892 resultados para NETTRA-E1-FIFO (Computer program)


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The application of energy minimisation methods for stereo matching has been demonstrated to produce high quality disparity maps. However the majority of these methods are known to be computationally expensive, requiring minutes or even hours of computation. We propose a fast minimisation scheme that produces strongly competitive results for significantly reduced computation, requiring only a few seconds of computation. In this paper, we present our iterated dynamic programming algorithm along with a quadtree subregioning process for fast stereo matching.

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Proof reuse, or analogical reasoning, involves reusing the proof of a source theorem in the proof of a target conjecture. We have developed a method for proof reuse that is based on the generalisation replay paradigm described in the literature, in which a generalisation of the source proof is replayed to construct the target proof. In this paper, we describe the novel aspects of our method, which include a technique for producing more accurate source proof generalisations (using knowledge of the target goal), as well as a flexible replay strategy that allows the user to set various parameters to control the size and the shape of the search space. Finally, we report on the results of applying this method to a case study from the realm of software verification.

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We present the idea of a programmable structured P2P architecture. Our proposed system allows the key-based routing infrastructure, which is common to all structured P2P overlays, to be shared by multiple applications. Furthermore, our architecture allows the dynamic and on-demand deployment of new applications and services on top of the shared routing layer.

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This paper describes a series of design games, specifically aimed at exploring shifts in human agency in order to inform the design of context-aware applications. The games focused on understanding information handling issues in dental practice with participants from a university dental school playing an active role in the activities. Participatory design activities help participants to reveal potential implicit technical resources that can be presented explicitly in technologies in order to assist humans in managing their interactions with and amidst technical systems gracefully.

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This paper describes methods used to support collaboration and communication between practitioners, designers and engineers when designing ubiquitous computing systems. We tested methods such as “Wizard of Oz” and design games in a real domain, the dental surgery, in an attempt to create a system that is: affordable; minimally disruptive of the natural flow of work; and improves human-computer interaction. In doing so we found that such activities allowed the practitioners to be on a ‘level playing ground’ with designers and engineers. The findings we present suggest that dentists are willing to engage in detailed exploration and constructive critique of technical design possibilities if the design ideas and prototypes are presented in the context of their work practice and are of a resolution and relevance that allow them to jointly explore and question with the design time. This paper is an extension of a short paper submitted to the Participatory Design Conference, 2004.

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The behavior of characters in current computer games is generally scripted and predictable. This paper discusses some issues related to creating game characters that enhance player engagement and identifies the need for a more player-centered approach to game character design. This paper reports the results of a focus group that was carried out with experienced game players to determine what game character behaviors would enhance their engagement in a game. The four general areas of concern that came out of this discussion were consistency with context, player expectations, social interactions and consistency with the environment. This paper discusses these issues and their implication for game character design with a view to creating engaging game characters. © Springer

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There is growing interest in the use of context-awareness as a technique for developing pervasive computing applications that are flexible, adaptable, and capable of acting autonomously on behalf of users. However, context-awareness introduces various software engineering challenges, as well as privacy and usability concerns. In this paper, we present a conceptual framework and software infrastructure that together address known software engineering challenges, and enable further practical exploration of social and usability issues by facilitating the prototyping and fine-tuning of context-aware applications.

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Most recently developed context-aware software applicationsmake unrealistic assumptions about the quality of the available context information, which can lead to inappropriate actions by the application and frustration on the part of the user. In this paper, we explore the problem of imperfect context information and some of its causes, and propose a novel approach for modelling incomplete and inaccurate information. Additionally, we present a discussion of our experiences in developing a contextaware communication application, highlighting design issues that are pertinent when developing applications that rely on imperfect context information.