648 resultados para PDP-11 (Computer)


Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper establishes sufficient conditions to bound the error in perturbed conditional mean estimates derived from a perturbed model (only the scalar case is shown in this paper but a similar result is expected to hold for the vector case). The results established here extend recent stability results on approximating information state filter recursions to stability results on the approximate conditional mean estimates. The presented filter stability results provide bounds for a wide variety of model error situations.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The use of mobile devices such as smart phones and tablets in classrooms has been met with mixed sentiments. Some instructors and teachers see them as a distraction and regularly ban their usage. Others who see their potential to enhance learning have started to explore ways to integrate them into their teaching in an attempt to improve student engagement. In this paper we report on a pilot study that forms part of a university-wide project reconceptualising its approach to the student evaluation of learning and teaching. In a progressive decision to embrace mobile technology, the university decided to trial a smart phone app designed for students to check-in to class and leave feedback on the spot. Our preliminary findings from trialling the app indicate that the application establishes a more immediate feedback loop between students and teachers. However, the app’s impact depends on how feedback is shared with students and how the teaching team responds.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper introduces the first iteration of a study aimed at grouping similar food types together in a refrigerator to increase the awareness of available foods for consumers in a domestic environment. The goals of the project are twofold: i) Raise the awareness of available foods for all members of a household; ii) Reduce the amount of expired food waste in the household. The project implemented a paper-based colour scheme in refrigerators in households, assigning colours to particular food types (e.g. green to fruit and vegetables, red to meat, etc.). The findings show that the colour coding raised participants’ awareness of available food items in the fridge, particularly for those participants who were not directly involved in the shopping and initial storage of each food item. The findings also indicate that such awareness led to a reduction in expiration of food and thus general food waste in the household. These preliminary findings suggest that raising awareness of food availability through categorisation and efficient communication of this information may lead to a reduction in food waste in domestic environments.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper describes a method for measuring the creative potential of computer games. The research approach applies a behavioral and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative potential is measured by examining task motivation and domain-relevant and creativity-relevant skills. This paper focuses on the reliability of the factors used for measurement, determining those factors that are more strongly related to creativity. The findings show that creative potential may be determined by examining the relationship between skills required and the effect of intrinsic motivation within game play activities.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper presents Secret SLQ, a pervasive mobile game that aims to encourage eight to fourteen year olds to engage with the State Library of Queensland. The game sets out to encourage people to visit and explore the library, as well as educate a generation of young people and parents who may visit the library but have no idea of the treasures that it holds. The research explores how smartphone technology can be used to deliver an engaging and educational experience. The game aims to provide a fun and interactive way to guide participants through a multi-leveled library building, to search for unique QR codes to unlock clues, answer quiz questions and progress further up a leaderboard. This paper outlines the design and initial deployment of the game, reporting on results from a usability study and discussing initial observations made by librarians. Findings indicate that the mobile platform is suitable for delivering such experiences but consideration is needed when embedding games in such large environments so as not to confuse players as they play.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The term gamification describes the addition of game elements to non-game contexts as a means to motivate and engage users. This study investigates the design, delivery and pilot evaluation of a gamified, smartphone application built to introduce new students to the campus, services and people at university during their first few weeks. This paper describes changes to the application made after an initial field study was undertaken and provides an evaluation of the impact of the redesign. Survey responses were collected from thirteen students and usage data was captured from 105 students. Results indicate three levels of user engagement and suggest that there is value in adding game elements to the experience in this way. A number of issues are identified and discussed based on game challenges, input, and facilitating game elements in an event setting such as university orientation.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Constant development of new wireless standards increases the demand for more radiating elements in compact end-user platforms. A decrease in antenna separation gives rise to increased antenna coupling, resulting in a reduction of the signal-to-interference-plus-noise-ratio (SINR) between transmitter and receiver. This paper proposes a decoupling network which provides dual band port isolation for a pair of distinct antennas. A prototype has been fabricated to verify the theory.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

PURPOSE: To examine the symmetry of corneal changes following near work in the fellow eyes of non-amblyopic myopic anisometropes. METHODS: Thirty-four non-amblyopic myopic anisometropes (minimum 1 D spherical equivalent anisometropia) were recruited. Corneal topography was measured with the Medmont E300 Videokeratoscope before and after a controlled near task. Subjects were positioned to minimise head movements and read continuous text on a computer monitor for 10 minutes at an angle of 25 degrees downward gaze and an accommodation demand of 2.5 D. Measures of palpebral aperture morphology during primary and downward gaze were also obtained using digital photography and analysed with customised software. RESULTS: Significant changes in corneal topography were observed after ten minutes of reading. Localised superior regions of corneal topographical change (a hyperopic shift in corneal power) were typically exhibited in both eyes following the near task. The mean change in the corneal sphero-cylinder was +0.02/-0.11 x 113 and +0.02/-0.06 x 68 for the more and less myopic eyes respectively for a 6 mm corneal diameter. A significantly greater change in corneal astigmatism power vector J0 (a larger increase in against the rule astigmatism) was observed in the more myopic eyes (p < 0.01 for a 6 mm diameter). The more and less myopic eyes exhibited a high degree of interocular symmetry for measures of palpebral aperture morphology during both primary and downward gaze. Changes in corneal power vectors following reading were associated with eyelid position during downward gaze. CONCLUSIONS: Changes in corneal topography observed following a controlled reading task were highly symmetrical between the fellow eyes of myopic anisometropes due to the interocular symmetry of the palpebral aperture. However, the more myopic eye did exhibit a small but significantly greater magnitude of change in corneal astigmatism compared to the less myopic eye following reading. These findings may have implications for understanding the mechanism of development of non-amblyopic myopic anisometropia.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This work-in-progress paper presents an ensemble-based model for detecting and mitigating Distributed Denial-of-Service (DDoS) attacks, and its partial implementation. The model utilises network traffic analysis and MIB (Management Information Base) server load analysis features for detecting a wide range of network and application layer DDoS attacks and distinguishing them from Flash Events. The proposed model will be evaluated against realistic synthetic network traffic generated using a software-based traffic generator that we have developed as part of this research. In this paper, we summarise our previous work, highlight the current work being undertaken along with preliminary results obtained and outline the future directions of our work.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In Australia, Vocational Education and Training (VET) programs are delivered in a variety of settings. You can be enrolled within a course in a high school, at a technical institution, private training provider or at your place of employment. Recognition of prior learning, on the job training and industry partnerships are strong factors supporting the change of delivery. The curriculum content within these programs has also changed. For example within the Business Services programs, the prerequisite and corequisite skill of touch keyboarding to an Australian Standard has moved from a core requirement in the 1990’s to an elective requirement in the 2000’s. Where a base skill becomes an elective skill, how does this effect the performance and outcomes for the learner, educator, employer and society as a whole? This paper will explore these issues and investigate the current position of standards within the VET curriculum today.