142 research outputs found

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization

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    Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences? Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system

    Travails in the third dimension: a critical evaluation of three-dimensional geographical visualization

    Get PDF
    Several broad questions are posed about the role of the third dimension in data visualization. First, how far have we come in developing effective 3D displays for the analysis of spatial and other data? Second, when is it appropriate to use 3D techniques in visualising data, which 3D techniques are most appropriate for particular applications, and when might 2D approaches be more appropriate? (Indeed, is 3D always better than 2D?) Third, what can we learn from other communities in which 3D graphics and visualization technologies have been developed? And finally, what are the key R&D challenges in making effective use of the third dimension for visualising data across the spatial and related sciences? Answers to these questions will be based on several lines of evidence: the extensive literature on data and information visualization; visual perception research; computer games technology; and the author’s experiments with a prototype 3D data visualization system

    The design-by-adaptation approach to universal access: learning from videogame technology

    Get PDF
    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Systematic literature review of validation methods for AI systems

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    Context: Artificial intelligence (AI) has made its way into everyday activities, particularly through new techniques such as machine learning (ML). These techniques are implementable with little domain knowledge. This, combined with the difficulty of testing AI systems with traditional methods, has made system trustworthiness a pressing issue. Objective: This paper studies the methods used to validate practical AI systems reported in the literature. Our goal is to classify and describe the methods that are used in realistic settings to ensure the dependability of AI systems. Method: A systematic literature review resulted in 90 papers. Systems presented in the papers were analysed based on their domain, task, complexity, and applied validation methods. Results: The validation methods were synthesized into a taxonomy consisting of trial, simulation, model-centred validation, and expert opinion. Failure monitors, safety channels, redundancy, voting, and input and output restrictions are methods used to continuously validate the systems after deployment. Conclusions: Our results clarify existing strategies applied to validation. They form a basis for the synthesization, assessment, and refinement of AI system validation in research and guidelines for validating individual systems in practice. While various validation strategies have all been relatively widely applied, only few studies report on continuous validation.Peer reviewe

    Acceptance in Incomplete Argumentation Frameworks

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    A Abstract argumentation frameworks (AFs), originally proposed by Dung, constitute a central formal model for the study of computational aspects of argumentation in AI. Credulous and skeptical acceptance of arguments in a given AF are well-studied problems both in terms of theoretical analysis-especially computational complexity-and the development of practical decision procedures for the problems. However, AFs make the assumption that all attacks between arguments are certain (i.e., present attacks are known to exist, and missing attacks are known to not exist), which can in various settings be a restrictive assumption. A generalization of AFs to incomplete AFs was recently proposed as a formalism that allows the representation of both uncertain attacks and uncertain arguments in AFs. In this article, we explore the impact of allowing for modeling such uncertainties in AFs on the computational complexity of natural generalizations of acceptance problems to incomplete AFs under various central AF semantics. Complementing the complexity-theoretic analysis, we also develop the first practical decision procedures for all of the NP-hard variants of acceptance in incomplete AFs. In terms of complexity analysis, we establish a full complexity landscape, showing that depending on the variant of acceptance and property/semantics, the complexity of acceptance in incomplete AFs ranges from polynomial-time decidable to completeness for Sigma(p)(3). In terms of algorithms, we show through an extensive empirical evaluation that an implementation of the proposed decision procedures, based on boolean satisfiability (SAT) solving, is effective in deciding variants of acceptance under uncertainties. We also establish conditions for what type of atomic changes are guaranteed to be redundant from the perspective of preserving extensions of completions of incomplete AFs, and show that the results allow for considerably improving the empirical efficiency of the proposed SAT-based counterexample-guided abstraction refinement algorithms for acceptance in incomplete AFs for problem variants with complexity beyond NP. (C) 2021 The Authors. Published by Elsevier B.V.Peer reviewe

    Robotics 2010

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    Without a doubt, robotics has made an incredible progress over the last decades. The vision of developing, designing and creating technical systems that help humans to achieve hard and complex tasks, has intelligently led to an incredible variety of solutions. There are barely technical fields that could exhibit more interdisciplinary interconnections like robotics. This fact is generated by highly complex challenges imposed by robotic systems, especially the requirement on intelligent and autonomous operation. This book tries to give an insight into the evolutionary process that takes place in robotics. It provides articles covering a wide range of this exciting area. The progress of technical challenges and concepts may illuminate the relationship between developments that seem to be completely different at first sight. The robotics remains an exciting scientific and engineering field. The community looks optimistically ahead and also looks forward for the future challenges and new development

    Selected On-Demand Medical Applications of 3D-Printing for Long-Duration Manned Space Missions

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    Recent technological advances in the area of Additive Manufacturing (i.e. 3D printing) allow for exploration of their use within long-duration manned space missions. Among the many potential application domains, medical and dental fabrication in support of crew health is of interest to NASA’s Advanced Exploration Systems directorate. A classification of medical events with their associated response timeline discern between those applications where current 3D printing technologies can provide adequate support. Products and devices that require on-demand fabrication (due to the high level of personal customization) but that can wait for a reasonable (e.g. few hours) fabrication time are the most promising areas. Among these non-emergency, on-demand applications, two were identified for further investigation: dental health and pharmaceutical drugs. A discussion on the challenges presented by a microgravity operational environment on these technologies is provided

    Marshall Space Flight Center Faculty Fellowship Program

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    The research projects conducted by the 2016 Faculty Fellows at NASA Marshall Space Flight Center included propulsion studies on propellant issues, and materials investigations involving plasma effects and friction stir welding. Spacecraft Systems research was conducted on wireless systems and 3D printing of avionics. Vehicle Systems studies were performed on controllers and spacecraft instruments. The Science and Technology group investigated additive construction applied to Mars and Lunar regolith, medical uses of 3D printing, and unique instrumentation, while the Test Laboratory measured pressure vessel leakage and crack growth rates

    Advances in Computational Intelligence Applications in the Mining Industry

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    This book captures advancements in the applications of computational intelligence (artificial intelligence, machine learning, etc.) to problems in the mineral and mining industries. The papers present the state of the art in four broad categories: mine operations, mine planning, mine safety, and advances in the sciences, primarily in image processing applications. Authors in the book include both researchers and industry practitioners
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