851 research outputs found

    Variants Of Array-Rewriting P Systems For Generating Picture Arrays

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    Bidang pengkomputeran membran dimulakan sekitar tahun 2000, berinspirasikan struktur dan fungsi sel-sel hidup. Model teori pengkomputeran membran ini dipanggil sistem P dan variannya dan penggunaan model ini dalam pelbagai masalah telah disiasat secara intensif sejak itu. Sistem P tatasusunan menghubungkan tatabahasa tatasusunan bahasa formal dengan sistem P. Dalam teori bahasa formal, salah satu kajian utama adalah terhadap keupayaan tatabahasa untuk menjana bahasa, yang disebut sebagai keupayaan generatif, yang bergantung kepada jenis-jenis peraturan yang digunakan. Kami menyiasat keupayaan generatif sistem P tatasusunan dengan memperkenalkan dalam peraturan sistem ciri-ciri benar, tatabahasa dengan penulisan semula selari dan kaedah mengumpul peraturan. Di sini dengan mengaitkan simbol benar dalam kaedah sistem P tatasusunan, kami memperkenalkan varian baru, yang dinamakan sebagai sistem P tatasusunan dengan ciri-ciri benar. Kami membuktikan bahawa jumlah membran yang digunakan dalam pembinaan itu dapat dikurangkan berbanding sistem P tatasusunan. Kami menggabungkan penulisan semula selari dalam sistem P rentetan di dalam sistem P tatasusuan, dengan itu memperkenalkan satu lagi varian baru dalam sistem P tatasusunan dan dinamakan sebagai sistem P tatasusunan selari. Inspired by the structure and functioning of the living cells, the field of membrane computing was initiated around the year 2000. Since then the theoretical model introduced in this area, called P system has been intensively investigated for properties and applications. One such P system known as array-rewriting P systems provides a link between two dimensional formal language theory and membrane computing. In formal language theory, one of the main studies is on the language generating capability of the grammars, referred to as the generative capacity, which depends on the types of rules. Also a standard technique to increase the generative capacity is to endow the rules with additional features. Here the array-rewriting P system is investigated by endowing the grammatical rules of the system with three such features, namely, permitting symbols, parallel rewriting and grouping of rules. Thus this thesis introduces and develops three such variants of the array-rewriting P system and brings out their advantages

    Aspects of the theory of syntax Special technical report no. 11

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    Formulation of transformational grammar - syntax theor

    Procedural Constraint-based Generation for Game Development

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    MATCOS-10

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    The design and implementation of a relational programming system.

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    The declarative class of computer languages consists mainly of two paradigms - the logic and the functional. Much research has been devoted in recent years to the integration of the two with the aim of securing the advantages of both without retaining their disadvantages. To date this research has, arguably, been less fruitful than initially hoped. A large number of composite functional/logical languages have been proposed but have generally been marred by the lack of a firm, cohesive, mathematical basis. More recently new declarative paradigms, equational and constraint languages, have been advocated. These however do not fully encompass those features we perceive as being central to functional and logic languages. The crucial functional features are higher-order definitions, static polymorphic typing, applicative expressions and laziness. The crucial logic features are ability to reason about both functional and non-functional relationships and to handle computations involving search. This thesis advocates a new declarative paradigm which lies midway between functional and logic languages - the so-called relational paradigm. In a relationallanguage program and data alike are denoted by relations. All expressions are relations constructed from simpler expressions using operators which form a relational algebra. The impetus for use of relations in a declarative language comes from observations concerning their connection to functional and logic programming. Relations are mathematically more general than functions modelling non-functional as well as functional relationships. They also form the basis of many logic languages, for example, Prolog. This thesis proposes a new relational language based entirely on binary relations, named Drusilla. We demonstrate the functional and logic aspects of Drusilla. It retains the higher-order objects and polymorphism found in modern functional languages but handles non-determinism and models relationships between objects in the manner of a logic language with notion of algorithm being composed of logic and control elements. Different programming styles - functional, logic and relational- are illustrated. However, such expressive power does not come for free; it has associated with it a high cost of implementation. Two main techniques are used in the necessarily complex language interpreter. A type inference system checks programs to ensure they are meaningful and simultaneously performs automatic representation selection for relations. A symbolic manipulation system transforms programs to improve. efficiency of expressions and to increase the number of possible representations for relations while preserving program meaning

    Graceful Language Extensions and Interfaces

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    Grace is a programming language under development aimed at education. Grace is object-oriented, imperative, and block-structured, and intended for use in first- and second-year object-oriented programming courses. We present a number of language features we have designed for Grace and implemented in our self-hosted compiler. We describe the design of a pattern-matching system with object-oriented structure and minimal extension to the language. We give a design for an object-based module system, which we use to build dialects, a means of extending and restricting the language available to the programmer, and of implementing domain-specific languages. We show a visual programming interface that melds visual editing (à la Scratch) with textual editing, and that uses our dialect system, and we give the results of a user experiment we performed to evaluate the usability of our interface

    CLiFF Notes: Research in the Language, Information and Computation Laboratory of the University of Pennsylvania

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    One concern of the Computer Graphics Research Lab is in simulating human task behavior and understanding why the visualization of the appearance, capabilities and performance of humans is so challenging. Our research has produced a system, called Jack, for the definition, manipulation, animation and human factors analysis of simulated human figures. Jack permits the envisionment of human motion by interactive specification and simultaneous execution of multiple constraints, and is sensitive to such issues as body shape and size, linkage, and plausible motions. Enhanced control is provided by natural behaviors such as looking, reaching, balancing, lifting, stepping, walking, grasping, and so on. Although intended for highly interactive applications, Jack is a foundation for other research. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object around us, and yet the most structurally complex. Their everyday movements are amazingly fluid, yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language. Present technology lets us approach human appearance and motion through computer graphics modeling and three dimensional animation, but there is considerable distance to go before purely synthesized figures trick our senses. We seek to build computational models of human like figures which manifest animacy and convincing behavior. Towards this end, we: Create an interactive computer graphics human model; Endow it with reasonable biomechanical properties; Provide it with human like behaviors; Use this simulated figure as an agent to effect changes in its world; Describe and guide its tasks through natural language instructions. There are presently no perfect solutions to any of these problems; ultimately, however, we should be able to give our surrogate human directions that, in conjunction with suitable symbolic reasoning processes, make it appear to behave in a natural, appropriate, and intelligent fashion. Compromises will be essential, due to limits in computation, throughput of display hardware, and demands of real-time interaction, but our algorithms aim to balance the physical device constraints with carefully crafted models, general solutions, and thoughtful organization. The Jack software is built on Silicon Graphics Iris 4D workstations because those systems have 3-D graphics features that greatly aid the process of interacting with highly articulated figures such as the human body. Of course, graphics capabilities themselves do not make a usable system. Our research has therefore focused on software to make the manipulation of a simulated human figure easy for a rather specific user population: human factors design engineers or ergonomics analysts involved in visualizing and assessing human motor performance, fit, reach, view, and other physical tasks in a workplace environment. The software also happens to be quite usable by others, including graduate students and animators. The point, however, is that program design has tried to take into account a wide variety of physical problem oriented tasks, rather than just offer a computer graphics and animation tool for the already computer sophisticated or skilled animator. As an alternative to interactive specification, a simulation system allows a convenient temporal and spatial parallel programming language for behaviors. The Graphics Lab is working with the Natural Language Group to explore the possibility of using natural language instructions, such as those found in assembly or maintenance manuals, to drive the behavior of our animated human agents. (See the CLiFF note entry for the AnimNL group for details.) Even though Jack is under continual development, it has nonetheless already proved to be a substantial computational tool in analyzing human abilities in physical workplaces. It is being applied to actual problems involving space vehicle inhabitants, helicopter pilots, maintenance technicians, foot soldiers, and tractor drivers. This broad range of applications is precisely the target we intended to reach. The general capabilities embedded in Jack attempt to mirror certain aspects of human performance, rather than the specific requirements of the corresponding workplace. We view the Jack system as the basis of a virtual animated agent that can carry out tasks and instructions in a simulated 3D environment. While we have not yet fooled anyone into believing that the Jack figure is real , its behaviors are becoming more reasonable and its repertoire of actions more extensive. When interactive control becomes more labor intensive than natural language instructional control, we will have reached a significant milestone toward an intelligent agent

    The Localisation of Video Games

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    The present thesis is a study of the translation of video games with a particular emphasis on the Spanish-English language pair, although other languages are brought into play when they offer a clearer illustration of a particular point in the discussion. On the one hand, it offers a descriptive analysis of the video game industry understood as a global phenomenon in entertainment, with the aim of understanding the norms governing present game development and publishing practices. On the other hand, it discusses particular translation issues that seem to be unique to these entertainment products due to their multichannel and polysemiotic nature, in which verbal and nonverbal signs are intimately interconnected in search of maximum game interactivity. Although this research positions itself within the theoretical framework of Descriptive Translation Studies, it actually goes beyond the mere accounting of current processes to propose changes whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such as audiovisual translation, software localisation, computer assisted translation and translation memory tools, comparative literature, and video game production and marketing, amongst others. The conclusions are an initial breakthrough in terms of research into this new area, challenging some of the basic tenets current in translation studies thanks to its multidisciplinary approach, and its solid grounding on current game localisation industry practice. The results can be useful in order to boost professional quality and to promote the training of translators in video game localisation in higher education centres.Open Acces

    Automated Deduction – CADE 28

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    This open access book constitutes the proceeding of the 28th International Conference on Automated Deduction, CADE 28, held virtually in July 2021. The 29 full papers and 7 system descriptions presented together with 2 invited papers were carefully reviewed and selected from 76 submissions. CADE is the major forum for the presentation of research in all aspects of automated deduction, including foundations, applications, implementations, and practical experience. The papers are organized in the following topics: Logical foundations; theory and principles; implementation and application; ATP and AI; and system descriptions
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