang, Xiaohui Zhao y Daiyu Huang. "P3: Privacy-Preserving Scheme Against Poisoning Attacks in Mobile-Edge Computing". IEEE Transactions on Computational Social Systems 7, n.º 3 (junio de 2020): 818–26. http://dx.doi.org/10.1109/tcss.2019.2960824.

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39

SEN, ROHAN, RADU HANDOREAN, GRUIA-CATALIN ROMAN, GREGORY HACKMANN y CHRISTOPHER GILL. "KNOWLEDGE-DRIVEN INTERACTIONS ACROSS MOBILE AD HOC NETWORKS". International Journal of Cooperative Information Systems 16, n.º 01 (marzo de 2007): 123–53. http://dx.doi.org/10.1142/s0218843007001603.

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The decoupled nature of computing in mobile ad hoc networks (MANETs) can result in disconnections at inopportune times during an interaction between a pair of hosts. We introduce the notion of a priori selection of partner hosts to reduce the likelihood of disconnection during such interactions. An application may specify the times when and the physical locations where it requires interactions with peer applications on partner hosts. A knowledge base of the physical motion profiles of various hosts maintained on each mobile host is used to select partner hosts that are co-located with the reference host at the required time and are least likely to disconnect. In this paper, we present a formal model for such knowledge management, along with an algorithm used to determine suitable partner hosts. We also provide details of our implementation of partner selection, which has been used in the context of a service-oriented computing middleware for MANETs, developed previously by our group. Finally, we present simulation results of our approach.
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40

Burford, Sally y Sora Park. "The impact of mobile tablet devices on human information behaviour". Journal of Documentation 70, n.º 4 (8 de julio de 2014): 622–39. http://dx.doi.org/10.1108/jd-09-2012-0123.

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Purpose – Mobile computing devices are a significant access point for information activities. Theories and models of human information behaviour have developed over several decades but have not considered the role of the user's computing device in digital information interactions. The purpose of this paper is to explore the information behaviours of young adults when they are given unlimited access to mobile tablet devices. Design/methodology/approach – As information tasks, behaviours and communities shift into digital environments, a researcher of these phenomena is required to mirror that movement with techniques that allow a full exploration of human behaviour and interaction in the online world. Following Kozinets (2009), “netnography” (ethnography in online communities) is applied in this study and all data are collected online from within a community of iPad users, established for the research purpose. Findings – This study reveals that access to mobile tablet devices creates significant shifts in the behaviours of young adults whose lives are immersed in digital information. Mobile tablet devices establish the potential for constant access to digital information and that opportunity is grasped by the participants in this research. Extensive use of mobile device applications or “apps” establishes a more selected and restricted view of information than that encountered in the open and expansive World Wide Web. Originality/value – This paper invites extension to human information behaviour theories and models to include a consideration of computing access device and of new mobility and constancy of access – all of which changes the circumstances and behaviour of the information actor.
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41

Morrison, Alistair y Matthew Chalmers. "SGVis". International Journal of Mobile Human Computer Interaction 3, n.º 4 (octubre de 2011): 36–54. http://dx.doi.org/10.4018/jmhci.2011100103.

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The recent rise in popularity of ‘app store’ markets on a number of different mobile platforms has provided a means for researchers to run worldwide trials of ubiquitous computing (ubicomp) applications with very large numbers of users. This opportunity raises challenges, however, as more traditional methods of running trials and gathering data for analysis might be infeasible or fail to scale up to a large, globally-spread user base. SGVis is a data analysis tool designed to aid ubicomp researchers in conducting trials in this manner. This paper discusses the difficulties involved in running large scale trials, explaining how these led to recommendations on what data researchers should log, and to design choices made in SGVis. The authors outline several methods of use and why they help with challenges raised by large scale research. A means of categorising users is also described that could aid in data analysis and management of a trial with very large numbers of participants. SGVis has been used in evaluating several mass-participation trials, involving tens of thousands of users, and several use cases are described that demonstrate its utility.
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42

Guo, Shaoyong, Xing Hu, Gangsong Dong, Wencui Li y Xuesong Qiu. "Mobile edge computing resource allocation: A joint Stackelberg game and matching strategy". International Journal of Distributed Sensor Networks 15, n.º 7 (julio de 2019): 155014771986155. http://dx.doi.org/10.1177/1550147719861556.

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Mobile edge computing has attracted great interests in the popularity of fifth-generation (5G) networks and Internet of Things. It aims to supply low-latency and high-interaction services for delay-sensitive applications. Utilizing mobile edge computing with Smart Home, which is one of the most important fields of Internet of Things, is a method to satisfy users’ demand for higher computing power and storage capacity. However, due to limited computing resource, how to improve efficiency of resource allocation is a challenge. In this article, we propose a hierarchical architecture in Smart Home with mobile edge computing, providing low-latency services and promoting edge process for smart devices. Based on that, a Stackelberg Game is designed in order to allocate computing resource to devices efficiently. Then, one-to-many matching is established to handle resource allocation problems. It is proved that the allocation strategy can optimize the utility of mobile edge computing server and improve allocating efficiency. Simulation results show the effectiveness of the proposed strategy compared with schemes based on auction game, and present performance with different changing system parameters.
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43

Wang, Weigang y Manuele Reani. "The rise of mobile computing for Group Decision Support Systems: A comparative evaluation of mobile and desktop". International Journal of Human-Computer Studies 104 (agosto de 2017): 16–35. http://dx.doi.org/10.1016/j.ijhcs.2017.02.008.

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44

Tanaka, Kazuo. "Advanced Computational Intelligence in Control Theory and Applications". Journal of Advanced Computational Intelligence and Intelligent Informatics 3, n.º 2 (20 de abril de 1999): 67. http://dx.doi.org/10.20965/jaciii.1999.p0067.

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We are witnessing a rapidly growing interest in the field of advanced computational intelligence, a "soft computing" technique. As Prof. Zadeh has stated, soft computing integrates fuzzy logic, neural networks, evolutionary computation, and chaos. Soft computing is the most important technology available for designing intelligent systems and control. The difficulties of fuzzy logic involve acquiring knowledge from experts and finding knowledge for unknown tasks. This is related to design problems in constructing fuzzy rules. Neural networks and genetic algorithms are attracting attention for their potential in raising the efficiency of knowledge finding and acquisition. Combining the technologies of fuzzy logic and neural networks and genetic algorithms, i.e., soft computing techniques will have a tremendous impact on the fields of intelligent systems and control design. To explain the apparent success of soft computing, we must determine the basic capabilities of different soft computing frameworks. Give the great amount of research being done in these fields, this issue addresses fundamental capabilities. This special issue is devoted to advancing computational intelligence in control theory and applications. It contains nine excellent papers dealing with advanced computational intelligence in control theory and applications such as fuzzy control and stability, mobile robot control, neural networks, gymnastic bar action, petroleum plant control, genetic programming, Petri net, and modeling and prediction of complex systems. As editor of this special issue, I believe that the excellent research results it contains provide the basis for leadership in coming research on advanced computational intelligence in control theory and applications.
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45

Jin, Lin y Changhong Yan. "Research on Key Technologies of Massive Videos Management Under the Background of Cloud Platform". Journal of Advanced Computational Intelligence and Intelligent Informatics 23, n.º 1 (20 de enero de 2019): 72–77. http://dx.doi.org/10.20965/jaciii.2019.p0072.

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With the rapid development of mobile internet and smart city, video surveillance is popular in areas such as transportation, schools, homes, and shopping malls. It is important subject to manage the massive videos quickly and accurately. This paper tries to use Hadoop cloud platform for massive video data storage, transcoding and retrieval. The key technologies of cloud computing and Hadoop are introduced firstly in the paper. Then, we analyze the functions of video management platform, such as user management, videos storage, videos transcoding, and videos retrieval. According to the basic functions and cloud computing, each module design process and figure are provided in the paper. The massive videos management system based on cloud platform will be better than the traditional videos management system in the aspects of storage capacity, transcoding performance and retrieval speed.
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46

Chi, Zicheng, Ting Zhu, Dingde Jiang y Ping Yi. "A Survey of Side-Channel Sensing in Wireless Networked Systems". Journal of Communications Technology, Electronics and Computer Science 3 (29 de diciembre de 2015): 32. http://dx.doi.org/10.22385/jctecs.v3i0.64.

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In recent years, Side-Channel Sensing(SCS) became hotter and hotter in wireless network (a type of computer network that uses wireless data connection to connect network nodes) and mobile computing (a computer is transported during usage) systems. People found that sensors, RF radios, or even daily used lamps potentially can have more and stronger functionalities than their original purposes. Usually, the SCS can enable new application, save energy, perform novel communication or provide special data. Because of SCS, the fields such as Human-Computer Interaction, Indoor Localization and Device-to-Device Communication got further improved. In this paper, we perform a comprehensive survey on Side-Channel Sensing and analyze the concerns on energy, communication, and data. To do this, we firstly classify the recent studies by original purposes and extensional purposes. Later, we analyze the energy, communication, and data concerns on the technical layer. Eventually, we provide a summary on related works. Our survey covers more than 60 studies in recent three years from relative high ranked conferences. In recent years, Side-Channel Sensing(SCS) became hotter and hotter in wireless network (a type of computer network that uses wireless data connection to connect network nodes) and mobile computing (a computer is transported during usage) systems. People found that sensors, RF radios, or even daily used lamps potentially can have more and stronger functionalities than their original purposes. Usually, the SCS can enable new application, save energy, perform novel communication or provide special data. Because of SCS, the fields such as Human-Computer Interaction, Indoor Localization and Device-to-Device Communication got further improved. In this paper, we perform a comprehensive survey on Side-Channel Sensing and analyze the concerns on energy, communication, and data. To do this, we firstly classify the recent studies by original purposes and extensional purposes. Later, we analyze the energy, communication, and data concerns on the technical layer. Eventually, we provide a summary on related works. Our survey covers more than 60 studies in recent three years from relative high ranked conferences.
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47

Barnard, Leon, Ji Soo Yi, Julie A. Jacko y Andrew Sears. "An empirical comparison of use-in-motion evaluation scenarios for mobile computing devices". International Journal of Human-Computer Studies 62, n.º 4 (abril de 2005): 487–520. http://dx.doi.org/10.1016/j.ijhcs.2004.12.002.

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48

Bessghaier, Narjes, Makram Soui, Christophe Kolski y Mabrouka Chouchane. "On the Detection of Structural Aesthetic Defects of Android Mobile User Interfaces with a Metrics-based Tool". ACM Transactions on Interactive Intelligent Systems 11, n.º 1 (10 de marzo de 2021): 1–27. http://dx.doi.org/10.1145/3410468.

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Smartphone users are striving for easy-to-learn and use mobile apps user interfaces. Accomplishing these qualities demands an iterative evaluation of the Mobile User Interface (MUI). Several studies stress the value of providing a MUI with a pleasing look and feel to engaging end-users. The MUI, therefore, needs to be free from all kinds of structural aesthetic defects. Such defects are indicators of poor design decisions interfering with the consistency of a MUI and making it more difficult to use. To this end, we are proposing a tool (Aesthetic Defects DEtection Tool (ADDET)) to determine the structural aesthetic dimension of MUIs. Automating this process is useful to designers in evaluating the quality of their designs. Our approach is composed of two modules. (1) Metrics assessment is based on the static analysis of a tree-structured layout of the MUI. We used 15 geometric metrics (also known as structural or aesthetic metrics) to check various structural properties before a defect is triggered. (2) Defects detection: The manual combination of metrics and defects are time-consuming and user-dependent when determining a detection rule. Thus, we perceive the process of identification of defects as an optimization problem. We aim to automatically combine the metrics related to a particular defect and optimize the accuracy of the rules created by assigning a weight, representing the metric importance in detecting a defect. We conducted a quantitative and qualitative analysis to evaluate the accuracy of the proposed tool in computing metrics and detecting defects. The findings affirm the tool’s reliability when assessing a MUI’s structural design problems with 71% accuracy.
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49

Fan, Yuqi, Lunfei Wang, Weili Wu y Dingzhu Du. "Cloud/Edge Computing Resource Allocation and Pricing for Mobile Blockchain: An Iterative Greedy and Search Approach". IEEE Transactions on Computational Social Systems 8, n.º 2 (abril de 2021): 451–63. http://dx.doi.org/10.1109/tcss.2021.3049152.

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50

Liu, Peter Xiaoping, Max Q.-H. Meng y Jason J. Gu. "Intelligent Scaling Control for Internet-Based Teleoperation". Journal of Advanced Computational Intelligence and Intelligent Informatics 8, n.º 3 (20 de mayo de 2004): 275–83. http://dx.doi.org/10.20965/jaciii.2004.p0275.

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In this paper we present an intelligent scaling control algorithm, which is based on the hierarchical decomposition and dynamic assignment of tasks between the human operator and the on-board controller of the remote robot, for mobile robot teleoperation over the Internet. This control scheme relies on the real-time estimation of concurrent roundtrip delays in order to assign tasks between the user and the robot optimally. For this purpose, we employ a linear neural network for which most conventional learning algorithms are infeasible since their required computation is usually too intensive to be practical. To get over this dilemma, we introduce a novel learning algorithm based on the maximum entropy principle. Compared to traditional schemes, the computing cost of this algorithm is very low, which makes it possible for the proposed neural network to be implemented on-line in real time. The scaling control scheme with the neural-network-based delay prediction algorithm is successfully implemented and tested on the developed platform for Internet mobile robots.
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