Добірка наукової літератури з теми "Interactive computation"

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Статті в журналах з теми "Interactive computation"

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Takagi, Hideyuki, and Hitoshi Iba. "Interactive evolutionary computation." New Generation Computing 23, no. 2 (June 2005): 113–14. http://dx.doi.org/10.1007/bf03037488.

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Data, Deepesh, Gowtham R. Kurri, Jithin Ravi, and Vinod M. Prabhakaran. "Interactive Secure Function Computation." IEEE Transactions on Information Theory 66, no. 9 (September 2020): 5492–521. http://dx.doi.org/10.1109/tit.2020.2980789.

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Kadanoff, Leo P. "Interactive Computation for Undergraduates." Physics Today 41, no. 12 (December 1988): 9–11. http://dx.doi.org/10.1063/1.2811656.

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Maddocks, John H., Robert S. Manning, Randy C. Paffenroth, Kathleen A. Rogers, and Jeremy A. Warner. "Interactive Computation, Parameter Continuation, and Visualization." International Journal of Bifurcation and Chaos 07, no. 08 (August 1997): 1699–715. http://dx.doi.org/10.1142/s0218127497001333.

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Nonlinear problems arising in modeling applications are frequently parameter dependent, so that families of solutions are of interest. Such problems naturally lend themselves to interactive computation that exploits parameter continuation methods combined with visualization techniques. Visualization provides both understanding of the solution set and feedback for computational steering. We describe various issues that have arisen in our investigations of problems of this general type.
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Parisi, Luciana. "Interactive Computation and Artificial Epistemologies." Theory, Culture & Society 38, no. 7-8 (October 19, 2021): 33–53. http://dx.doi.org/10.1177/02632764211048548.

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What is algorithmic thought? It is not possible to address this question without first reflecting on how the Universal Turing Machine transformed symbolic logic and brought to a halt the universality of mathematical formalism and the biocentric speciation of thought. The article draws on Sylvia Wynter’s discussion of the sociogenic principle to argue that both neurocognitive and formal models of automated cognition constitute the epistemological explanations of the origin of the human and of human sapience. Wynter’s argument will be related to Gilbert Simondon’s reflections on ‘technical mentality’ to consider how socio-techno-genic assemblages can challenge the biocentricism and the formalism of modern epistemology. This article turns to ludic logic as one possible example of techno-semiotic languages as a speculative overturning of sociogenic programming. Algorithmic rules become technique-signs coinciding not with classic formalism but with interactive localities without re-originating the universality of colonial and patriarchal cosmogony.
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Hannay, David G. "Interactive tools for computation theory." ACM SIGCSE Bulletin 34, no. 4 (December 2002): 68–70. http://dx.doi.org/10.1145/820127.820169.

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Skowron, Andrzej, Andrzej Jankowski, and Soma Dutta. "Interactive granular computing." Granular Computing 1, no. 2 (January 5, 2016): 95–113. http://dx.doi.org/10.1007/s41066-015-0002-1.

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Abstract Decision support in solving problems related to complex systems requires relevant computation models for the agents as well as methods for reasoning on properties of computations performed by agents. Agents are performing computations on complex objects [e.g., (behavioral) patterns, classifiers, clusters, structural objects, sets of rules, aggregation operations, (approximate) reasoning schemes]. In Granular Computing (GrC), all such constructed and/or induced objects are called granules. To model interactive computations performed by agents, crucial for the complex systems, we extend the existing GrC approach to Interactive Granular Computing (IGrC) approach by introducing complex granules (c-granules or granules, for short). Many advanced tasks, concerning complex systems, may be classified as control tasks performed by agents aiming at achieving the high-quality computational trajectories relative to the considered quality measures defined over the trajectories. Here, new challenges are to develop strategies to control, predict, and bound the behavior of the system. We propose to investigate these challenges using the IGrC framework. The reasoning, which aims at controlling of computations, to achieve the required targets, is called an adaptive judgement. This reasoning deals with granules and computations over them. Adaptive judgement is more than a mixture of reasoning based on deduction, induction and abduction. Due to the uncertainty the agents generally cannot predict exactly the results of actions (or plans). Moreover, the approximations of the complex vague concepts initiating actions (or plans) are drifting with time. Hence, adaptive strategies for evolving approximations of concepts are needed. In particular, the adaptive judgement is very much needed in the efficiency management of granular computations, carried out by agents, for risk assessment, risk treatment, and cost/benefit analysis. In the paper, we emphasize the role of the rough set-based methods in IGrC. The discussed approach is a step towards realization of the Wisdom Technology (WisTech) program, and is developed over years, based on the work experience on different real-life projects.
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Yan, Jun Rong, and Yong Min. "User Fatigue in Interactive Evolutionary Computation." Applied Mechanics and Materials 48-49 (February 2011): 1333–36. http://dx.doi.org/10.4028/www.scientific.net/amm.48-49.1333.

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User fatigue is an important issue in interactive evolutionary computation (IEC). A user’s evaluation will guide the evolution in IEC and a tired user probably misleads the algorithm. Firstly, the impact of the user fatigue is given. Secondly, the cause of the user fatigue is discussed: he/she will have to keep rational, which means that the user will have to keep the consistency between his/her evaluation and preference. And the necessity for the user to keep rational is also analyzed, which will ensure IEC to converge to the user-most-satisfactory individuals. The study of user fatigue established necessary foundation for future research.
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Kamitani, Motoki, and Tadashi Ae. "Augmented interactive evolutionary computation for composition." International Journal of Technology, Policy and Management 4, no. 4 (2004): 337. http://dx.doi.org/10.1504/ijtpm.2004.006616.

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Gülcü, T. C., and A. M. Barg. "Interactive function computation via polar coding." Problems of Information Transmission 52, no. 1 (January 2016): 66–91. http://dx.doi.org/10.1134/s0032946016010063.

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Дисертації з теми "Interactive computation"

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Thaler, Justin R. "Practical Verified Computation with Streaming Interactive Proofs." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:11086.

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As the cloud computing paradigm has gained prominence, the need for verifiable computation has grown urgent. Protocols for verifiable computation enable a weak client to outsource difficult computations to a powerful, but untrusted, server. These protocols provide the client with a (probabilistic) guarantee that the server performed the requested computations correctly, without requiring the client to perform the computations herself.
Engineering and Applied Sciences
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Wetherall, David James. "An interactive programming system for media computation." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/38033.

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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (p. 103-106).
by David James Wetherall.
M.S.
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Skeith, William E. "Homomorphic encryption and non-interactive secure computation." Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1383474491&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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McCandless, Michael Kyle. "A model for interactive computation : applications to speech research." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47517.

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Анотація:
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 157-159).
by Michael K. McCandless.
Ph.D.
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Silva, Marco Jorge Tome da. "Pre-computation for controlling character behavior in interactive physical simulations." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62415.

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Анотація:
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 129-136).
The development of advanced computer animation tools has allowed talented artists to create digital actors, or characters, in films and commercials that move in a plausible and compelling way. In interactive applications, however, the artist does not have total control over the scenarios the character will experience. Unexpected changes in the environment of the character or unexpected interactions with dynamic elements of the virtual world can lead to implausible motions. This work investigates the use of physical simulation to automatically synthesize plausible character motions in interactive applications. We show how to simulate a realistic motion for a humanoid character by creating a feedback controller that tracks a motion capture recording. By applying the right forces at the right time, the controller is able to recover from a range of interesting changes to the environment and unexpected disturbances. Controlling physically simulated humanoid characters is non-trivial as they are governed by non-linear, non-smooth, and high-dimensional equations of motion. We simplify the problem by using a linearized and simplified dynamics model near a reference trajectory. Tracking a reference trajectory is an effective way of getting a character to perform a single task. However, simulated characters need to perform many tasks form a variety of possible configurations. This work also describes a method for combining existing controllers by adding their output forces to perform new tasks. This allows one to reuse existing controllers. A surprising fact is that combined controllers can perform optimally under certain conditions. These methods allow us to interactively simulate many interesting humanoid character behaviors in two and three dimensions. These characters have many more degrees of freedom than typical robot systems and move much more naturally. Simulation is fast enough that the controllers could soon be used to animate characters in interactive games. It is also possible that these simulations could be used to test robotic designs and biomechanical hypotheses.
by Marco Jorge Tome da Silva.
Ph.D.
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Battle, Leilani Marie. "Interactive visualization of big data leveraging databases for scalable computation." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84906.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 55-57).
Modern database management systems (DBMS) have been designed to efficiently store, manage and perform computations on massive amounts of data. In contrast, many existing visualization systems do not scale seamlessly from small data sets to enormous ones. We have designed a three-tiered visualization system called ScalaR to deal with this issue. ScalaR dynamically performs resolution reduction when the expected result of a DBMS query is too large to be effectively rendered on existing screen real estate. Instead of running the original query, ScalaR inserts aggregation, sampling or filtering operations to reduce the size of the result. This thesis presents the design and implementation of ScalaR, and shows results for two example applications, visualizing earthquake records and satellite imagery data, stored in SciDB as the back-end DBMS.
by Leilani Marie Battle.
S.M.
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Poon, Chun-ho. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B22925880.

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HUANG, Weixin. "PROBLEM SOLVING BEHAVIOR EMPLOYED IN APARTMENT INTERIOR WORKS DESIGN USING INTERACTIVE EVOLUTIONARY COMPUTATION." 京都大学 (Kyoto University), 2007. http://hdl.handle.net/2433/49131.

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Анотація:
学位授与大学:京都大学 ; 取得学位: 博士(工学) ; 学位授与年月日: 2007-09-25 ; 学位の種類: 新制・課程博士 ; 学位記番号: 工博第2855号 ; 請求記号: 新制/工/1420 ; 整理番号: 25540
Design problem solving behavior refers to the way in which people solve their creative problem of design in their mind. It is one of the basic problems in the area of design methodology, which varies greatly by cases and designers. On the other hand, there are still some general ways or commonness as the core. Because of the complexity of design problem solving behavior, it is still not understood very well. This dissertation dives into the problem of design problem solving behavior too and tried to provide a general view of it, including both the general strategies and the temporary tactics. But differs from many other researches, it employed a confined and well-structured simulation of manual design process by employing the method of interactive evolutionary computation (IEC) to extract design problem solving behavior objectively. The simulated design process provided a comparable and statistically analyzable model for exploring design problem solving behavior of people, and made the findings of this dissertation more reliable. The design problem of interior works of Chinese residents, which need little special knowledge to solve, was selected as the design problem in this dissertation. The method of IEC was applied in interior works design for helping the Chinese residents to solve the practical interior works design problems, and inducing the design problem solving behavior of them. The dissertation contains 6 chapters, including the general introduction (chapter 1), the main body (chapter 2 to 5), and the conclusion (chapter 6). The main body can be further divided into two parts. In the first part (chapter 2 and 3) the IEC interior works (IECIW) design system was developed, and evaluated by a large amount of Chinese residents on its usability and disadvantage. After the preparation of method in the first part, the second part (chapter 4 and 5) presented two parallel researches on participants’ design problem solving behavior in design process using IEC in order to approach the design problem solving behavior in common design processes. Chapter 1 introduces the background and purpose of the research, reviewed related literatures, and the frame work of the dissertation. In chapter 2, IEC method was tentatively applied in the problem of interior works design. 7 color and texture related factors of the living room of a typical apartment in Beijing were selected as design factors in the IEC IW design system. Through 3 experiments, the IEC IW design system was found effective in interior works design and heuristic for the two tested Chinese students. The effect of increasing population size was also found significantly increasing the efficiency of the system. In chapter 3, the developed IEC IW design system was tentatively used by 231 Chinese residents to evaluate its usability and disadvantage in real design problems of interior works. It was concluded that the IEC IW design system is useful for the residents, and it was also found that older participants, and those with lower education and family income levels, gave the system better evaluations. Chapter 4 started to explore problem solving behavior of people in design tasks through simulated design process for interior works using IEC. Data of design process employing IEC of 8 Chinese participants were collected. Through analysis of design problem solving process, it was revealed that people tend to do what they are certain of firstly, and make harder decisions later. It was also found that people did not tend to move their eyes to a faraway image in the interface constantly, which was considered more convenient for them. Chapter 5 continued to explore problem solving behavior of the 8 participants' interior works design process employing IEC. The method of protocol analysis was employed to analyze verbal reports of the participants. It was revealed that different parts of the interior scene have different influence on people's evaluation, and people tended to use same evaluation criterion continuously on several images, then switch to another evaluation criterion. 3 stages of design problem solving behavior along the process were also explained. Chapter 6 summarizes the findings in the dissertation, presents the general discussion and perspective, and proposed some research in the future.
Kyoto University (京都大学)
0048
新制・課程博士
博士(工学)
甲第13384号
工博第2855号
新制||工||1420(附属図書館)
25540
UT51-2007-Q785
京都大学大学院工学研究科建築学専攻
(主査)教授 宗本 順三, 教授 上谷 宏二, 教授 加藤 直樹
学位規則第4条第1項該当
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Poon, Chun-ho, and 潘仲豪. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B2974328X.

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Woolley, Brian G. "Novelty-Assisted Interactive Evolution of Control Behaviors." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5579.

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The field of evolutionary computation is inspired by the achievements of natural evolution, in which there is no final objective. Yet the pursuit of objectives is ubiquitous in simulated evolution because evolutionary algorithms that can consistently achieve established benchmarks are lauded as successful, thus reinforcing this paradigm. A significant problem is that such objective approaches assume that intermediate stepping stones will increasingly resemble the final objective when in fact they often do not. The consequence is that while solutions may exist, searching for such objectives may not discover them. This problem with objectives is demonstrated through an experiment in this dissertation that compares how images discovered serendipitously during interactive evolution in an online system called Picbreeder cannot be rediscovered when they become the final objective of the very same algorithm that originally evolved them. This negative result demonstrates that pursuing an objective limits evolution by selecting offspring only based on the final objective. Furthermore, even when high fitness is achieved, the experimental results suggest that the resulting solutions are typically brittle, piecewise representations that only perform well by exploiting idiosyncratic features in the target. In response to this problem, the dissertation next highlights the importance of leveraging human insight during search as an alternative to articulating explicit objectives. In particular, a new approach called novelty-assisted interactive evolutionary computation (NA-IEC) combines human intuition with a method called novelty search for the first time to facilitate the serendipitous discovery of agent behaviors. In this approach, the human user directs evolution by selecting what is interesting from the on-screen population of behaviors. However, unlike in typical IEC, the user can then request that the next generation be filled with novel descendants, as opposed to only the direct descendants of typical IEC. The result of such an approach, unconstrained by a priori objectives, is that it traverses key stepping stones that ultimately accumulate meaningful domain knowledge. To establishes this new evolutionary approach based on the serendipitous discovery of key stepping stones during evolution, this dissertation consists of four key contributions: (1) The first contribution establishes the deleterious effects of a priori objectives on evolution. The second (2) introduces the NA-IEC approach as an alternative to traditional objective-based approaches. The third (3) is a proof-of-concept that demonstrates how combining human insight with novelty search finds solutions significantly faster and at lower genomic complexities than fully-automated processes, including pure novelty search, suggesting an important role for human users in the search for solutions. Finally, (4) the NA-IEC approach is applied in a challenge domain wherein leveraging human intuition and domain knowledge accelerates the evolution of solutions for the nontrivial octopus-arm control task. The culmination of these contributions demonstrates the importance of incorporating human insights into simulated evolution as a means to discovering better solutions more rapidly than traditional approaches.
ID: 031001574; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Kenneth O. Stanley.; Title from PDF title page (viewed August 26, 2013).; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 129-138).
Ph.D.
Doctorate
Electrical Engineering and Computing
Engineering and Computer Science
Computer Engineering
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Книги з теми "Interactive computation"

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Goldin, Dina, Scott A. Smolka, and Peter Wegner, eds. Interactive Computation. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/3-540-34874-3.

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Garg, Akash. Interactive, Computation Assisted Design Tools. [New York, N.Y.?]: [publisher not identified], 2020.

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France, Société mathématique de, ed. Interactive models of computation and program behavior. Paris: Société mathématique de France, 2009.

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4

Paulson, Lawrence C. Logic and Computation: Interactive Proof with Cambridge LCF. Cambridge: Cambridge University Press, 1987.

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Paulson, Lawrence C. Logic and computation: Interactive proof with Cambridge LCF. Cambridge: Cambridge University Press, 1987.

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6

Barkey, Derek A. Manual for program PSTRESS: Peel stress computation. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1987.

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C, Madan Ram, and Langley Research Center, eds. Manual for program PSTRESS: Peel stress computation. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1987.

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8

M, Vose Emily, ed. Oracle Hyperion interactive reporting 11 expert guide: Master advanced dashboards, JavaScript and computation features of Oracle Hyperion Interactive Reporting 11 and much more. Birmingham, U.K: Packt Pub., 2011.

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9

Aman, Bogdan. Mobility in Process Calculi and Natural Computing. Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg, 2011.

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E, Taplin John H., ed. Cost-benefit analysis and evolutionary computing: Optimal scheduling of interactive road projects. Cheltenham, UK: E. Elgar Pub., 2005.

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Частини книг з теми "Interactive computation"

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van Leeuwen, Jan, and Jiří Wiedermann. "A Theory of Interactive Computation." In Interactive Computation, 119–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/3-540-34874-3_6.

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Zhan, Bohua, Yuheng Fan, Weiqiang Xiong, and Runqing Xu. "Iscalc: An Interactive Symbolic Computation Framework (System Description)." In Automated Deduction – CADE 29, 577–89. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-38499-8_33.

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AbstractThe need to verify symbolic computation arises in diverse application areas. In this paper, based on earlier work on verifying computation of definite integrals in , we present a tool for performing a variety of symbolic computations interactively, taking a middle ground in terms of easy of use and rigor between computer algebra systems and interactive theorem provers. The tool supports user-level definitions and dependency among computations, allowing construction and reuse of custom theories. Side conditions are checked on a best-effort basis. The tool is applied to highly non-trivial computations from the textbook Inside Interesting Integrals.
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Xu, Runqing, Liming Li, and Bohua Zhan. "Verified Interactive Computation of Definite Integrals." In Automated Deduction – CADE 28, 485–503. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79876-5_28.

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AbstractSymbolic computation is involved in many areas of mathematics, as well as in analysis of physical systems in science and engineering. Computer algebra systems present an easy-to-use interface for performing these calculations, but do not provide strong guarantees of correctness. In contrast, interactive theorem proving provides much stronger guarantees of correctness, but requires more time and expertise. In this paper, we propose a general framework for combining these two methods, and demonstrate it using computation of definite integrals. It allows the user to carry out step-by-step computations in a familiar user interface, while also verifying the computation by translating it to proofs in higher-order logic. The system consists of an intermediate language for recording computations, proof automation for simplification and inequality checking, and heuristic integration methods. A prototype is implemented in Python based on HolPy, and tested on a large collection of examples at the undergraduate level.
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Pattinson, Dirk, and Mukesh Tiwari. "Schulze Voting as Evidence Carrying Computation." In Interactive Theorem Proving, 410–26. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66107-0_26.

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Yao, Andrew Chi-Chih. "Interactive Proofs for Quantum Computation." In Algorithms and Computation, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-24587-2_1.

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Braun, Jasper, Daniel Cruz, and Nataša Jonoska. "Platform Color Designs for Interactive Molecular Arrangements." In Unconventional Computation and Natural Computation, 69–81. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58187-3_6.

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Ishai, Yuval, Eyal Kushilevitz, Rafail Ostrovsky, Manoj Prabhakaran, and Amit Sahai. "Efficient Non-interactive Secure Computation." In Advances in Cryptology – EUROCRYPT 2011, 406–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20465-4_23.

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Chase, Melissa, Yevgeniy Dodis, Yuval Ishai, Daniel Kraschewski, Tianren Liu, Rafail Ostrovsky, and Vinod Vaikuntanathan. "Reusable Non-Interactive Secure Computation." In Advances in Cryptology – CRYPTO 2019, 462–88. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26954-8_15.

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Merelli, Emanuela, and Anita Wasilewska. "Topological Interpretation of Interactive Computation." In From Reactive Systems to Cyber-Physical Systems, 205–24. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31514-6_12.

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Morgan, Andrew, Rafael Pass, and Antigoni Polychroniadou. "Succinct Non-interactive Secure Computation." In Advances in Cryptology – EUROCRYPT 2020, 216–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-45724-2_8.

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Тези доповідей конференцій з теми "Interactive computation"

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Suh, Changho, and Michael Gastpar. "Interactive function computation." In 2013 IEEE International Symposium on Information Theory (ISIT). IEEE, 2013. http://dx.doi.org/10.1109/isit.2013.6620642.

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Torabi, Solmaz, and John MacLaren Walsh. "Distributed lossy interactive function computation." In 2016 54th Annual Allerton Conference on Communication, Control, and Computing (Allerton). IEEE, 2016. http://dx.doi.org/10.1109/allerton.2016.7852258.

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Marques, Viriato M., Cecilia Reis, and J. A. Tenreiro Machado. "Interactive Evolutionary Computation in music." In 2010 IEEE International Conference on Systems, Man and Cybernetics - SMC. IEEE, 2010. http://dx.doi.org/10.1109/icsmc.2010.5642417.

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Rezagah, Farideh Ebrahim, and Elza Erkip. "Interactive function computation with reconstruction constraints." In 2013 51st Annual Allerton Conference on Communication, Control, and Computing (Allerton). IEEE, 2013. http://dx.doi.org/10.1109/allerton.2013.6736620.

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Gulcu, Talha Cihad, and Alexander Barg. "Interactive function computation via polar coding." In 2014 52nd Annual Allerton Conference on Communication, Control, and Computing (Allerton). IEEE, 2014. http://dx.doi.org/10.1109/allerton.2014.7028539.

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Mitchell, Thomas, Peter Bennett, Sebastian Madgwick, Edward Davies, and Philip Tew. "Tangible Interfaces for Interactive Evolutionary Computation." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2851581.2892405.

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Ishibashi, Ken. "Interactive Texture Chooser Using Interactive Evolutionary Computation and Similarity Search." In 2018 Nicograph International (NicoInt). IEEE, 2018. http://dx.doi.org/10.1109/nicoint.2018.00015.

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Hettenhausen, Jan, Andrew Lewis, Marcus Randall, and Timoleon Kipouros. "Interactive multi-objective particle swarm optimisation using decision space interaction." In 2013 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2013. http://dx.doi.org/10.1109/cec.2013.6557988.

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Yanagisawa, Hideyoshi, and Shuichi Fukuda. "Interactive Reduct Evolutional Computation for Aesthetic Design." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/cie-48287.

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Анотація:
We propose a method to evolve designs based on a user’s personal preferences. The method works through an interaction between the user and a computer system. The objective of the method is to help a customer set design parameters by simple evaluation of displayed samples. An important feature of this method is that the design attributes which a user pays more attention to (favored features) are estimated with Reduct in Rough Sets Theory and are reflected while refining the design. New design candidates are generated by the user’s evaluation of design samples generated at random. While values of attributes estimated as favored features are fixed in the refined samples, the others are generated at random. This interaction continues until the samples converge to a satisfactory design. Thus, this efficient design process evaluates a personal and subjective feature. This method is applied to design a 3D cylinder model such as a cup or a vase. This method is then compared with an Interactive GA.
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Taylor, Kendall, and Xiaodong Li. "Interactive multiobjective optimisation." In GECCO '18: Genetic and Evolutionary Computation Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3205455.3205624.

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Звіти організацій з теми "Interactive computation"

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Avigad, Jeremy, and Robert Harper. Type Theory, Computation and Interactive Theorem Proving. Fort Belvoir, VA: Defense Technical Information Center, September 2015. http://dx.doi.org/10.21236/ad1003773.

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Wegman, Edward J. Instrumentation in Support of Interactive Visualization, Computation and Simulation. Fort Belvoir, VA: Defense Technical Information Center, June 1997. http://dx.doi.org/10.21236/ada328337.

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Kimble, Harry. STIC: Photonic Quantum Computation through Cavity Assisted Interaction. Fort Belvoir, VA: Defense Technical Information Center, December 2007. http://dx.doi.org/10.21236/ada482257.

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Boyd, Iain D. Particle Computations of Hypersonic Shock Interaction Flows. Fort Belvoir, VA: Defense Technical Information Center, March 2004. http://dx.doi.org/10.21236/ada422121.

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Dagotto, Elbio. Computational Studies of Strongly Interacting Electrons. Fort Belvoir, VA: Defense Technical Information Center, January 1997. http://dx.doi.org/10.21236/ada328576.

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Chandler, Graham V. Continuum and Particle Computations of Hypersonic Shock Interaction Flows. Fort Belvoir, VA: Defense Technical Information Center, November 2003. http://dx.doi.org/10.21236/ada428392.

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Deutsch, Stephen, and Michael Young. A Computational Dual-Process Model of Social Interaction. Fort Belvoir, VA: Defense Technical Information Center, January 2014. http://dx.doi.org/10.21236/ada612453.

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Tezduyar, Tayfun E. Multiscale and Sequential Coupling Techniques for Fluid-Structure Interaction Computations. Fort Belvoir, VA: Defense Technical Information Center, October 2012. http://dx.doi.org/10.21236/ada585768.

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Murty, U. S. Nanobioinformatics: Emerging Computational Tools to Understand Nano-Bio Interaction. Fort Belvoir, VA: Defense Technical Information Center, November 2012. http://dx.doi.org/10.21236/ada570548.

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Greenberg, Donald P., and Brandon M. Hencey. Recovery Act: Advanced Interaction, Computation, and Visualization Tools for Sustainable Building Design. Office of Scientific and Technical Information (OSTI), August 2013. http://dx.doi.org/10.2172/1090620.

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