Association Link Network (ALN) is used to establish associated relations among various resources, aiming at extending the hyperlink network World Wide Web to an association-rich network, for effectively supporting Web...
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Due to its major advantages, service-oriented architecture (SOA) has been adopted in various distributed systems, such as web services, grid computing systems, utility computing systems and cloud computing systems. Th...
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ISBN:
(纸本)9781605588728
Due to its major advantages, service-oriented architecture (SOA) has been adopted in various distributed systems, such as web services, grid computing systems, utility computing systems and cloud computing systems. These systems are referred as service-based systems (SBS). In order to effectively use these systems in various applications, one major challenge which must be addressed is to manage the quality of services (QoS) to satisfy users' requirements. In SBS, multiple services are often hosted by the same server and compete for the limited system resources of the server, such as CPU-time, memory and network bandwidth. In addition, service compositions, resource status of servers, workflow priorities and QoS requirements are usually dynamically changing in runtime. Hence, it is necessary to have effective techniques to allocate the system resources to each service provided by a server in order to satisfy the QoS requirements of multiple workflows in SBS. In this paper, a resource allocation approach is presented to adaptively allocating the system resources of servers to their services in runtime in order to satisfy one of the most important QoS requirements, the throughput, of multiple workflows in SBS. Copyright 2009 ACM.
Fuzzy Cognitive Map (FCM) can be used to design game-based learning systems because it has the excellent ability of concept representation and reasoning. However, it can not (1) get new knowledge from existing data an...
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ISBN:
(纸本)9781605587578
Fuzzy Cognitive Map (FCM) can be used to design game-based learning systems because it has the excellent ability of concept representation and reasoning. However, it can not (1) get new knowledge from existing data and (2) correct false transcendental knowledge by itself, which mars the game-based learning ability. This paper utilizes Hebbian learning rule to solve the first problem and uses unbalance degree to solve the second problem. As a result, the improved FCM has the ability of self-learning from both existing data and priori knowledge, and is more suitable for a game-based learning system. Based on the improved FCM, a novel game-based learning model is proposed, including a teacher submodel, a learner submodel and a set of learning mechanisms. The teacher submodel has the standard answers which can be deduced from the improved FCM. The learner submodel is bulit and adjusted according to the teacher's FCM, which reflects the learner's learning process. The learning mechanisms compute the difference between the outputs of the teacher submodel and the learner submodel, and control the whole game learning process according to the difference. Based on the proposed model, an automobile driving learning system is developed to prove the effectiveness of the proposed model. Extensive experimental results demonstrate our model validity in terms of controlling the learning process and the guiding learners learning. Copyright 2009 ACM.
In this paper, we present novel development of domestic central heating control panel from conventional wall-mounted device to ambient media. We perform cycles of designs and evaluations in order to refine the underst...
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Web services aim at spontaneously integrating services from different providers in ensuring at offering a user the best possible experience. The interrelationships between the concepts of security, performance and int...
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Pendaphonics is a tangible physical-digital-sonic environment and interactive system that engages users in individual, collaborative, group, and distributed interactive experiences. The development of this system, as ...
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ISBN:
(纸本)9781605584935
Pendaphonics is a tangible physical-digital-sonic environment and interactive system that engages users in individual, collaborative, group, and distributed interactive experiences. The development of this system, as an element of urban revitalization and as a trans-disciplinary research endeavor, presents strategies for the design and evaluation of low-cost, flexible, and distributed tangible interaction architectures for public engagement, expression, and performance. Pendaphonics is installed in a public media arts space, where over 200 people experienced it during the environment's opening event. Internationally, interaction laboratories at five research universities are advancing explorations of Pendaphonics. This paper presents the development process and findings from observation and evaluation of people using Pendaphonics;diverse social interaction patterns among performers and the general public are discussed. In particular, we identify the repeated and sustained invitation to interact - created by the cyclic motion of a pendulum's simple harmonic oscillation - as a new tangible interaction modality for human computer interaction, in 3D physical-digital-sonic environments. An investigation of this and related elements of Pendaphonics' large-scale tangible interaction scenarios are articulated, along with descriptions of the system's broad potential as a compositional and choreographic tool;an educational exhibit and classroom manipulative;and as an interface that facilitates playful interaction, exploration, discovery and creativity. Copyright 2009 ACM.
Pendaphonics is a tangible physical-digital-sonic environment and interactive system that motivates children and adults to be physically active and explorative. The development of this system presents a strategy for t...
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ISBN:
(纸本)9781605583952
Pendaphonics is a tangible physical-digital-sonic environment and interactive system that motivates children and adults to be physically active and explorative. The development of this system presents a strategy for the design and evaluation of a low-cost, flexible, large scale tangible system that is engaging for children and adults alike. Pendaphonics has been installed in a public new media arts space, where over 200 people have interacted with it. Here, we describe Pendaphonics tangible interaction scenarios, including the broad potential of this system as a compositional and choreographic tool, an educational exhibit, and as an interface that facilitates playful interaction, exploration, discovery and creativity. Copyright 2009.
In wireless networks utilizing half-duplex transceivers, a mechanism is required to inform a sender of the outcome of its transmission. Traditionally, such feedback comes from the receiver. This approach cannot distin...
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In this article, we survey the history of studies of computational creativity, following the development of the International Conference on Computational Creativity pom its beginnings, a decade ago, in two parallel wo...
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The rapid adoption of service-oriented architecture (SOA) in many large-scale distributed applications requires the development of adaptive service-based software systems (ASBS) with the capability of monitoring the c...
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