6 resultados para Multi-User-Single-Antenna (MUSA)

em Digital Peer Publishing


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Having to carry input devices can be inconvenient when interacting with wall-sized, high-resolution tiled displays. Such displays are typically driven by a cluster of computers. Running existing games on a cluster is non-trivial, and the performance attained using software solutions like Chromium is not good enough. This paper presents a touch-free, multi-user, humancomputer interface for wall-sized displays that enables completely device-free interaction. The interface is built using 16 cameras and a cluster of computers, and is integrated with the games Quake 3 Arena (Q3A) and Homeworld. The two games were parallelized using two different approaches in order to run on a 7x4 tile, 21 megapixel display wall with good performance. The touch-free interface enables interaction with a latency of 116 ms, where 81 ms are due to the camera hardware. The rendering performance of the games is compared to their sequential counterparts running on the display wall using Chromium. Parallel Q3A’s framerate is an order of magnitude higher compared to using Chromium. The parallel version of Homeworld performed on par with the sequential, which did not run at all using Chromium. Informal use of the touch-free interface indicates that it works better for controlling Q3A than Homeworld.

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Second Life (SL) is an ideal platform for language learning. It is called a Multi-User Virtual Environment, where users can have varieties of learning experiences in life-like environments. Numerous attempts have been made to use SL as a platform for language teaching and the possibility of SL as a means to promote conversational interactions has been reported. However, the research so far has largely focused on simply using SL without further augmentations for communication between learners or between teachers and learners in a school-like environment. Conversely, not enough attention has been paid to its controllability which builds on the embedded functions in SL. This study, based on the latest theories of second language acquisition, especially on the Task Based Language Teaching and the Interaction Hypothesis, proposes to design and implement an automatized interactive task space (AITS) where robotic agents work as interlocutors of learners. This paper presents a design that incorporates the SLA theories into SL and the implementation method of the design to construct AITS, fulfilling the controllability of SL. It also presents the result of the evaluation experiment conducted on the constructed AITS.

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Mit zunehmender Komplexität und Vielfalt der Logistikprozesse steigt der Stellenwert der eingesetzten Informationstechnologien. Die den Warenfluss begleitenden bzw. vorhereilenden Informationen sind erforderlich, um Waren identifizieren und Unternehmensressourcen optimal einsetzen zu können. Als Beispiel ist der klassische Wareneingang zu nennen. Durch die Avisierung von Menge und Art eingehender Waren können der Einsatz des Personals zur Entladung und Vereinnahmung sowie die erforderlichen Ressourcen (Ladehilfsmittel, Flurförderzeuge, usw.) im Vorfeld geplant und bereitgestellt werden. Der Informationsfluss ist demnach als Qualitätsmerkmal und als Wirtschaftlichkeitsfaktor zu verstehen. Die Schnittstelle zwischen dem physischen Warenfluss und dem Informationsfluss auf EDV-Basis bildet die Identifikationstechnologien. In der Industrie verbreitete Identifikationstechnologien bestehen in der Regel aus einem Datenträger und einem Erfassungsgerät. Der Datenträger ist am physischen Objekt fixiert. Das Erfassungsgerät liest die auf dem Datenträger befindlichen Objektinformationen und wandelt sie in einen Binär-Code um, der durch nachgelagerte EDV weiterverarbeitet wird. Die momentan in der Industrie und im Handel am häufigsten verwendete Identifikationstechnologie ist der Barcode. In den letzten Jahren tritt die RFID-Technologie in den Fokus der Industrie und des Handels im Bereich Materialfluss und Logistik. Unter „Radio Frequency IDentification“ wird die Kommunikation per Funkwellen zwischen Datenträger (Transponder) und Lesegerät verstanden. Mittels der RFID-Technologie ist der Anwender, im Gegensatz zum Barcode, in der Lage, Informationen auf dem Transponder ohne Sichtkontakt zu erfassen. Eine Ausrichtung der einzelnen Artikel ist nicht erforderlich. Zudem können auf bestimmten Transpondertypen weitaus größere Datenmengen als auf einem Barcode hinterlegt werden. Transponder mit hoher Speicherkapazität eignen sich in der Regel, um die auf ihnen hinterlegten Daten bei Bedarf aktualisieren zu k��nnen. Eine dezentrale Datenorganisation ist realisierbar. Ein weiterer Vorteil der RFID-Technologie ist die Möglichkeit, mehrere Datenträger im Bruchteil einer Sekunde zu erfassen. In diesem Fall spricht man von einer Pulkerfassung. Diese Eigenschaft ist besonders im Bereich Warenein- und -ausgang von Interesse. Durch RFID ist es möglich, Ladeeinheiten, z. B. Paletten mit Waren, durch einen Antennenbereich zu fördern, und die mit Transpondern versehenen Artikel zu identifizieren und in die EDV zu übertragen. Neben der Funktionalität einer solchen Technologie steht in der Industrie vor allem die Wirtschaftlichkeit im Vordergrund. Transponder sind heute teuerer als Barcodes. Zudem müssen Investitionen in die für den Betrieb von RFID erforderliche Hard- und Software einkalkuliert werden. Daher muss der Einsatz der RFID-Technologie Einsparungen durch die Reorganisation der Unternehmensprozesse nach sich ziehen. Ein Schwachpunkt der RFID-Technologie ist momentan je nach Anwendung die mangelnde Zuverlässigkeit und Wiederholgenauigkeit bei Pulklesungen. Die Industrie und der Handel brauchen Identifikationstechnologien, deren Erfassungsrate im Bereich nahe 100 % liegt. Die Gefahr besteht darin, dass durch ein unzuverlässiges RFID-System unvollständige bzw. fehlerhafte Datensätze erzeugt werden können. Die Korrektur der Daten kann teurer sein als die durch die Reorganisation der Prozesse mittels RFID erzielten Einsparungen. Die Erfassungsrate der Transponder bei Pulkerfassungen wird durch mehrere Faktoren beeinflusst, die im Folgenden detailliert dargestellt werden. Das Institut für Fördertechnik und Logistik (IFT) in Stuttgart untersucht m��gliche Einflussgrößen auf die Erkennungsraten bei Pulkerfassungen. Mit den gewonnenen Erkenntnissen sollen mögliche Schwachstellen bei der Erkennung mehrerer Transponder im Vorfeld einer Implementierung in die Logistikprozesse eines Unternehmens eliminiert werden. With increasing complexity and variety of the logistics processes the significance of the used information technologies increases. The information accompanying the material flow is necessary in order to be able to identify goods and to be able to use corporate resources optimally. The classical goods entrance is to be mentioned as an example. The notification of amount and kind of incoming goods can be used for previously planning and providing of the personnel and necessary resources. The flow of information is to be understood accordingly as a high-quality feature and as an economic efficiency factor. With increasing complexity and variety of the logistics processes the significance of the used information technologies increases. The information accompanying the material flow is necessary in order to be able to identify goods and to be able to use corporate resources optimally. The classical goods entrance is to be mentioned as an example. The notification of amount and kind of incoming goods can be used for previously planning and providing of the personnel and necessary resources. The flow of information is to be understood accordingly as a high-quality feature and as an economic efficiency factor.

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Recent evidence suggests that managers establish a positive link between management accounting system (MAS) integration and controllership effectiveness, which is fully mediated by the perceived consistency of financial language. Our paper extends this research by analyzing whether controllers have similar perceptions on MAS design. Testing a series of multi-group structural equation models, we find evidence for a preparer-user perception gap with respect to the mediating impact of a consistent financial language. Our results contribute to the still-ongoing controversial debate on MAS integration by indicating that the effectiveness of MAS design cannot be evaluated solely from an instrumental perspective independent from users’ perceptions.

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We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system.

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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.