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The fields of security and usability often conflict with each other. Security focuses on making systems difficult for attackers to compromise. However, doing this also increases difficulty for the user. Users in security are often seen as an obstacle - they are the weakest point of the system, willing to circumvent security policies in order to access their work faster. A large part of security is...
The human factors involved in an unmanned aerial system (UAS) come in a variety of forms that has largely gone poorly represented in literature. In this paper, a holistic approach is taken to identify not only the individual aspects but the interconnection of the human-UAS interaction. First, an examination of human factors involved in a UAS are presented. Next, the metrics of human performance, such...
Humans are poorly equipped to perform repetitive tasks without adversely affecting the efficiency with which they are performing the task. Assets within a secure environment are usually protected with various controls that are enforced by users who follow operational controls associated to those assets. The current approach to security monitoring by means of video cameras are performed by a person...
A fundamental requirement of non-player characters (NPCs) in today's computer games is to be able to move through a complex virtual world in an intelligent way. Pathfinding or path planning techniques are used by games developers to determine suitable routes, during gameplay, from a starting location to a goal position. These techniques make use of graphs to efficiently represent the game world. Navigation...
This paper has two contributions. Firstly, we present the results of using observations as a complementary method to evaluate an active approach to learning greedy algorithms based on the interactive assistant GreedEx. Two kinds of observations were conducted: questions to the teacher, and students' activity. Observations were useful in two ways: they reinforced findings of two evaluation methods...
This paper describes an architecture for controlling non-player characters (NPC) in the First Person Shooter (FPS) game Unreal Tournament 2004. Specifically, the DRE-Bot architecture is made up of three reinforcement learners, Danger, Replenish and Explore, which use the tabular Sarsa(λ) algorithm. This algorithm enables the NPC to learn through trial and error building up experience over time in...
This paper deals with a post-processing phase of automatic transcription of spoken documents stored in the large Czech Radio audio archive (containing hundreds of thousands of recordings). The ultimate goal of the project is to transcribe them and to allow public access to their content. In this paper we focus on methods and algorithms for unsupervised post-processing of automatically recognized recordings...
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate...
The whole mechanical design process is redefined with image representing each key conception and procedure. Image is considered to be the basic element in design process and also a medium for bridging the gap between the human and machine design. Besides, the knowledge and experience on which mechanical design is strongly based are described as a store of high dimensional images in human mind and...
An algorithm is a consequence of logical instructions that, once executed, reduce to a result and it is not always evident to good understand its functioning. The progression of the technologies of information and communication and its availability in the teaching and in the learning offer the possibility to put at the disposal of the learners the tools that facilitate their learning. The algorithmic...
Office advanced application curriculum is a strong operational and practical course. It is hard to master the knowledge of office using traditional teaching mode. To solve this issue, a teaching model based on activity theory is proposed. In order to further understand the application of activity theory in office teaching, the teaching design of PowerPoint was discussed in this paper. The teaching...
Weiser, and Brown predicted the era of Ubiquitous Computing but what they called the most profound change has been almost completely abandoned, overlooked or misrepresented. Designing calm technology requires a deeper understanding of how we multi-task, but it has the potential to becalm human computer interaction, decreasing stress, and mitigating human error as a cause of accidents.
In this paper we propose a model to represent and manage affective / emotional feedback. This model represents a set of emotions which is assumed to play a major role for learning processes. The emotions are to be identified during the learning phase. To achieve these objectives, we have considered primarily: i) Methods and techniques to assess and identify affectivity/emotivity in ITS (Intelligent...
Agent-based systems are deployed in distributed data and control environments where resources usage are claimed to be more efficient. Researches have shown that intelligent agents offer excellent performance in distributed environments influenced by their autonomous or semi-autonomous actions with minimal human intervention. Assigned with roles, these agents are thus viewed as human-like societies...
Traditionally software development is concerned with the computer as the sole computational agent. Here both the environment and problem are well understood and thus the emphasis is on the abstract specification. However, there is an increasing awareness of the central importance of sense-making activities throughout the software lifecycle. For this, flexible modeling tools are needed to address the...
Computers are not merely data-processing devices. They are an unlimited vast world that enables virtual life. This paper maintains that humans are paradoxical beings who want private and secret life on one hand, and make their thoughts and actions public and open on the other hand. Coining the notion of the Privacy-Openness (PO) game that humans play, this paper reveals that such paradoxical desire...
This study investigated students' experiences in two types of instructional strategies (i.e., fully-guided and partially guided) and their learning experience patterns from the beginning towards the end of the computer-based interactions. An empirical study was performed on 41 students from a public university in Malaysia using two types of computer-based systems for learning Basic Computer Networks...
The design of automated online security and intrusion tolerance solutions for computer systems and networks is a theoretically achievable objective. However, after two decades of research, this objective has still not yet successfully passed the practicality test to become widely adopted. We believe that the main reason behind this gap lies in the misleading definition of autonomous security that...
Natural selection acts as a culling force that favors highly fit organisms. There are numerous examples ranging from bacteria through humans showing fitness can sometimes improve if individuals cooperate. Yet despite the widespread evidence of cooperation throughout nature, we still do not fully understand how it evolves. Over the past 10–15 years a large number of theoretical (computer) models have...
Safety supervisory systems continue to increase in degree of automation and complexity as operators are decreasing. As a result, each operator must be able to comprehend and respond to an ever increasing amount of available risky status and alert information. They generally have no difficulty in performing their tasks physically but they are stressed by the task of understanding what is going on in...
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