31,974 research outputs found
Information, information processing and gravity
I discuss fundamental limits placed on information and information processing
by gravity. Such limits arise because both information and its processing
require energy, while gravitational collapse (formation of a horizon or black
hole) restricts the amount of energy allowed in a finite region. Specifically,
I use a criterion for gravitational collapse called the hoop conjecture. Once
the hoop conjecture is assumed a number of results can be obtained directly:
the existence of a fundamental uncertainty in spatial distance of order the
Planck length, bounds on information (entropy) in a finite region, and a bound
on the rate of information processing in a finite region. In the final section
I discuss some cosmological issues related to the total amount of information
in the universe, and note that almost all detailed aspects of the late universe
are determined by the randomness of quantum outcomes. This paper is based on a
talk presented at a 2007 Bellairs Research Institute (McGill University)
workshop on black holes and quantum information.Comment: 7 pages, 5 figures, revte
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Understanding geovisualization users and their requirements: a user-centred approach
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Using the Analytic Hierarchy Process to prioritise candidate improvements to a geovisualization application
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Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data – through simple, transient visual artefacts supported by data sketches and existing designs – before moving to successively more sophisticated data wireframes and data prototypes
A Block Minorization--Maximization Algorithm for Heteroscedastic Regression
The computation of the maximum likelihood (ML) estimator for heteroscedastic
regression models is considered. The traditional Newton algorithms for the
problem require matrix multiplications and inversions, which are bottlenecks in
modern Big Data contexts. A new Big Data-appropriate minorization--maximization
(MM) algorithm is considered for the computation of the ML estimator. The MM
algorithm is proved to generate monotonically increasing sequences of
likelihood values and to be convergent to a stationary point of the
log-likelihood function. A distributed and parallel implementation of the MM
algorithm is presented and the MM algorithm is shown to have differing time
complexity to the Newton algorithm. Simulation studies demonstrate that the MM
algorithm improves upon the computation time of the Newton algorithm in some
practical scenarios where the number of observations is large
Towards the improvement of self-service systems via emotional virtual agents
Affective computing and emotional agents have been found to have a positive effect on human-computer interactions. In order to develop an acceptable emotional agent for use in a self-service interaction, two stages of research were identified and carried out; the first to determine which facial expressions are present in such an interaction and the second to determine which emotional agent behaviours are perceived as appropriate during a problematic self-service shopping task. In the first stage, facial expressions associated with negative affect were found to occur during self-service shopping interactions, indicating that facial expression detection is suitable for detecting negative affective states during self-service interactions. In the second stage, user perceptions of the emotional facial expressions displayed by an emotional agent during a problematic self-service interaction were gathered. Overall, the expression of disgust was found to be perceived as inappropriate while emotionally neutral behaviour was perceived as appropriate, however gender differences suggested that females perceived surprise as inappropriate. Results suggest that agents should change their behaviour and appearance based on user characteristics such as gender
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Mediating geovisualization to potential users and prototyping a geovisualization application
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