7 resultados para Computer Supported Cooperative Work (CSCW)

em Massachusetts Institute of Technology


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We first pose the following problem: to develop a program which takes line-drawings as input and constructs three-dimensional objects as output, such that the output objects are the same as the ones we see when we look at the input line-drawing. We then introduce the principle of minimum standard-deviation of angles (MSDA) and discuss a program based on MSDA. We present the results of testing this program with a variety of line- drawings and show that the program constitutes a solution to the stated problem over the range of line-drawings tested. Finally, we relate this work to its historical antecedents in the psychological and computer-vision literature.

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We have simulated numerically an automated Maxwell's demon inspired by Smoluchowski's ideas of 1912. Two gas chambers of equal area are connected via an opening that is covered by a trapdoor. The trapdoor can open to the left but not to the right, and is intended to rectify naturally occurring variations in density between the two chambers. Our results confirm that though the trapdoor behaves as a rectifier when large density differences are imposed by external means, it can not extract useful work from the thermal motion of the molecules when left on its own.

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Recent developments in microfabrication and nanotechnology will enable the inexpensive manufacturing of massive numbers of tiny computing elements with sensors and actuators. New programming paradigms are required for obtaining organized and coherent behavior from the cooperation of large numbers of unreliable processing elements that are interconnected in unknown, irregular, and possibly time-varying ways. Amorphous computing is the study of developing and programming such ultrascale computing environments. This paper presents an approach to programming an amorphous computer by spontaneously organizing an unstructured collection of processing elements into cooperative groups and hierarchies. This paper introduces a structure called an AC Hierarchy, which logically organizes processors into groups at different levels of granularity. The AC hierarchy simplifies programming of an amorphous computer through new language abstractions, facilitates the design of efficient and robust algorithms, and simplifies the analysis of their performance. Several example applications are presented that greatly benefit from the AC hierarchy. This paper introduces three algorithms for constructing multiple levels of the hierarchy from an unstructured collection of processors.

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Methods are presented (1) to partition or decompose a visual scene into the bodies forming it; (2) to position these bodies in three-dimensional space, by combining two scenes that make a stereoscopic pair; (3) to find the regions or zones of a visual scene that belong to its background; (4) to carry out the isolation of objects in (1) when the input has inaccuracies. Running computer programs implement the methods, and many examples illustrate their behavior. The input is a two-dimensional line-drawing of the scene, assumed to contain three-dimensional bodies possessing flat faces (polyhedra); some of them may be partially occluded. Suggestions are made for extending the work to curved objects. Some comparisons are made with human visual perception. The main conclusion is that it is possible to separate a picture or scene into the constituent objects exclusively on the basis of monocular geometric properties (on the basis of pure form); in fact, successful methods are shown.

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The STUDENT problem solving system, programmed in LISP, accepts as input a comfortable but restricted subset of English which can express a wide variety of algebra story problems. STUDENT finds the solution to a large class of these problems. STUDENT can utilize a store of global information not specific to any one problem, and may make assumptions about the interpretation of ambiguities in the wording of the problem being solved. If it uses such information or makes any assumptions, STUDENT communicates this fact to the user. The thesis includes a summary of other English language questions-answering systems. All these systems, and STUDENT, are evaluated according to four standard criteria. The linguistic analysis in STUDENT is a first approximation to the analytic portion of a semantic theory of discourse outlined in the thesis. STUDENT finds the set of kernel sentences which are the base of the input discourse, and transforms this sequence of kernel sentences into a set of simultaneous equations which form the semantic base of the STUDENT system. STUDENT then tries to solve this set of equations for the values of requested unknowns. If it is successful it gives the answers in English. If not, STUDENT asks the user for more information, and indicates the nature of the desired information. The STUDENT system is a first step toward natural language communication with computers. Further work on the semantic theory proposed should result in much more sophisticated systems.

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PILOT is a programming system constructed in LISP. It is designed to facilitate the development of programs by easing the familiar sequence: write some code, run the program, make some changes, write some more code, run the program again, etc. As a program becomes more complex, making these changes becomes harder and harder because the implications of changes are harder to anticipate. In the PILOT system, the computer plays an active role in this evolutionary process by providing the means whereby changes can be effected immediately, and in ways that seem natural to the user. The user of PILOT feels that he is giving advice, or making suggestions, to the computer about the operation of his programs, and that the system then performs the work necessary. The PILOT system is thus an interface between the user and his program, monitoring both in the requests of the user and operation of his program. The user may easily modify the PILOT system itself by giving it advice about its own operation. This allows him to develop his own language and to shift gradually onto PILOT the burden of performing routine but increasingly complicated tasks. In this way, he can concentrate on the conceptual difficulties in the original problem, rather than on the niggling tasks of editing, rewriting, or adding to his programs. Two detailed examples are presented. PILOT is a first step toward computer systems that will help man to formulate problems in the same way they now help him to solve them. Experience with it supports the claim that such "symbiotic systems" allow the programmer to attack and solve more difficult problems.

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The furious pace of Moore's Law is driving computer architecture into a realm where the the speed of light is the dominant factor in system latencies. The number of clock cycles to span a chip are increasing, while the number of bits that can be accessed within a clock cycle is decreasing. Hence, it is becoming more difficult to hide latency. One alternative solution is to reduce latency by migrating threads and data, but the overhead of existing implementations has previously made migration an unserviceable solution so far. I present an architecture, implementation, and mechanisms that reduces the overhead of migration to the point where migration is a viable supplement to other latency hiding mechanisms, such as multithreading. The architecture is abstract, and presents programmers with a simple, uniform fine-grained multithreaded parallel programming model with implicit memory management. In other words, the spatial nature and implementation details (such as the number of processors) of a parallel machine are entirely hidden from the programmer. Compiler writers are encouraged to devise programming languages for the machine that guide a programmer to express their ideas in terms of objects, since objects exhibit an inherent physical locality of data and code. The machine implementation can then leverage this locality to automatically distribute data and threads across the physical machine by using a set of high performance migration mechanisms. An implementation of this architecture could migrate a null thread in 66 cycles -- over a factor of 1000 improvement over previous work. Performance also scales well; the time required to move a typical thread is only 4 to 5 times that of a null thread. Data migration performance is similar, and scales linearly with data block size. Since the performance of the migration mechanism is on par with that of an L2 cache, the implementation simulated in my work has no data caches and relies instead on multithreading and the migration mechanism to hide and reduce access latencies.