The specification and distributed control of discrete event robotic manufacturing systems using Petri nets are considered, and a methodology of decomposition and coordination is presented for hierarchical and distribu...
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ISBN:
(纸本)9781424457014
The specification and distributed control of discrete event robotic manufacturing systems using Petri nets are considered, and a methodology of decomposition and coordination is presented for hierarchical and distributed control. First, a task specification is defined as a Petri net model at the conceptual level, and then transformed to the detailed Petri net representation of the subtasks. Finally, the overall Petri net is decomposed and the constituent subnets are assigned to local Petri net based controllers. The controllers are coordinated by the coordinator so that the decomposed transitions fire at the same time. System coordination algorithm through communication between the coordinator and the controllers, is presented. By the proposed method, modeling, simulation and control of large and complex manufacturing systems can be performed consistently using Petri nets.
Interactive displays are increasingly distributed in a broad spectrum of everyday life environments: They have very diverse form factors and portability characteristics, support a variety of interaction techniques, an...
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This paper describes a research effort to support collaborative translation by monolingual speakers, or people that speak only the source or target language. I hypothesize that sharing knowledge across the language ba...
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ISBN:
(纸本)9781605582474
This paper describes a research effort to support collaborative translation by monolingual speakers, or people that speak only the source or target language. I hypothesize that sharing knowledge across the language barrier is possible with a combination of automated (but poor quality) machine translation, language-independent communication, and existing background knowledge. I demonstrate this possibility with proof-of-concept experiments.
This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided interface control. I-VT is a common eye mov...
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ISBN:
(纸本)9781605586007
This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided interface control. I-VT is a common eye movement identification model employed by the eye tracking community, but it is neither robust nor capable of handling high levels of noise present in the eye position data. Previous research implies that use of a Kalman filter reduces the noise in the eye movement signal and predicts the signal during brief eye movement failures, but the actual performance of I-KF was never evaluated. We evaluated the performance of I-VT and I-KF models using guidelines for ISO 9241 Part 9 standard, which is designed for evaluation of non keyboard/mouse input devices with emphasis on performance, comfort, and effort. Two applications were implemented for the experiment: 1) an accuracy test 2) a photo viewing application specifically designed for eye-gaze-guided control. Twenty-one subjects participated in the evaluation of both models completing a series of tasks. The results indicates that I-KF allowed participants to complete more tasks with shorter completion time while providing higher general comfort, accuracy and operation speeds with easier target selection than the I-VT model. We feel that these results are especially important to the engineers of new assistive technologies and interfaces that employ eye-tracking technology in their design. Copyright 2009 ACM.
An increasing number of temporal categorical databases are being collected: Electronic Health Records in healthcare organizations, traffic incident logs in transportation systems, or student records in universities. F...
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This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small grou...
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Device-assisted navigation is rapidly becoming a major topic in computerscience. PDAs and other small devices are enabling the introduction of navigational assistants to many different spaces. These areas are general...
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Arranging 3D objects in Virtual Environments can be a complex, error prone and time consuming task, especially for users who are not familiar with interfaces for 3D navigation and object manipulation. In this paper, w...
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Problem-based learning is a pedagogy that employs open-ended problems as a means of increasing student motivation and interaction in addition to achieving the intended educational goals. We present product-based learn...
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interaction for desktop games is mostly limited to keyboard and mouse input. We are investigating the benefits of adding body-based interaction to complement keyboard and mouse interaction in desktop gaming. We presen...
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ISBN:
(纸本)9781605582474
interaction for desktop games is mostly limited to keyboard and mouse input. We are investigating the benefits of adding body-based interaction to complement keyboard and mouse interaction in desktop gaming. We present a proof-of-concept implementation of body-based navigation for the game World of Warcraft, and a formative evaluation to test the feasibility of this kind of interaction. Our observations provide evidence that body-based interaction in addition to keyboard and mouse can help players perform more tasks at the same time and can be especially attractive and helpful to new players. Our study also revealed design consideration for this type of interaction.
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