224,728 research outputs found

    Exaggerated Realism Interacting With Computers In Future

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    A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. The difference is that these objects also provide a link into a computer network. HCI 2020 produced many ideas, both thrilling and troubling. This report is not a conventional publication of an academic conference but seeks to convey the passion of those ideas, both for the general reader and the HCI practitioner. Forthe general reader, t his is important because knowledge of what the future might be may empower, while ignorance harm. For the HCI practitioner, its purpose is to map out the terrain and suggest new approaches while keeping an eye on the main prize: the embodiment of human values at the heart of com puting

    Simulating quantum mechanics on a quantum computer

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    Algorithms are described for efficiently simulating quantum mechanical systems on quantum computers. A class of algorithms for simulating the Schrodinger equation for interacting many-body systems are presented in some detail. These algorithms would make it possible to simulate nonrelativistic quantum systems on a quantum computer with an exponential speedup compared to simulations on classical computers. Issues involved in simulating relativistic systems of Dirac and gauge particles are discussed.Comment: 22 pages LaTeX; Expanded version of a talk given by WT at the PhysComp '96 conference, BU, Boston MA, November 1996. Minor corrections made, references adde

    Beyond the Web: integrated digital communities

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    This paper details two case studies exploring integration within digital communities. Three types of integration are introduced – information, technological and online-offline integration. These concepts are explored through two online fan communities and through a mobile web based system. This paper addresses the idea of balance between offline and online spaces; a key research interest of Sillence’s. It tackles the issue of how design can affect the social use of a system and focuses upon the natural use of multiple communication media. The way in which people use and adapt technology to suit their needs is of interest to Sillence in all her work. She was asked to write this paper by the chair of the Web-based Communities Conference: Sillence, E. (2004a). Media Integration within Web Based Communities. In Proceedings of the IADIS International Conference Web Based Communities 2004. Lisbon, Portugal 24-26 March 2004, p175-182. Several papers have argued that involvement in online environments is having a negative social impact. However, her research argues that methodological flaws have encouraged these findings and overlooked the fact that natural settings provide opportunities for the integration of media across an online-offline boundary. Other related publications by her include: Kostakos, V. O’Neill, E., Little, L. & Sillence, E. (2005). The social implications of emerging technologies. Interacting with Computers, 17 (5) 475-483. Sillence, E. & Baber, C. (2004). Integrated Digital Communities: Combining Web-based Interaction with Text Messaging to Develop a System for Encouraging Group Communication and Competition. Interacting with Computers, 16 (1) 93-113 Also edited: Special edition of Interacting with Computers. “The social impact of emerging technologies” 17, 5 (2005

    Additively manufacturable micro-mechanical logic gates.

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    Early examples of computers were almost exclusively based on mechanical devices. Although electronic computers became dominant in the past 60 years, recent advancements in three-dimensional micro-additive manufacturing technology provide new fabrication techniques for complex microstructures which have rekindled research interest in mechanical computations. Here we propose a new digital mechanical computation approach based on additively-manufacturable micro-mechanical logic gates. The proposed mechanical logic gates (i.e., NOT, AND, OR, NAND, and NOR gates) utilize multi-stable micro-flexures that buckle to perform Boolean computations based purely on mechanical forces and displacements with no electronic components. A key benefit of the proposed approach is that such systems can be additively fabricated as embedded parts of microarchitected metamaterials that are capable of interacting mechanically with their surrounding environment while processing and storing digital data internally without requiring electric power

    Dancing with black holes

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    We describe efforts over the last six years to implement regularization methods suitable for studying one or more interacting black holes by direct N-body simulations. Three different methods have been adapted to large-N systems: (i) Time-Transformed Leapfrog, (ii) Wheel-Spoke, and (iii) Algorithmic Regularization. These methods have been tried out with some success on GRAPE-type computers. Special emphasis has also been devoted to including post-Newtonian terms, with application to moderately massive black holes in stellar clusters. Some examples of simulations leading to coalescence by gravitational radiation will be presented to illustrate the practical usefulness of such methods.Comment: 8 figures, 10 pages, to appear in "Dynamical Evolution of Dense Stellar Systems", ed. E. Vesperin

    A survey on subjecting electronic product code and non-ID objects to IP identification

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    Over the last decade, both research on the Internet of Things (IoT) and real-world IoT applications have grown exponentially. The IoT provides us with smarter cities, intelligent homes, and generally more comfortable lives. However, the introduction of these devices has led to several new challenges that must be addressed. One of the critical challenges facing interacting with IoT devices is to address billions of devices (things) around the world, including computers, tablets, smartphones, wearable devices, sensors, and embedded computers, and so on. This article provides a survey on subjecting Electronic Product Code and non-ID objects to IP identification for IoT devices, including their advantages and disadvantages thereof. Different metrics are here proposed and used for evaluating these methods. In particular, the main methods are evaluated in terms of their: (i) computational overhead, (ii) scalability, (iii) adaptability, (iv) implementation cost, and (v) whether applicable to already ID-based objects and presented in tabular format. Finally, the article proves that this field of research will still be ongoing, but any new technique must favorably offer the mentioned five evaluative parameters.Comment: 112 references, 8 figures, 6 tables, Journal of Engineering Reports, Wiley, 2020 (Open Access

    Digital Quantum Simulation of the Statistical Mechanics of a Frustrated Magnet

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    Many interesting problems in physics, chemistry, and computer science are equivalent to problems of interacting spins. However, most of these problems require computational resources that are out of reach by classical computers. A promising solution to overcome this challenge is to exploit the laws of quantum mechanics to perform simulation. Several "analog" quantum simulations of interacting spin systems have been realized experimentally. However, relying on adiabatic techniques, these simulations are limited to preparing ground states only. Here we report the first experimental results on a "digital" quantum simulation on thermal states; we simulated a three-spin frustrated magnet, a building block of spin ice, with an NMR quantum information processor, and we are able to explore the phase diagram of the system at any simulated temperature and external field. These results serve as a guide for identifying the challenges for performing quantum simulation on physical systems at finite temperatures, and pave the way towards large scale experimental simulations of open quantum systems in condensed matter physics and chemistry.Comment: 7 pages for the main text plus 6 pages for the supplementary material

    Playing code: Interacting with computers through rhythm

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    This research project involved the production and public performance of eight audio-visual art works and a corresponding reflective commentary. The aim in creating the artworks was to slow down and translate digital information, in the form of the rhythms and patterns of computer processes, into musical, textual and visual forms. In this reflective commentary, I argue that such processes of playing code offer a distinct form of HCI (human-computer interaction) that has significant musical and critical value in a field that has hitherto been overly dominated by movement, gesture and touch. Through a research process that involved both learning to play the established highly evolved rhythmic artforms of Afro-Cuban and flamenco music, as well as deconstructing data communication signals and developing experimental computer interfaces, I immersed myself in a series of environments in which rhythmic codes were embodied and transmitted through sound. I argue that the systems I developed, by incorporating a variety of cultural traditions - each based upon the transmission of these rhythmical codes - lend what Yuk Hui has described as technodiversity to the field of interactive computer art. Drawing upon postphenomenology and media archaeology, as well as Csikszentmihalyi’s concept of flow, I argue for the importance of practice-based methods - making circuits, writing software, performing, exhibiting and studying the music within their localities - in the forging of productive new links between the fields of HCI data communications and diverse global musical traditions. By making data audible and developing experimental new hermeneutic relations with computers, my work suggests productive expansions to our extant relationship with technological artifacts in terms of embodiment, as well as offering practical approaches towards developing technodiversity

    Providing end-user facilities to simplify ontology-driven web application authoring

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    This is the author’s version of a work that was accepted for publication in Interacting with Computers. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Interacting with Computers, Interacting with Computers 17, 4 (2007) DOI: 10.1016/j.intcom.2007.01.006Generally speaking, emerging web-based technologies are mostly intended for professional developers. They pay poor attention to users who have no programming abilities but need to customize software applications. At some point, such needs force end-users to act as designers in various aspects of software authoring and development. Every day, more new computing-related professionals attempt to create and modify existing applications in order to customize web-based artifacts that will help them carry out their daily tasks. In general they are domain experts rather than skilled software designers, and new authoring mechanisms are needed in order that they can accomplish their tasks properly. The work we present is an effort to supply end-users with easy mechanisms for authoring web-based applications. To complement this effort, we present a user study showing that it is possible to carry out a trade-off between expressiveness and ease of use in order to provide end-users with authoring facilities.The work reported in this paper is being partially supported by the Spanish Ministry of Science and Technology (MCyT), projects TIN2005-06885 and TSI2005-08225-C07-06
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