538,197 research outputs found

    Content-driven design and architecture of E-learning applications

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    E-learning applications combine content with learning technology systems to support the creation of content and its delivery to the learner. In the future, we can expect the distinction between learning content and its supporting infrastructure to become blurred. Content objects will interact with infrastructure services as independent objects. Our solution to the development of e-learning applications – content-driven design and architecture – is based on content-centric ontological modelling and development of architectures. Knowledge and modelling will play an important role in the development of content and architectures. Our approach integrates content with interaction (in technical and educational terms) and services (the principle organization for a system architecture), based on techniques from different fields, including software engineering, learning design, and knowledge engineering

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    OFMspert: An architecture for an operator's associate that evolves to an intelligent tutor

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    With the emergence of new technology for both human-computer interaction and knowledge-based systems, a range of opportunities exist which enhance the effectiveness and efficiency of controllers of high-risk engineering systems. The design of an architecture for an operator's associate is described. This associate is a stand-alone model-based system designed to interact with operators of complex dynamic systems, such as airplanes, manned space systems, and satellite ground control systems in ways comparable to that of a human assistant. The operator function model expert system (OFMspert) architecture and the design and empirical validation of OFMspert's understanding component are described. The design and validation of OFMspert's interactive and control components are also described. A description of current work in which OFMspert provides the foundation in the development of an intelligent tutor that evolves to an assistant, as operator expertise evolves from novice to expert, is provided

    A Cloud-Based Architecture with embedded Pragmatics Renderer for Ubiquitous and Cloud Manufacturing

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    The paper presents a Cloud-based architecture for Ubiquitous and Cloud Manufacturing as a multilayer communicational architecture designated as the Communicational Architecture. It is characterised as (a) rich client interfaces (Rich Internet Application) with sufficient interaction to allow user agility and competence, (b) multimodal, for multiple client device classes support and (c) communicational to allow pragmatics, where human-to-human real interaction is completely supported. The main innovative part of this architecture is sustained by a semiotic framework organised on three main logical levels: (a) device level, which allows the user `to use' pragmatics with the system, (b) application level which results for a set of tools which allows users pragmatics-based interaction and (c) application server level that implements the Pragmatics renderer,a pragmatics supporting engine that supports all pragmatics services. The Pragmatics renderer works as a communication enabler, and consists of a set of integrated collaboration technology that makes the bridge between the user/devices and the `system'. A federated or community cloud is developed using a particular cloud REST ful Application Programming Interface that supports (cloud) services registration, composition and governance (pragmatics services behaves as SaaS in the cloud).The work is supported by the Portuguese National Funding Agency for science, research and technology (FCT), (1) Grant No. UID/CEC/00319/2013, and (2) `Ph.D. Scholarship Grant' reference SFRH/BD/85672/2012.info:eu-repo/semantics/publishedVersio

    Securing Distributed Computer Systems Using an Advanced Sophisticated Hybrid Honeypot Technology

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    Computer system security is the fastest developing segment in information technology. The conventional approach to system security is mostly aimed at protecting the system, while current trends are focusing on more aggressive forms of protection against potential attackers and intruders. One of the forms of protection is also the application of advanced technology based on the principle of baits - honeypots. Honeypots are specialized devices aimed at slowing down or diverting the attention of attackers from the critical system resources to allow future examination of the methods and tools used by the attackers. Currently, most honeypots are being configured and managed statically. This paper deals with the design of a sophisticated hybrid honeypot and its properties having in mind enhancing computer system security. The architecture of a sophisticated hybrid honeypot is represented by a single device capable of adapting to a constantly changing environment by using active and passive scanning techniques, which mitigate the disadvantages of low-interaction and high-interaction honeypots. The low-interaction honeypot serves as a proxy for multiple IP addresses and filters out traffic beyond concern, while the high-interaction honeypot provides an optimum level of interaction. The proposed architecture employing the prototype of a hybrid honeypot featuring autonomous operation should represent a security mechanism minimizing the disadvantages of intrusion detection systems and can be used as a solution to increase the security of a distributed computer system rapidly, both autonomously and in real-time

    Exploring human-object interaction through force vector measurement

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    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019Cataloged from PDF version of thesis.Includes bibliographical references (pages 101-107).I introduce SCALE, a project aiming to further understand Human-Object Interaction through the real-time analysis of force vector signals, which I have defined as "Force-based Interaction" in this thesis. Force conveys fundamental information in Force-based Interaction, including force intensity, its direction, and object weight - information otherwise difficult to be accessed or inferred from other sensing modalities. To explore the design space of force-based interaction, I have developed the SCALE toolkit, which is composed of modularized 3d-axis force sensors and application APIs. In collaboration with big industry companies, this system has been applied to a variety of application domains and settings, including a retail store, a smart home and a farmers market. In this thesis, I have proposed a base system SCALE, and two additional advanced projects titled KI/OSK and DepthTouch, which build upon the SCALE project.by Takatoshi Yoshida.S.M.S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Science

    A Security Authentication Protocol for Trusted Domains in an Autonomous Decentralized System

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    abstract: Software Defined Network (SDN) architecture has been widely used in various application domains. Aiming at the authentication and security issues of SDN architecture in autonomous decentralized system (ADS) applications, securing the mutual trust among the autonomous controllers, we combine trusted technology and SDN architecture, and we introduce an authentication protocol based on SDN architecture without any trusted third party between trusted domains in autonomous systems. By applying BAN predicate logic and AVISPA security analysis tool of network interaction protocol, we can guarantee protocol security and provide complete safety tests. Our work fills the gap of mutual trust between different trusted domains and provides security foundation for interaction between different trusted domains.View the article as published at http://journals.sagepub.com/doi/10.1155/2016/532794

    Scalable quantum memory in the ultrastrong coupling regime

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    Circuit quantum electrodynamics, consisting of superconducting artificial atoms coupled to on-chip resonators, represents a prime candidate to implement the scalable quantum computing architecture because of the presence of good tunability and controllability. Furthermore, recent advances have pushed the technology towards the ultrastrong coupling regime of light-matter interaction, where the qubit-resonator coupling strength reaches a considerable fraction of the resonator frequency. Here, we propose a qubit-resonator system operating in that regime, as a quantum memory device and study the storage and retrieval of quantum information in and from the Z2 parity-protected quantum memory, within experimentally feasible schemes. We are also convinced that our proposal might pave a way to realize a scalable quantum random-access memory due to its fast storage and readout performances.Comment: We have updated the title, abstract and included a new section on the open-system dynamic

    Hidden Markov Model Deep Learning Architecture for Virtual Reality Assessment to Compute Human–Machine Interaction-Based Optimization Model

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    Virtual Reality (VR) is a technology that immerses users in a simulated, computer-generated environment. It creates a sense of presence, allowing individuals to interact with and experience virtual worlds. Human-Machine Interaction (HMI) refers to the communication and interaction between humans and machines. Optimization plays a crucial role in Virtual Reality (VR) and Human-Machine Interaction (HMI) to enhance the overall user experience and system performance. This paper proposed an architecture of the Hidden Markov Model with  Grey Relational Analysis (GRA) integrated with Salp Swarm Algorithm (SSA) for the automated Human-Machine Interaction. The proposed architecture is stated as a Hidden Markov model Grey Relational Salp Swarm (HMM_ GRSS). The proposed HMM_GRSS model estimates the feature vector of the variables in the virtual reality platform and compute the feature spaces. The HMM_GRSS architecture aims to estimate the feature vector of variables within the VR platform and compute the feature spaces. Hidden Markov Models are used to model the temporal behavior and dynamics of the system, allowing for predictions and understanding of the interactions. Grey Relational Analysis is employed to evaluate the relationship and relevance between variables, aiding in feature selection and optimization. The SSA helps optimize the feature spaces by simulating the collective behavior of salp swarms, improving the efficiency and effectiveness of the HMI system. The proposed HMM_GRSS architecture aims to enhance the automated HMI process in a VR platform, allowing for improved interaction and communication between humans and machines. Simulation analysis provides a significant outcome for the proposed HMM_GRSS model for the estimation Human-Machine Interaction

    Computing Substrates and Life

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    Alive matter distinguishes itself from inanimate matter by actively maintaining a high degree of inhomogenous organisation. Information processing is quintessential to this capability. The present paper inquires into the degree to which the information processing aspect of living systems can be abstracted from the physical medium of its implementation. Information processing serving to sustain the complex organisation of a living system faces both the harsh reality of real-time requirements and severe constraints on energy and material that can be expended on the task. This issue is of interest for the potential scope of Artificial Life and its interaction with Synthetic Biology. It is pertinent also for information technology. With regard to the latter aspect, the use of a living cell in a robot control architecture is considered
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