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There has been developed and implemented an algorithm for the automatic synthesis of therapy plans for complex dynamic systems. This algorithm is the core of some control synthesis module which is embedded in a larger knowledge-based system for control, diagnosis and therapy. There are several applications. The planning algorithm may be understood as an inductive program synthesis procedure...
Real estates and housing associations have to incorporate modern mobile and internet technologies in their service offerings to stay attractive for clients. While doing so, they must take into account the special needs of their target audience. The elderly is an increasing target group which refuses modern consumer electronics with overwhelming features. Therefore, easy-to-use interaction models based...
Smart technologies promise to increase the quality of living and life - especially for elderly and impaired people. Following the “Smart City” paradigm, new challenges arise to increase the attractiveness of a residential district. This paper analyses driving and inhibiting factors in Smart Districts by a case study focusing the ageing society. It turns out that Natural User Interfaces can be seen...
Studies of digital games bridge the gap from game design and technology to the impact of play, thus, being highly interdisciplinary by nature. The scientific discourse is difficult. Pattern is a key term used with largely varying semantics in mind and, even worse, sometimes without any precise meaning. Patterns are general and somehow abstract phenomena that do not show directly, but occur implicitly...
There is an interesting category of digital games particularly challenging consumer electronics: pervasive games. On the one hand, pervasive games appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of games content by direct access to reality. On the other hand, a larger number of pervasive games failed...
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game contents by direct access to reality. On the other hand, a larger number of pervasive games failed badly bearing abundant evidence for the need of better understanding...
Innovations in the fields of consumer electronics and media technologies are pervading the daily life and invading the private home. There emerge novel communication opportunities. Educational processes such as university studies, for illustration, are unconventionally expanded towards a casual home office. Web browsers and networking technologies provide access to serious content and direct manipulation...
Webble Technology is the most recent form of Intelligent Pad. Webbles are objects in a browser window that allow for direct manipulation by drag and drop. One may pick up any Webble and move it over any other one for operational combination. The new Webble is plugged into the previous one and data between them flow through predefined slots. Human users may reconfigure the slot connections of Webbles...
Memetics is an approach to interpret, understand and possibly manage communication and knowledge evolution in a Darwinistic way. Meme Media are implementing Memetics. Intelligent Pad has been the earliest Meme Media middleware. Webble Technology is the most recent form of Intelligent Pad. Webbles are objects in a browser window that allow for direct manipulation by drag and drop. One may pick up any...
Plan generation is essentially a process of reasoning about the future. In complex application conditions, humans need computerized support by planning assistant systems that manage the complexity of data and the dynamics of targeted processes. In practice, information on real processes and human behavior is typically incomplete, maybe vague, and sometimes incorrect. Consequently, realistic planning...
There is a trend in information and communication technology services from fat client installations to customizable Web services. The authors are engaged in the development of some planning service for small and medium size enterprizes. For this service, they adopt and adapt a certain dynamic plan generation approach. The crucial question is to what extent the service of planning may be completely...
Planning is investigated in an area where classical STRIPS-like approaches usually fail. The application domain is therapy (i.e. repair) for complex dynamic processes. The peculiarities of this domain are discussed in some detail for convincingly developing the characteristics of the inductive planning approach presented. Plans are intended to be run for process therapy. Thus, plans are programs....
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