1,099 research outputs found

    Representing the Process of Machine Tool Calibration in First-order Logic

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    Machine tool calibration requires a wide range of measurement techniques that can be carried out in many different sequences. Planning a machine tool calibration is typically performed by a subject expert with a great understanding of International standards and industrial best-practice guides. However, it is often the case that the planned sequence of measurements is not the optimal. Therefore, in an attempt to improve the process, intelligent computing methods can be designed for plan suggestion. As a starting point, this paper presents a way of converting expert knowledge into first-order logic that can be expressed in the PROLOG language. It then shows how queries can be executed against the logic to construct a knowledge-base of all the different measurements that can be performed during machine tool calibration

    Quo vadimus? The 21st Century and multimedia

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    The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed

    Natural language software registry (second edition)

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    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
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