1,817 research outputs found
Composite load spectra for select space propulsion structural components
The objective of this program is to develop generic load models with multiple levels of progressive sophistication to simulate the composite (combined) load spectra that are induced in space propulsion system components, representative of Space Shuttle Main Engines (SSME), such as transfer ducts, turbine blades, and liquid oxygen posts and system ducting. The first approach will consist of using state of the art probabilistic methods to describe the individual loading conditions and combinations of these loading conditions to synthesize the composite load spectra simulation. The second approach will consist of developing coupled models for composite load spectra simulation which combine the deterministic models for composite load dynamic, acoustic, high pressure, and high rotational speed, etc., load simulation using statistically varying coefficients. These coefficients will then be determined using advanced probabilistic simulation methods with and without strategically selected experimental data
First CLIPS Conference Proceedings, volume 2
The topics of volume 2 of First CLIPS Conference are associated with following applications: quality control; intelligent data bases and networks; Space Station Freedom; Space Shuttle and satellite; user interface; artificial neural systems and fuzzy logic; parallel and distributed processing; enchancements to CLIPS; aerospace; simulation and defense; advisory systems and tutors; and intelligent control
Expert-System Shells : Very-High-Level Languages for Artificial Intelligence
Expert-system shells are discussed as very-high-level programming languages for knowledge engineering. Based on a category/domain distinction for expert systems the concept of expert-system shells is explained using seven classifications. A proposal for a shell-development policy is sketched. The conclusions express concern about overemphasis on shell surfaces
Grifon: a graphical interface to an object oriented database
The aim of the research outlined in this thesis is to establish what type of interface would be most suitable for object oriented databases. In particular it examines how graphical interface technologies might be used to present the database in a clearer form.
In support of the research, a prototype interface system has also been developed to a commercial database to illustrate the practicality of the development of such an interface, and the increased effectiveness of the resultant system.
The thesis outlines the features provided by the interface, the benefits accrued from such a system, and the problems associated with its development.
Finally, it examines how such a system fits into the current work being carried out in the area of user interaction with databases
The Aroostook Times, September 6, 1911
https://digitalmaine.com/aroostook_times/1301/thumbnail.jp
Intensional Cyberforensics
This work focuses on the application of intensional logic to cyberforensic
analysis and its benefits and difficulties are compared with the
finite-state-automata approach. This work extends the use of the intensional
programming paradigm to the modeling and implementation of a cyberforensics
investigation process with backtracing of event reconstruction, in which
evidence is modeled by multidimensional hierarchical contexts, and proofs or
disproofs of claims are undertaken in an eductive manner of evaluation. This
approach is a practical, context-aware improvement over the finite state
automata (FSA) approach we have seen in previous work. As a base implementation
language model, we use in this approach a new dialect of the Lucid programming
language, called Forensic Lucid, and we focus on defining hierarchical contexts
based on intensional logic for the distributed evaluation of cyberforensic
expressions. We also augment the work with credibility factors surrounding
digital evidence and witness accounts, which have not been previously modeled.
The Forensic Lucid programming language, used for this intensional
cyberforensic analysis, formally presented through its syntax and operational
semantics. In large part, the language is based on its predecessor and
codecessor Lucid dialects, such as GIPL, Indexical Lucid, Lucx, Objective
Lucid, and JOOIP bound by the underlying intensional programming paradigm.Comment: 412 pages, 94 figures, 18 tables, 19 algorithms and listings; PhD
thesis; v2 corrects some typos and refs; also available on Spectrum at
http://spectrum.library.concordia.ca/977460
On the definition of non-player character behaviour for real-time simulated virtual environments.
Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence
techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games'
virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in
game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been
significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be
vastly improved by the addition of a programming language.
This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the
definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single
unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games
Supporting the evolution of software
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