346 research outputs found

    Dynamic Awareness

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    This paper proposes, firstly, a versatile model of awareness and awareness change, and secondly, logics for awareness and awareness change developed using this model.Awareness; knowledge; logic of awareness; awareness change; belief revision.

    〈研究資料〉サッカー初心者指導に活用できるボールキックのコツに関するスポーツ運動学的研究

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    The objective of this study is to explain the methods of kicking a ball, which is a fundamental action in soccer. A phenomenological analysis is used to achieve the objective of this study. This analysis is a method to analyze a consciousness and Kinästhese of a subject. In this study, a point of coaching was suggested the methods of kicking a ball for soccer beginners. They are organized as follows:1. Dynamic awareness of setting the standing foot2. Dynamic awareness of raising the kicking leg3. Dynamic awareness of lowering the kicking foot4. Dynamic awareness of bringing the kicking foot in contact with the ball5. Dynamic awareness of following through with the kicking footBy taking up these five methods as perspectives on coaching, and conducting classes based on each of these perspectives, an improvement can be expected when coaching soccer beginners

    Mirrors of the World - Supporting Situational Awareness with Computer Screens

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    In this paper we develop a notion of support for social and situational awareness. Our initial ideas are based on the metaphor of using a mirror to see what you are not looking at. We provide two studies that, for different contexts, apply the metaphor to develop design ideas that fit the context of use

    Dynamic awareness techniques for VR user interactions with bystanders

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    Virtual reality (VR) headsets are often used in shared, social, settings. However, the occlusive nature of VR headsets introduce significant barriers to a user’s awareness of, and interactions with, bystanders (individuals physically near the VR user but who cannot directly interact with the user’s virtual environment). This thesis posits that VR headsets do not sufficiently support a user’s interaction with bystanders. This thesis investigates how technology-mediated bystander awareness systems can support use of VR headsets by automatically increasing a user’s awareness of, and facilitating an interaction with, bystanders. Survey 1 & 2 and Experiment 1 explored this by first investigating how interactions occur between bystanders and VR users and what impediments are encountered during these interactions. Experiments 2, 3, and 4 then built on this work by investigating the design of technology-mediated bystander awareness systems designed to support these interactions. Experiment 2 explored the impact of withholding a bystander’s identity and position when informing a VR user of a bystander’s co-presence, finding some users will exit VR upon being notified of bystander co-presence if they perceive the information relayed to be insufficient for contextualising the bystander. Experiments 3 and 4 explored how the audio experienced by a VR user might be manipulated to increase aural awareness of reality and facilitate a verbal interaction. Experiments 3 and 4 found automatically decreasing the audio’s volume or partially/fully removing audio components are effective audio manipulations to facilitate verbal bystander-VR user interactions. Finally, Experiment 5, informed by the findings of all prior studies, investigated if/how a VR user’s awareness needs vary during an interaction with a bystander. Its results demonstrate that no single bystander awareness system can adequately support the awareness needs of VR users who balance a complex trade-off between awareness and immersion, individual priorities and concerns in relation to the bystander, and the influence of experiential and contextual factors

    An Efficient Thread Mapping Strategy for Multiprogramming on Manycore Processors

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    The emergence of multicore and manycore processors is set to change the parallel computing world. Applications are shifting towards increased parallelism in order to utilise these architectures efficiently. This leads to a situation where every application creates its desirable number of threads, based on its parallel nature and the system resources allowance. Task scheduling in such a multithreaded multiprogramming environment is a significant challenge. In task scheduling, not only the order of the execution, but also the mapping of threads to the execution resources is of a great importance. In this paper we state and discuss some fundamental rules based on results obtained from selected applications of the BOTS benchmarks on the 64-core TILEPro64 processor. We demonstrate how previously efficient mapping policies such as those of the SMP Linux scheduler become inefficient when the number of threads and cores grows. We propose a novel, low-overhead technique, a heuristic based on the amount of time spent by each CPU doing some useful work, to fairly distribute the workloads amongst the cores in a multiprogramming environment. Our novel approach could be implemented as a pragma similar to those in the new task-based OpenMP versions, or can be incorporated as a distributed thread mapping mechanism in future manycore programming frameworks. We show that our thread mapping scheme can outperform the native GNU/Linux thread scheduler in both single-programming and multiprogramming environments.Comment: ParCo Conference, Munich, Germany, 201

    Performance of grassed swale as stormwater quantity control in lowland area

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    Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus
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