102,915 research outputs found
Communicating Personal Gadgets
This paper focuses on communication in personal area networks. A personal area networks (PAN) is characterized as an informal collection, or community, of connected small, lightweight, and resource-lean devices, or gadgets. Two basic concepts are visible in the development of PANs, the distributed and the centralized concept. The paper introduces a real-time communication protocol that is suitable for both concepts. The communication protocol can deal with several types of traffic: real-time or nonreal- time, bursty or isochronous, high or low bitrate. The protocol is undemanding in terms of resources, so even simple devices can participate in the network. The network is simulated and a prototype is realized
HOW COMMUNICATION GADGETS AND SOCIAL NETWORKING ACTIVITIES CAN INFLUENCE THE ATTITUDE OF LANGUAGE LEARNERS: A CASE STUDY AT BINUS UNIVERSITY
After the invention of PC and the internet, smart phones and tablet PC are the common gadgets that can be easily found among people in Indonesia. Besides its advantages, these instruments change the way users communicating to the others. Preliminary observation suggests that students who used IT or communication gadgets have developed a different attitude compared to those who are not. In writing for example, many young students today tend to write using the keyboard rather than handwriting. From the writer’s point of view, it is believed that the characteristic of these communication gadgets has influenced the way most young teenagers act, talk, and behave. The result of analysis of this paper has provided a clearer picture on the effect of certain technology toward the behavior of some students and teachers at BINUS University. The data gathered through
qualitative observation from English Department students and English teachers at BINUS University shows that
the presence of communication gadgets and social networking activities has changed the attitude especially
concerning to learning preferenc
Perturbative Gadgets at Arbitrary Orders
Adiabatic quantum algorithms are often most easily formulated using many-body
interactions. However, experimentally available interactions are generally
two-body. In 2004, Kempe, Kitaev, and Regev introduced perturbative gadgets, by
which arbitrary three-body effective interactions can be obtained using
Hamiltonians consisting only of two-body interactions. These three-body
effective interactions arise from the third order in perturbation theory. Since
their introduction, perturbative gadgets have become a standard tool in the
theory of quantum computation. Here we construct generalized gadgets so that
one can directly obtain arbitrary k-body effective interactions from two-body
Hamiltonians. These effective interactions arise from the kth order in
perturbation theory.Comment: Corrected an error: U dagger vs. U invers
Generations and Their Gadgets
Outlines survey findings on trends in gadget ownership including cell phones; desktop, laptop, and tablet computers; mp3 players; game consoles; and e-book readers among Millennials, Gen X, Younger and Older Boomers, and the Silent and G.I. Generations
Did social cognition evolve by cultural group selection?
Abstract Cognitive gadgets puts forward an ambitious claim: language, mindreading, and imitation evolved by cultural group selection. Defending this claim requires more than Heyes' spirited and effective critique of nativist claims. The latest human “cognitive gadgets,” such as literacy, did not spread through cultural group selection. Why should social cognition be different? The book leaves this question pending. It also makes strong assumptions regarding cultural evolution: it is moved by selection rather than transformation; it relies on high-fidelity imitation; it requires specific cognitive adaptations to cultural learning. Each of these assumptions raises crucial yet unaddressed difficulties
A STUDY OF THE PERCEPTUAL BELIEFS AND THE USE OF INFORMATION AND COMMUNICATION TECHNOLOGY FOR LANGUAGE LEARNING
This paper is a temporary report of a project investigating the ICT gadgets in a survey study
involving students of Senior High Schools in Central Java, Indonesia. The purpose of this study is to
investigate how ICT is perceived and used by high school students as well as to disclose how the students
have made use of the technological gadgets for language learning-related activities. The study employs a
mixed method by which data were garnered from questionnaire surveys and focus group discussion. This
is reported in the very end of the project stages and the results of which suggest that the research subjects
perceive the ICT very positively and that, overall, respondents have frequently used them for various dayto-day
activities. Another finding also suggests that the majority of respondents admit that they use the
gadgets for various learning-related activities despite less so for learning English, bringing with it an
implication on the change of policy by schools or educational policy makers to consider integrating the
technology into a more purposeful learning uses
Analyzing the Gadgets Towards a Metric to Measure Gadget Quality
Current low-level exploits often rely on code-reuse, whereby short sections
of code (gadgets) are chained together into a coherent exploit that can be
executed without the need to inject any code. Several protection mechanisms
attempt to eliminate this attack vector by applying code transformations to
reduce the number of available gadgets. Nevertheless, it has emerged that the
residual gadgets can still be sufficient to conduct a successful attack.
Crucially, the lack of a common metric for "gadget quality" hinders the
effective comparison of current mitigations. This work proposes four metrics
that assign scores to a set of gadgets, measuring quality, usefulness, and
practicality. We apply these metrics to binaries produced when compiling
programs for architectures implementing Intel's recent MPX CPU extensions. Our
results demonstrate a 17% increase in useful gadgets in MPX binaries, and a
decrease in side-effects and preconditions, making them better suited for ROP
attacks.Comment: International Symposium on Engineering Secure Software and Systems,
Apr 2016, London, United Kingdo
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
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