7,653 research outputs found

    An overview of decision table literature 1982-1995.

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    This report gives an overview of the literature on decision tables over the past 15 years. As much as possible, for each reference, an author supplied abstract, a number of keywords and a classification are provided. In some cases own comments are added. The purpose of these comments is to show where, how and why decision tables are used. The literature is classified according to application area, theoretical versus practical character, year of publication, country or origin (not necessarily country of publication) and the language of the document. After a description of the scope of the interview, classification results and the classification by topic are presented. The main body of the paper is the ordered list of publications with abstract, classification and comments.

    The Resource constrained shortest path problem implemented in a lazy functional language

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    The resource constrained shortest path problem is an NP-hard problem for which many ingenious algorithms have been developed. These algorithms are usually implemented in FORTRAN or another imperative programming language. We have implemented some of the simpler algorithms in a lazy functional language. Benefits accrue in the software engineering of the implementations. Our implementations have been applied to a standard benchmark of data files, which is available from the Operational Research Library of Imperial College, London. The performance of the lazy functional implementations, even with the comparatively simple algorithms that we have used, is competitive with a reference FORTRAN implementation

    GMIS : an experimental system for data management and analysis

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    Prepared in association with the Sloan School of Managemen

    A Software Design Pattern Based Approach to Auto Dynamic Difficulty in Video Games

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    From the point of view of skill levels, reflex speeds, hand-eye coordination, tolerance for frustration, and motivations, video game players may vary drastically. Auto dynamic difficulty (ADD) in video games refers to the technique of automatically adjusting different aspects of a video game in real time, based on the player’s ability and emergence factors in order to provide the optimal experience to users from such a large demography and increase replay value. In this thesis, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. We also discuss the benefits of a design pattern based approach in terms of software quality factors and process improvements based on our experience of applying it in three different video games. Additionally, we present a semi-automatic framework to assist in applying our design pattern based approach in video games. Finally, we conducted a preliminary user study where a Post-Degree Diploma student at the University of Western Ontario applied the design pattern based approach to create ADD in two arcade style games

    CC-interop : COPAC/Clumps Continuing Technical Cooperation. Final Project Report

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    As far as is known, CC-interop was the first project of its kind anywhere in the world and still is. Its basic aim was to test the feasibility of cross-searching between physical and virtual union catalogues, using COPAC and the three functioning "clumps" or virtual union catalogues (CAIRNS, InforM25, and RIDING), all funded or part-funded by JISC in recent years. The key issues investigated were technical interoperability of catalogues, use of collection level descriptions to search union catalogues dynamically, quality of standards in cataloguing and indexing practices, and usability of union catalogues for real users. The conclusions of the project were expected to, and indeed do, contribute to the development of the JISC Information Environment and to the ongoing debate as to the feasibility and desirability of creating a national UK catalogue. They also inhabit the territory of collection level descriptions (CLDs) and the wider services of JISC's Information Environment Services Registry (IESR). The results of this project will also have applicability for the common information environment, particularly through the landscaping work done via SCONE/CAIRNS. This work is relevant not just to HE and not just to digital materials, but encompasses other sectors and domains and caters for print resources as well. Key findings are thematically grouped as follows: System performance when inter-linking COPAC and the Z39.50 clumps. The various individual Z39.50 configurations permit technical interoperability relatively easily but only limited semantic interoperability is possible. Disparate cataloguing and indexing practices are an impairment to semantic interoperability, not just for catalogues but also for CLDs and descriptions of services (like those constituting JISC's IESR). Creating dynamic landscaping through CLDs: routines can be written to allow collection description databases to be output in formats that other UK users of CLDs, including developers of the JISC information environment. Searching a distributed (virtual) catalogue or clump via Z39.50: use of Z39.50 to Z39.50 middleware permits a distributed catalogue to be searched via Z39.50 from such disparate user services as another virtual union catalogue or clump, a physical union catalogue like COPAC, an individual Z client and other IE services. The breakthrough in this Z39.50 to Z39.50 conundrum came with the discovery that the JISC-funded JAFER software (a result of the 5/99 programme) meets many of the requirements and can be used by the current clumps services. It is technically possible for the user to select all or a sub-set of available end destination Z39.50 servers (we call this "landscaping") within this middleware. Comparing results processing between COPAC and clumps. Most distributed services (clumps) do not bring back complete results sets from associated Z servers (in order to save time for users). COPAC on-the-fly routines could feasibly be applied to the clumps services. An automated search set up to repeat its query of 17 catalogues in a clump (InforM25) hourly over nearly 3 months returned surprisingly good results; for example, over 90% of responses were received in less than one second, and no servers showed slower response times in periods of traditionally heavy OPAC use (mid-morning to early evening). User behaviour when cross-searching catalogues: the importance to users of a number of on-screen features, including the ability to refine a search and clear indication that a search is processing. The importance to users of information about the availability of an item as well as the holdings data. The impact of search tools such as Google and Amazon on user behaviour and the expectations of more information than is normally available from a library catalogue. The distrust of some librarians interviewed of the data sources in virtual union catalogues, thinking that there was not true interoperability

    Data bases and data base systems related to NASA's aerospace program. A bibliography with indexes

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    This bibliography lists 1778 reports, articles, and other documents introduced into the NASA scientific and technical information system, 1975 through 1980
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