958 resultados para Graphical User Interfaces


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Book review of 'The prosthetic impulse: from a posthuman present to a biocultural future', edited by M. Smith and J. Morra.

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The high variability of the intensity of suprathermal electron flux in the solar wind is usually ascribed to the high variability of sources on the Sun. Here we demonstrate that a substantial amount of the variability arises from peaks in stream interaction regions, where fast wind runs into slow wind and creates a pressure ridge at the interface. Superposed epoch analysis centered on stream interfaces in 26 interaction regions previously identified in Wind data reveal a twofold increase in 250 eV flux (integrated over pitch angle). Whether the peaks result from the compression there or are solar signatures of the coronal hole boundary, to which interfaces may map, is an open question. Suggestive of the latter, some cases show a displacement between the electron and magnetic field peaks at the interface. Since solar information is transmitted to 1 AU much more quickly by suprathermal electrons compared to convected plasma signatures, the displacement may imply a shift in the coronal hole boundary through transport of open magnetic flux via interchange reconnection. If so, however, the fact that displacements occur in both directions and that the electron and field peaks in the superposed epoch analysis are nearly coincident indicate that any systematic transport expected from differential solar rotation is overwhelmed by a random pattern, possibly owing to transport across a ragged coronal hole boundary.

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We have employed a combination of experimental surface science techniques and density functional calculations to study the reduction of TiO2(110) surfaces through the doping with submonolayer transition metals. We concentrate on the role of Ti adatoms in self doping of rutile and contrast the behaviour to that of Cr. DFT+U calculations enable identification of probable adsorption structures and their spectroscopic characteristics. Adsorption of both metals leads to a broken symmetry and an asymmetric charge transfer localised around the defect site of a mixed localised/delocalised character. Charge transfer creates defect states with Ti 3d character in the band gap at similar to 1-eV binding energy. Cr adsorption, however, leads to a very large shift in the valence-band edge to higher binding energy and the creation of Cr 3d states at 2.8-eV binding energy. Low-temperature oxidation lifts the Ti-derived band-gap states and modifies the intensity of the Cr features, indicative of a change of oxidation state from Cr3+ to Cr4+. Higher temperature processing leads to a loss of Cr from the surface region, indicative of its substitution into the bulk.

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This paper presents a queue-based agent architecture for multimodal interfaces. Using a novel approach to intelligently organise both agents and input data, this system has the potential to outperform current state-of-the-art multimodal systems, while at the same time allowing greater levels of interaction and flexibility. This assertion is supported by simulation test results showing that significant improvements can be obtained over normal sequential agent scheduling architectures. For real usage, this translates into faster, more comprehensive systems, without the limited application domain that restricts current implementations.

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This paper describes the design and implementation of an agent based network for the support of collaborative switching tasks within the control room environment of the National Grid Company plc. This work includes aspects from several research disciplines, including operational analysis, human computer interaction, finite state modelling techniques, intelligent agents and computer supported co-operative work. Aspects of these procedures have been used in the analysis of collaborative tasks to produce distributed local models for all involved users. These models have been used as the basis for the production of local finite state automata. These automata have then been embedded within an agent network together with behavioural information extracted from the task and user analysis phase. The resulting support system is capable of task and communication management within the transmission despatch environment.

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This paper suggests a method for identifying individuals who are most suited to using virtual reality (VR) systems. The aim is to help both an individual or employer to decide where that individual's skills and abilities would be best deployed. By considering a potential user's competence and temperament, a graphical representation is introduced that may then be used to crudely delineate a high-aptitude participant against those with lesser capabilities. By introducing standard tests for competence and a standard classifier for temperament, and by further weighting each measure with respect to the technology currently available and the application, a detailed representation of the effectiveness of different users is developed.

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Where users are interacting in a distributed virtual environment, the actions of each user must be observed by peers with sufficient consistency and within a limited delay so as not to be detrimental to the interaction. The consistency control issue may be split into three parts: update control; consistent enactment and evolution of events; and causal consistency. The delay in the presentation of events, termed latency, is primarily dependent on the network propagation delay and the consistency control algorithms. The latency induced by the consistency control algorithm, in particular causal ordering, is proportional to the number of participants. This paper describes how the effect of network delays may be reduced and introduces a scalable solution that provides sufficient consistency control while minimising its effect on latency. The principles described have been developed at Reading over the past five years. Similar principles are now emerging in the simulation community through the HLA standard. This paper attempts to validate the suggested principles within the schema of distributed simulation and virtual environments and to compare and contrast with those described by the HLA definition documents.

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Current force feedback, haptic interface devices are generally limited to the display of low frequency, high amplitude spatial data. A typical device consists of a low impedance framework of one or more degrees-of-freedom (dof), allowing a user to explore a pre-defined workspace via an end effector such as a handle, thimble, probe or stylus. The movement of the device is then constrained using high gain positional feedback, thus reducing the apparent dof of the device and conveying the illusion of hard contact to the user. Such devices are, however, limited to a narrow bandwidth of frequencies, typically below 30Hz, and are not well suited to the display of surface properties, such as object texture. This paper details a device to augment an existing force feedback haptic display with a vibrotactile display, thus providing a means of conveying low amplitude, high frequency spatial information of object surface properties. 1. Haptics and Haptic Interfaces Haptics is the study of human touch and interaction with the external environment via touch. Information from the human sense of touch can be classified in to two categories, cutaneous and kinesthetic. Cutaneous information is provided via the mechanoreceptive nerve endings in the glabrous skin of the human hand. It is primarily a means of relaying information regarding small-scale details in the form of skin stretch, compression and vibration.

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This paper outlines some rehabilitation applications of manipulators and identifies that new approaches demand that the robot make an intimate contact with the user. Design of new generations of manipulators with programmable compliance along with higher level controllers that can set the compliance appropriately for the task, are both feasible propositions. We must thus gain a greater insight into the way in which a person interacts with a machine, particularly given that the interaction may be non-passive. We are primarily interested in the change in wrist and arm dynamics as the person co-contracts his/her muscles. It is observed that this leads to a change in stiffness that can push an actuated interface into a limit cycle. We use both experimental results gathered from a PHANToM haptic interface and a mathematical model to observe this effect. Results are relevant to the fields of rehabilitation and therapy robots, haptic interfaces, and telerobotics