1,532 research outputs found

    An intelligent magnetic tape controller

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    This thesis describes a system to allow a mass storage device to be installed in a position remote from the computer system which controls it. This system is intended to allow undergraduate students in the Electrical Engineering department at UCT to make use of two nine channel tape drives installed in the undergraduate interfaced to accessed by laboratory for project work. The drives are the department's PDP-11/23 computer, and may be standard operating system directives, as the controller simulates a conventional computer peripheral. The system consists of an SA-Bus based tape transport controller which interfaces to the host computer system via a serial line. The following hardware was designed and built specifically for this system : 1. A CPU card based on the in Tel 80188 microprocessor, incorporating high speed DMA (direct memory access) channels and two interrupt driven serial lines. 2. A timing and control module for the tape transports. This consists of two SA-Bus cards. Two sets of software were written for the system. These are the following : 1. Software to operate the tape controller. This consists of six modules written in Pascal-86 and 8086 assemblers. 2. Software to allow the PDP-11/23 to control the tape drives. This is in the. form of an RSX-11 device driver written in PDP-11 assembler. To allow the particular to proposed local system allow area highly modular form. to be easily the system to network) , the upgraded in the future (in be incorporated into UCT's software was written in an addition to being controlled by a host system in remote mode the tape controller also has the ability to perform a variety of operations in local mode. These include the ability to copy and erase tapes, as well as a comprehensive set of diagnostic functions. When in local operations mode the controller is menu driven, making its use by persons who are not familiar with it quick and easy

    New perspectives on A.I. in sentencing. Human decision-making between risk assessment tools and protection of humans rights.

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    The aim of this thesis is to investigate a field that until a few years ago was foreign to and distant from the penal system. The purpose of this undertaking is to account for the role that technology could plays in the Italian Criminal Law system. More specifically, this thesis attempts to scrutinize a very intricate phase of adjudication. After deciding on the type of an individual's liability, a judge must decide on the severity of the penalty. This type of decision implies a prognostic assessment that looks to the future. It is precisely in this field and in prognostic assessments that, as has already been anticipated in the United, instruments and processes are inserted in the pre-trial but also in the decision-making phase. In this contribution, we attempt to describe the current state of this field, trying, as a matter of method, to select the most relevant or most used tools. Using comparative and qualitative methods, the uses of some of these instruments in the supranational legal system are analyzed. Focusing attention on the Italian system, an attempt was made to investigate the nature of the element of an individual's ‘social dangerousness’ (pericolosità sociale) and capacity to commit offences, types of assessments that are fundamental in our system because they are part of various types of decisions, including the choice of the best sanctioning treatment. It was decided to turn our attention to this latter field because it is believed that the judge does not always have the time, the means and the ability to assess all the elements of a subject and identify the best 'individualizing' treatment in order to fully realize the function of Article 27, paragraph 3 of the Constitution

    Remote file access over low-speed lines

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    A link between microcomputer and mainframe can be useful in several ways, even when, as is usually the case, the link is only a normal terminal line. One interesting example is the ‘Integrated application’, which divides a task between microcomputer and mainframe and can offer several benefits; in particular, reducing load on the mainframe and permitting a more advanced user interface than possible on a conventional terminal. Because integrated applications consist of two co-operating programs, they are much more difficult to construct than a single program. It would be much easier to implement integrated applications concerned with the display and/or modification of data in mainframe files if the microcomputer could confine its dealings with the mainframe to a suitable file server. However, file servers do not appear practical for use over slow (compared to disc access speed) terminal lines. It was proposed to alleviate the problems caused by the slow link with extended file operations, which would allow time-consuming file operations such as searching or copying between files to be done in the file server. It was discovered after attempting such a system that extended file operations are not, by themselves, sufficient; but, allied to a record-based file model and asynchronous operations (i.e. file operations that do not suspend the user program until they complete), useful results could be obtained. This thesis describes FLAP, a file server for use over terminal lines which incorporates these ideas, and MMMS, an inter-application transport protocol used by FLAP for communication between the microcomputer file interface and the mainframe server. Two simple FLAP applications are presented, a customer records maintenance program and a screen editor. Details are given of their construction and response time in use at various line speeds

    Ludology as a theoretical lens for interactive works: Demonstrating the theoretical gaps in copyright analysis of interactive works

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    This research argues that without the appropriate category or lexicon to address interactive creations and with their assessment by analogy, interactive creations are improperly protected by copyright. They are over-under protected, their infringement decisions incoherent, inconsistent, and are protected in ways which entirely overlook their distinct and unique characteristics as an expressive medium. Drawing the boundaries of protection already proves difficult for copyright, owing to flaws and shortcomings with its principles and subject matter categorization. Which in part is why copyright struggles to protect interactive creations. However, it is contended that interactive creations present further difficulties which emerge by virtue of their interactivity. It is argued that this interactivity leads them to present significant practical and conceptual questions which copyright is ill equipped to answer. And whilst the existing academic commentary does highlight the challenges facing interactive creations, it does not do so in a way that meaningfully or specifically addresses interactive creations as a distinct medium, nor does it consider their unique qualities. To that end, this thesis argues that video game scholarship presents a helpful foundation for understanding how a more accurate ontology for interactive works might be constructed. It is contended that video game studies and ludology, can provide insights on what these neglected qualities are, as well as potential frameworks and vocabulary for more appropriately understanding and structuring these concepts. Arguing that ludology and the concepts proposed by the ludologist Frasca provide a clearer analytical lens for assessing the distinct and novel expressive capabilities of the medium. Concluding that copyright must re-evaluate its scope and purpose to better accommodate the subject matter it seeks to protect

    Neural Network Guided Transfer Learning for Genetic Programming

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    Programming-by-Example, and code synthesis in general, is a field with many different sub-fields, involving many forms of machine learning and computational logic. With advantages and disadvantages to each, attempts to build effective hybrid solutions would seem to be a promising direction. Transfer Learning (TL) provides a good framework for this, as it allows one of the classic code synthesis techniques, Genetic Programming, to be augmented by past success, to target a particular code synthesis system to the problem domain it is facing. TL allows one type of machine learning algorithm, in this thesis a neural network, to support the core GP process, and combine the strengths of both. This thesis explores the concept of hybrid code synthesis approaches, and then brings the identified strongest elements of each approach together into a single neural network driven Transfer Learning system for Genetic Programming. The TL system operates autonomously, without any human intervention required after the problem set (in example only format) is presented to the system. The thesis first studies how to structure a training corpus for a neural network, across two different experiments, exploring how the constraints placed on a corpus can result in superior training. After this, it studies how GP processes can be guided, to ensure that a hypothetical NN guide would be useful if it could be created and how it can best assist the GP. Finally, it combines the previous studies together into the full end-to-end TL system and tests its performance across two separate problem domain

    Processo de Seleção de Participantes numa Plataforma de Testes de Usabilidade

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    With the exponential growth of web and mobile applications, the practice of usability tests began to be more prevalent in different organizations and revealed a positive impact on the empathy of their products with the intended users. Skipping this step can cause major usability issues on the final product, as it was not tested with its users before it was launched. Despite companies realizing the importance of user testing and starting to make use of it, this task requires participants who are willing to participate in the tests, and this aspect is often a major obstacle for UX (User eXperience) researchers, not only in terms of their recruitment but also the suitability of the participants’ attributes to the product to be created. The aim of this project is to develop a web application that unifies the steps present in carrying out usability tests, from their creation to their execution, with a special focus on the selection of participants for them, which is the main problem to be solved. The hypothesis of research here is to confirm that using other platforms' APIs (Application Programming Interface) to recruit testers for usability tests is an efficient way of finding testers from a wide variety of market niches, which we will confirm or deny by the end of the project. In the project's initial phase, it is intended to study the state of the art in order to bring to light deeper understandings of the UX field and usability testing, as well as current applications on the market for usability testing management and potential technologies for this project’s development. Then, possible solutions for approaching the problem will be described, and a value analysis will be carried out focusing on strategic and business concepts for the project, namely its value proposition. In this stage, it is intended to choose a solution for the problem, taking into account factors such as time, adequation, and complexity of each one. As a result of the previous steps, an initial concept for the UI (User Interface) of the chosen solution will be sketched, and its usability will be tested in order to find any issues and fix them before going on to the final design. After this phase, the solution will be implemented, and the technique for doing so, including the technology used, the code architecture and documentation, will be described. Accordingly, the project will be experimented and evaluated again after its implementation phase, in order to assess the effectiveness of its requirements’ execution and potential problems the testers may have run into, which we will have to analyze and consider fixing at a later stage. At last, thorough conclusions about the project will be held out, including those regarding the challenges and limitations faced, achieved objectives, and, lastly, the work to be developed in the future.Com o crescimento das aplicações web e mobile, a prática de testes de usabilidade começou a estar mais presente nas diversas organizações e revelou um impacto positivo na empatia dos seus produtos com os utilizadores a que se destinam. Saltar esta etapa pode causar grandes problemas de usabilidade no produto final, já que não foi testado com o público-alvo antes de ser lançado. Apesar das empresas perceberem a importância de testes de usabilidade e começarem a fazer uso deste método, estes testes requerem participantes que estejam dispostos a participarem nos mesmos (conhecidos como avaliadores ou, em inglês, testers), sendo este aspeto, muitas vezes, um grande obstáculo para os investigadores na área de UX (User eXperience), não só no que toca à sua procura, como também à adequação dos atributos destes ao produto a criar. O objetivo deste projeto é desenvolver uma aplicação web que unifique as etapas presentes na realização de testes de usabilidade, desde a sua criação à sua execução, com um foco especial na seleção de participantes para os mesmos, sendo este o problema a resolver. A aplicação terá as suas funcionalidades principais para criação e partilha dos testes, assim como seleção de participantes para os mesmos, em funcionamento, podendo, futuramente, ser desenvolvida na sua totalidade, isto é, com a presença de mais funcionalidades extra, úteis para a realização destes testes. A hipótese de investigação aqui é confirmar que usar APIs (Application Programming Interface) de outras plataformas para recrutar avaliadores para testes de usabilidade é uma forma eficiente de encontrar testers dos mais diversos nichos de mercado, o que iremos confirmar ou negar no final do projeto. Na fase inicial do projeto, pretende-se estudar o estado da arte de forma a obter conhecimentos mais aprofundados sobre a área de UX e testes de usabilidade (respondendose, para isso, a questões como: o que é UX Design, o que é usability testing e qual a sua importância; que tipos de testes de usabilidade existem; quando se conduzem; quantos participantes são necessários; entre outras questões), bem como perceber as aplicações atualmente existentes no mercado para gestão destes testes (percebendo quem é a nossa concorrência e que funcionalidades é que oferecem nas suas aplicações, identificando-se também a nossa oportunidade), e, por fim, potenciais tecnologias para o desenvolvimento deste projeto (incluindo possíveis APIs de aplicações externas que poderão ser usadas para procura de avaliadores). Em seguida, serão pleaneadas possíveis soluções para a abordagem do problema, incluindo-se uma solução completa (que não será implementada neste projeto devido à sua complexidade e tempo que exige), e três outras soluções simplificadas possíveis de serem implementadas, permitindo, caso haja algum imprevisto na fase de desenvolvimento que impossibilite a implementação da solução escolhida a tempo, a implementação de uma outra solução aqui especificada, visto que estas variam no número de requisitos que exigem. Será ainda realizada uma análise de valor com foco nos conceitos estratégicos e de negócio do projeto, nomeadamente a oportunidade, uma análise SWOT (Strengths, Weaknesses, Oppurtunities, Threats), proposta de valor, modelo de negócio, e os requisitos a ter em conta para satisfazer os desejos dos clientes, através de uma técnica denominada Quality Function Deployment (QFD). Nesta etapa, pretende-se também escolher uma solução para o problema, levando em consideração fatores como tempo, adequação e complexidade de cada uma. Para isso, será utilizado o método de Analytic Hierarchy Process (AHP). Como resultado das etapas anteriores, será desenhada a solução para o problema. Em primeiro lugar, serão definidos os tipos de utilizador que poderão registar-se na aplicação, esboçando também um mapa de navegação distinto para cada um destes. Em segundo lugar, será esboçado um conceito inicial para o UI (User Interface) da solução escolhida, onde será depois conduzido um teste de usabilidade – System Usability Scale (SUS) – para que se possam identificar e corrigir problemas antes da sua versão final. Na versão final do design será também construída uma identidade visual, escolhendo-se um nome para a aplicação e desenhando-se o seu logótipo, definindo-se também a paleta de cores e tipografia a utilizar, mantendo coerência ao longo das páginas da aplicação. Após esta fase, a solução será implementada: será escolhida e fundamentada a tecnologia a utilizar; será descrito o processo de implementação, nomeadamente a definição de requisitos e a utilização de um sistema de controlo de versões; será explicada a arquitetura do código e a sua respetiva documentação, com foco em casos especiais do projeto; e, por último, será disponibilizada a aplicação final. Assim, o projeto será novamente experimentado e avaliado após a sua fase de implementação, de forma a classificar-se o sucesso da implementação dos seus requisitos e potenciais problemas que os testers possam ter encontrado, os quais terão de ser analisados e ponderados para corrigir numa fase posterior. Para isto, será utilizado um QEF (Quantitative Evaluation Framework) e um formulário de feedback, por forma a obtermos uma avaliação quantitativa e qualitativa da aplicação desenvolvida. Por último, serão tiradas conclusões aprofundadas sobre o projeto, incluindo as relativas aos desafios e limitações enfrentados, objetivos alcançados (focando-nos também em justificar a hipótese apresentada) e, por último, o trabalho a desenvolver-se no futuro

    All That Is Cyber Melts into Control: a Rhetorical Analysis of Cybernetic Metaphors

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    This thesis historicizes and interprets the logic of cybernetics as a communication technology and how it shaped notions of control in the mid-20th century. To situate my analysis, I focus on cybernetics, the tradition within communication studies that focuses on controlling communication through the application of feedback loops to a particular system. Since the discovery and popularization of cybernetics by the late 1950s, its central logic has been widely applied to computational technology and influenced future systems theories. Specifically, my thesis employs a rhetorical examination of cybernetic metaphors through metaphor criticism to trace the genealogy of cybernetic discourses that I argue attempted to reconstitute political structures through stabilizing systems that would maintain and regulate the social, political, and economic forces of society. My thesis explores archival exchanges between Soviet Cybernetics Review, Ali Ä°rtem, and Stafford Beer to tracing the intellectual history of discourses that employed cybernetic thinking through metaphors to re-constitute the political-economic systems internationally

    A User-Friendly Wrapper for DSIDES (Decision Support in the Design of Engineering Systems)

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    When dealing with complex systems, we need to consider that these systems have behaviors that are hard to predict or control, and uncertainties are always present since computational models are abstracts of reality. It is recognized that in many situations, it may not be possible to simultaneously optimize all objectives due to inherent conflicts, resource limitations, or uncertainty. As George E.P. Box said: "All models are wrong, but some are useful." The consequences of these observations are significant. We need to accept that our models might not capture everything and that uncertainties are a part of the picture. Hence, we must accept and deal with uncertainty instead of ignoring it and find solutions that are relatively insensitive to the uncertainties. When choosing a method to work with, we need to consider the quality of our data. To make this all work, we need a method to find solutions that achieve a reasonable compromise or balance among the objectives and identify a set of solutions that are relatively insensitive to uncertainties. Also, be able to facilitate the exploration of solution space to support human decision-making. This ties into the problems we face in supporting decisions for complex systems. These problems involve choosing between options and making compromises. The compromise Decision Support Problem (cDSP) construct and the Adaptive Linear Programming algorithm has been developed as a result, which was first introduced by Mistree and co-authors (1993). It is a domain-independent, multiobjective decision model based on mathematical and goal programming. They effectively deal with multiobjective problems involving bounds, linear and nonlinear constraints, goals, and consisting of Boolean and continuous variables. The requirements for this construct are: 1) Identify a set of solutions that are relatively insensitive to uncertainties 2) Facilitate the exploration of solution space to support human decision-making Mistree and co-authors also designed a computer program to implement cDSP construct. It has been written in FORTRAN to identify robust satisficing solutions to design problems when the models are abstractions of reality. It is called DSIDES (Decision Support in the Design of Engineering Systems). DSIDES is a software tool developed to help engineers and designers make better decisions in the design of complex engineering systems and provides decision support for the design of complex engineering systems. In this thesis, our primary objective is to enhance the accessibility and user-friendliness of DSIDES by designing a user-friendly wrapper. Three key areas of focus are included in this thesis: 1) Exploration of cDSP Construct: In this part, the examination of the cDSP (Compromise Decision Support Problem) construct, including its structural components and the formulation of problem statements within the cDSP framework, has been discussed. 2) Comprehensive Analysis of the DSIDES Wrapper: A detailed exploration of the DSIDES wrapper and a step-by-step walkthrough of the wrapper's functionalities are covered. 3) DSIDES Software Program Manuals: Program manuals for the DSIDES software has been created. These manuals are helpful resources for individuals seeking to enhance, expand, or modify the software. Based on these key areas of focus, there are three different parts to this thesis: 1) Part One: DSIDES Software and cDSP Construct: An Introduction. 2) Part Two: Designing the User-Friendly Wrapper for DSIDES. 3) Part Three: Program Manuals and Improvement of DSIDES. In the following sections, all three parts and their related details are discussed, respectively

    1983 July, Memphis State University bulletin

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    Vol. 72, No. 2 of the Memphis State University bulletin containing the graduate catalog for 1983-84, 1983 July.https://digitalcommons.memphis.edu/speccoll-ua-pub-bulletins/1156/thumbnail.jp

    1993 April, Memphis State University bulletin

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    Vol. 82, No. 1 of the Memphis State University bulletin containing the undergraduate catalog 1993-94, 1993 April.https://digitalcommons.memphis.edu/speccoll-ua-pub-bulletins/1176/thumbnail.jp
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