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Статті в журналах з теми "Interface of abstraction and representation"

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Turner, Raymond. "Computational Abstraction." Entropy 23, no. 2 (February 10, 2021): 213. http://dx.doi.org/10.3390/e23020213.

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Representation and abstraction are two of the fundamental concepts of computer science. Together they enable “high-level” programming: without abstraction programming would be tied to machine code; without a machine representation, it would be a pure mathematical exercise. Representation begins with an abstract structure and seeks to find a more concrete one. Abstraction does the reverse: it starts with concrete structures and abstracts away. While formal accounts of representation are easy to find, abstraction is a different matter. In this paper, we provide an analysis of data abstraction based upon some contemporary work in the philosophy of mathematics. The paper contains a mathematical account of how Frege’s approach to abstraction may be interpreted, modified, extended and imported into type theory. We argue that representation and abstraction, while mathematical siblings, are philosophically quite different. A case of special interest concerns the abstract/physical interface which houses both the physical representation of abstract structures and the abstraction of physical systems.
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Horsman, D. C. "Abstraction/Representation Theory for heterotic physical computing." Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 373, no. 2046 (July 28, 2015): 20140224. http://dx.doi.org/10.1098/rsta.2014.0224.

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We give a rigorous framework for the interaction of physical computing devices with abstract computation. Device and program are mediated by the non-logical representation relation ; we give the conditions under which representation and device theory give rise to commuting diagrams between logical and physical domains, and the conditions for computation to occur. We give the interface of this new framework with currently existing formal methods, showing in particular its close relationship to refinement theory, and the implications for questions of meaning and reference in theoretical computer science. The case of hybrid computing is considered in detail, addressing in particular the example of an Internet-mediated social machine , and the abstraction/representation framework used to provide a formal distinction between heterotic and hybrid computing. This forms the basis for future use of the framework in formal treatments of non-standard physical computers.
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Stotts, Daniel Brandon. "The Usefulness of Icons on the Computer Interface: Effect of Graphical Abstraction and Functional Representation on Experienced and Novice Users." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 5 (October 1998): 453–57. http://dx.doi.org/10.1177/154193129804200502.

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Icons have become a main component of interface design (Familant & Detweiler, 1993). This study examined functional representation and graphical abstraction components of icons using experienced and novice computer users. Current interface (e.g. word processing) icons were evaluated in a search and select paradigm. Experienced participants were faster and more accurate than novice participants. Functionally representative and graphically concrete icons were recognized faster and more accurately than functionally arbitrary and graphically abstract icons, respectively. Experienced participants were affected more by graphical abstraction than novice participants. Graphically concrete and functionally representative icons were recognized faster than any other type of icon in the study. These data suggest when creating icons, the icons should be made to look as much like the object of reference as possible.
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Gortais, Bernard. "Abstraction and art." Philosophical Transactions of the Royal Society of London. Series B: Biological Sciences 358, no. 1435 (July 29, 2003): 1241–49. http://dx.doi.org/10.1098/rstb.2003.1309.

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In a given social context, artistic creation comprises a set of processes, which relate to the activity of the artist and the activity of the spectator. Through these processes we see and understand that the world is vaster than it is said to be. Artistic processes are mediated experiences that open up the world. A successful work of art expresses a reality beyond actual reality: it suggests an unknown world using the means and the signs of the known world. Artistic practices incorporate the means of creation developed by science and technology and change forms as they change. Artists and the public follow different processes of abstraction at different levels, in the definition of the means of creation, of representation and of perception of a work of art. This paper examines how the processes of abstraction are used within the framework of the visual arts and abstract painting, which appeared during a period of growing importance for the processes of abstraction in science and technology, at the beginning of the twentieth century. The development of digital platforms and new man–machine interfaces allow multimedia creations. This is performed under the constraint of phases of multidisciplinary conceptualization using generic representation languages, which tend to abolish traditional frontiers between the arts: visual arts, drama, dance and music.
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Reising, Dal Vernon C., Penelope M. Sanderson, Barclay G. Jones, Neville Moray, and Jens Rasmussen. "A Direct Perception Display for Rule-Based Behavior: Supporting Power Plant Startup with a “Lattice” Display." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 3 (October 1998): 224–28. http://dx.doi.org/10.1177/154193129804200309.

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Research over the last decade on interface design has suggested that “configural” or “direct perception” displays provide better support for complex operator tasks than single-sensor single-indicator displays. In this paper we focus on the development of displays to support the human operator role in nuclear power plant start-up procedures, which involve rule-based behavior. During start-up operators construct a functioning plant. This process can be characterized as climbing an “abstraction/aggregation hierarchy” from initiating low-level physical functions, combining them into generalized and abstract functions until the plant fulfills its functional purpose (Rasmussen, Pejtersen, & Goodstein, 1994). We introduce a graphical interface based on a visual lattice representation of the abstraction/aggregation hierarchy for nuclear power plant startup which (1) provides constant feedback through the lattice display about the level of abstraction/aggregation achieved, (2) provides feedback about system state through direct perception displays, and (3) promotes the correct sequence of actions.
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JENKINS, ODEST CHADWICKE, and MAJA J. MATARIĆ. "PERFORMANCE-DERIVED BEHAVIOR VOCABULARIES: DATA-DRIVEN ACQUISITION OF SKILLS FROM MOTION." International Journal of Humanoid Robotics 01, no. 02 (June 2004): 237–88. http://dx.doi.org/10.1142/s0219843604000186.

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Control for and interaction with humanoid robots is often restrictive due to limitations of the robot platform and the high dimensionality of controlling systems with many degrees of freedom. We focus on the problem of providing a "skill-level interface" for a humanoid robot. Such an interface serves as (i) a modular foundation for structuring task-oriented control, (ii) a parsimonious abstraction of motor-level control (e.g. PD-servo control), and (iii) a means for grounding interactions between humans and robots through common skill vocabularies. Our approach to constructing skill-level interfaces is two-fold. First, we propose a representation for a skill-level interface as a "behavior vocabulary," a repertoire of modular exemplar-based memory models expressing kinematic motion. A module in such a vocabulary encodes a flow field (or gradient field) in joint angle space that describes the "flow" of kinematic motion for a particular skill-level behavior, enabling prediction from a given kinematic configuration. Second, we propose a data-driven method for deriving behavior vocabularies from time-series data of human motion using spatio-temporal dimension reduction and clustering. Results from evaluating an implementation of our methodology are presented along with the application of derived behavior vocabularies as predictors towards on-line humanoid trajectory formation and off-line motion synthesis.
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Luttmer, Janosch, Dominik Ehring, Robin Pluhnau, and Arun Nagarajah. "REPRESENTATION AND APPLICATION OF DIGITAL STANDARDS USING KNOWLEDGE GRAPHS." Proceedings of the Design Society 1 (July 27, 2021): 2551–60. http://dx.doi.org/10.1017/pds.2021.516.

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AbstractStandards are an important source of knowledge in product development. Due to the increasing digitization of the product development process, standard development organizations aim to develop machine-actionable standards that automatically enforce operations in output devices. However, the current representation format in PDF or XML does not meet the requirements of machine-actionable standards. This paper examines existing approaches towards the representation of XML data in knowledge graphs and their transferability towards the domain of digital standards. Based on these approaches, the paper aims to develop and validate a concept for transferring standard content from XML format to a graph-based representation, using the example of formulas. For this purpose, a concept for the automatic identification, extraction and modeling of formulas will be presented. Afterwards, the concept is validated using the example of DIN ISO 281 whereas a chatbot application serves as conversational user interface. It is proven, that knowledge graphs are suitable for the representation of machine-actionable standard content. Future work will investigate the abstraction towards a general approach as well as further information objects of standards.
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Porteous, Julie, Jonathan Teutenberg, David Pizzi, and Marc Cavazza. "Visual Programming of Plan Dynamics Using Constraints and Landmarks." Proceedings of the International Conference on Automated Planning and Scheduling 21 (March 22, 2011): 186–93. http://dx.doi.org/10.1609/icaps.v21i1.13451.

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In recent years, there has been considerable interest in the use of planning techniques in the area of new media. Many traditional planning notions no longer apply in the context of these applications. In particular, it can be difficult to answer the important question of what constitutes a good plan for the domain, but there is an emerging consensus that plan dynamics play an important role. As a consequence, it is important to support representation of such aspects. Our solution is to introduce a meta-level of representation that is an abstraction of the domain with respect to both time and causality, and to develop a visual representation of this in the form of a narrative arc. This visual representation can then be used in a visual programming approach to the exploration and specification of plan dynamics. In the paper we outline this approach to meta-level representation using constraints along with the visual programming interface we have developed. We illustrate the approach with examples of visual programming in the development of an interactive entertainment system based on Shakespeare's play ``The Merchant of Venice''
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Murray-Browne, Tim, and Panagiotis Tigas. "Emergent Interfaces: Vague, Complex, Bespoke and Embodied Interaction between Humans and Computers." Applied Sciences 11, no. 18 (September 14, 2021): 8531. http://dx.doi.org/10.3390/app11188531.

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Most Human–Computer Interfaces are built on the paradigm of manipulating abstract representations. This can be limiting when computers are used in artistic performance or as mediators of social connection, where we rely on qualities of embodied thinking: intuition, context, resonance, ambiguity and fluidity. We explore an alternative approach to designing interaction that we call the emergent interface: interaction leveraging unsupervised machine learning to replace designed abstractions with contextually derived emergent representations. The approach offers opportunities to create interfaces bespoke to a single individual, to continually evolve and adapt the interface in line with that individual’s needs and affordances, and to bridge more deeply with the complex and imprecise interaction that defines much of our non-digital communication. We explore this approach through artistic research rooted in music, dance and AI with the partially emergent system Sonified Body. The system maps the moving body into sound using an emergent representation of the body derived from a corpus of improvised movement from the first author. We explore this system in a residency with three dancers. We reflect on the broader implications and challenges of this alternative way of thinking about interaction, and how far it may help users avoid being limited by the assumptions of a system’s designer.
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Bhawiyuga, Adhitya, Satria Adi Kharisma, Bagus Jati Santoso, Dany Primanita Kartikasari, and Annisa Puspa Kirana. "Cloud-based middleware for supporting batch and stream access over smart healthcare wearable device." Bulletin of Electrical Engineering and Informatics 9, no. 5 (October 1, 2020): 1990–97. http://dx.doi.org/10.11591/eei.v9i5.1978.

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In IoT-based smart healthcare services, the heterogeneity of connected wearable sensing devices open up a wide opportunity to develop various healthcare services. However, it also poses an interoperability challenge since each sensing device and application may have different communication mechanisms. Considering that challenge, web platform can be seen as a promising candidate for providing an interoperability layer as we can abstract various devices as single representation i.e. web resource. In this paper, we propose the design of middleware for enabling efficient web of things access over healthcare wearable devices. The proposed middleware consists of three components: gateway-to-cloud device, messaging service and data access interface. The gateway-to-cloud device has a role to perform low level sensor data collection from various wearable sensing device through bluetooth low energy (BLE) communication protocol. Collected data are then relayed to the cloud IoT platform using a lightweight MQTT messaging protocol. In order to provide device abstraction along with access to the stored data, the system offers two kind of interfaces: the Restful HTTP identified by unique universal resource locator (URL) for batch access and MQTT websocket interface identified by unique topic to accommodate access on sensing data in near real time stream manner.
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Дисертації з теми "Interface of abstraction and representation"

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Torpey, Peter Alexander. "Disembodied performance : abstraction of representation in live theater." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55198.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 151-158).
Early in Tod Machover's opera Death and the Powers, the main character, Simon Powers, is subsumed into a technological environment of his own creation. The theatrical set comes alive in the form of robotic, visual, and sonic elements that allow the actor to extend his range and influence across the stage in unique and dynamic ways. The environment must compellingly assume the behavior and expression of the absent Simon. This thesis presents a new approach called Disembodied Performance that adapts ideas from affective psychology, cognitive science, and the theatrical tradition to create a framework for thinking about the translation of stage presence. An implementation of a system informed by this methodology is demonstrated. In order to distill the essence of this character, we recover performance parameters in real-time from physiological sensors, voice, and vision systems. This system allows the offstage actor to express emotion and interact with others onstage. The Disembodied Performance approach takes a new direction in augmented performance by employing a nonrepresentational abstraction of a human presence that fully translates a character into an environment. The technique and theory presented also have broad-reaching applications outside of theater for personal expression, telepresence, and storytelling.
Peter Alexander Torpey.
S.M.
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2

Wilkinson, Mark Howard. "Behavioural abstraction and composition for user interface management." Thesis, University of York, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.313638.

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Hawthorne, Donald W. "Beyond representation : theories of abstraction in American art 1960-1970." Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.303387.

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Ruhrberg, Peter. "Simultaneous abstraction and semantic theories." Thesis, University of Edinburgh, 1996. http://hdl.handle.net/1842/520.

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I present a simple Simultaneous Abstraction Calculus, where the familiar lambda-abstraction over single variables is replaced by abstraction over whole sets of them. Terms are applied to partial assignments of objects to variables. Variants of the system are investigated and compared, with respect to their semantic and proof theoretic properties. The system overcomes the strict ordering requirements of the standard lambda-calculus,and is shown to provide the kind of "non-selective" binding needed for Dynamic Montague Grammar and Discourse Representation Theory. It is closely related to a more complex system, due to Peter Aczel and Rachel Lunon, and can be used for Situation Theory in a similar way. I present versions of these theories within an axiomatic, property-theoretic framework, based on Aczels Frege Structures. The aim of this work is to provide the means for integrating various semantic theories within a formal framework,so that they can share what is common between them, and adopt from each other what is compatible with them.
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Mansfield, Rachel. "Temporal Abstract Behavioral Representation Model." Honors in the Major Thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1181.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Electrical Engineering
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Iyer, Srikrishna. "A Unifying Interface Abstraction for Accelerated Computing in Sensor Nodes." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34625.

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Hardware-software co-design techniques are very suitable to develop the next generation of sensornet applications, which have high computational demands. By making use of a low power FPGA, the peak computational performance of a sensor node can be improved without significant degradation of the standby power dissipation. In this contribution, we present a methodology and tool to enable hardware/software co-design for sensor node application development. We present the integration of nesC, a sensornet programming language, with GEZEL, an easy-to-use hardware description language. We describe the hardware/software interface at different levels of abstraction: at the level of the design language, at the level of the co-simulator, and in the hardware implementation. We use a layered, uniform approach that is particularly suited to deal with the heterogeneous interfaces typically found on small embedded processors. We illustrate the strengths of our approach by means of a prototype application: the integration of a hardware-accelerated crypto-application in a nesC application.
Master of Science
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Tsafnat, Guy Computer Science &amp Engineering Faculty of Engineering UNSW. "Abstraction and representation of fields and their applications in biomedical modelling." Awarded by:University of New South Wales. School of Computer Science and Engineering, 2006. http://handle.unsw.edu.au/1959.4/24207.

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Computer models are used extensively to investigate biological systems. Many of these systems can be described in terms of fields???spatially- and temporally- varying scalar, vector and tensor properties defined over domains. For example, the spatial variation of muscle fibers is a vector field, the spatial and temporal variation in temperature of an organ is a scalar field, and the distribution of stress across muscle tissue is a tensor field. In this thesis I present my research on how to represent fields in a format that allows researchers to store and distribute them independently of models and to investigate and manipulate them intuitively. I also demonstrate how the work can be applied to solving and analysing biomedical models. To represent fields I created a two-layer system. One layer, called the Field Representation Language (FRL), represents fields by storing numeric, analytic and meta data for storage and distribution. The focus of this layer is efficiency rather than usability. The second layer, called the Abstract Field Layer (AFL), provides an abstraction of fields so that they are easier for researchers to work with. This layer also provides common operations for manipulating fields as well as transparent conversion to and from FRL representations. The applications that I used to demonstrate the use of AFL and FRL are (a) a fields visualisation toolkit, (b) integration of models from different scales and solvers, and (c) a solver that uses AFL internally. The layered architecture facilitated the development of tools that use fields. A similar architecture may also prove useful for representations of other modelled entities.
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Tuohy, Séamus Timothy. "Geophysical map representation, abstraction and interrogation for autonomous underwater vehicle navigation." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/12241.

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Yan, Chang. "Neural Representation of Working Memory Contents at Different Levels of Abstraction." Doctoral thesis, Humboldt-Universität zu Berlin, 2020. http://dx.doi.org/10.18452/22232.

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Die Erforschung der neuronaler Grundlagen des Arbeitsgedächtnisses (WM) fand breite Aufmerksamkeit, konzentrierte sich aber auf die Speicherung sensorischer Inhalte. Beweise für die kurzfristige Aufrechterhaltung abstrakter, verbaler oder kategorischer Informationen sind selten. Ziel dieser Arbeit ist die Untersuchung der neuronalen Repräsentation von WM-Inhalten auf verschiedenen Abstraktionsebenen. Ich stelle hier drei empirische Studien vor, in denen fMRT, multivariate Musteranalyse oder probabilistische Modelle als Hauptmethoden eingesetzt wurden. Die erste Studie identifizierte kortikale Regionen, die den WM-Inhalt eines Skripts behielten. Chinesische Muttersprachler wurden gebeten, sich bekannte chinesische Zeichen zu merken, was die verbale Kodierung stark fördern. Die Ergebnisse zeigten links lateralisierte sprachbezogene Hirnareale als Kandidatenspeicher für verbale Inhalte. Die zweite und dritte Studie zielten darauf ab, die Hypothese zu testen, dass Farbe als eine Kombination aus einer visuellen Repräsentation und einer kategorischen Repräsentation gespeichert wird. Die zweite Studie verwendete ein sensorisches Kodierungsmodell und ein empirisch basiertes kategorisches Kodierungsmodell, um jeweils zwei Quellen neuronaler Repräsentationen zu charakterisieren. Farbinformationen wurden in drei farbbezogenen ROIs dekodiert: V1, V4, VO1, und insbesondere wurde eine Erhöhung der kategorischen Repräsentation in vorderen kortikalen Arealen beobachtet. In der dritten Studie wurde die verzögerte Verhaltensreaktion untersucht, die ein systematisches Bias-Muster zeigte; es wurde ein probabilistisches Dual-Content-Modell implementiert, das ein mit den experimentellen Ergebnissen hoch korreliertes Antwortmuster erzeugte; dies bestätigte die Hypothese der mnemonischen Dual-Content Repräsentation. Diese Studien zusammen schlagen eine Arbeitsteilung entlang der rostro-kaudalen Achse des Gehirns, die auf der Abstraktionsebene der gespeicherten Inhalte basiert.
Research on the neural basis of working memory (WM) has received broad attention but has focused on storage of sensory content. Evidence on short-term maintenance of abstract verbal or categorical information is scarce. This thesis aims to investigate neural representation of WM content at different levels of abstraction. I present here three empirical studies that employed fMRI, multivariate pattern analysis or probabilistic modeling as major methods. The first study identified cortical regions that retained WM content of a script. Native Chinese speakers were asked to memorize well-known Chinese characters which strongly facilitated verbal coding. Results indicated left lateralized language-related brain areas as candidate stores for verbal content. The second and the third studies aimed to test the hypothesis that color is memorized as a combination of the low-level visual representation and the abstract categorical representation. The second study utilized a conventional sensory encoding model and a novel empirical-based categorical encoding model to characterize two sources of neural representations. Color information was decoded in three color-related ROIs: V1, V4, VO1, and notably, an elevation in categorical representation was observed in more anterior cortices. In the third study, the delayed behavioral response was examined, which exhibited a systematic bias pattern; a probabilistic dual-content model was implemented, which produced response patterns highly correlated with experimental results; this confirmed the hypothesis of dual-content mnemonic representations. These studies together suggest a division of labor along the rostral-caudal axis of the brain, based on the abstraction level of memorized contents.
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Buburuzan, Teodor [Verfasser]. "Optimization of an Interface Abstraction Layer for Heterogeneous Networks / Teodor Buburuzan." Aachen : Shaker, 2011. http://d-nb.info/1071528947/34.

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Книги з теми "Interface of abstraction and representation"

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Damerow, Peter. Abstraction and Representation. Dordrecht: Springer Netherlands, 1996. http://dx.doi.org/10.1007/978-94-015-8624-5.

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Visualising the Neolithic: Abstraction, figuration, performance, representation. Oakville, CT: Oxbow Books, 2012.

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3

Anderson, Susan M. Roger Kuntz: The shadow between representation and abstraction. Laguna Beach, Calif: Laguna Art Museum, 2009.

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Damerow, Peter. Abstraction and representation: Essays on the cultural evolution of thinking. Dordrecht: Kluwer Academic Publishers, 1996.

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5

Toward a grammar of abstraction: Modernity, Wittgenstein, and the paintings of Jackson Pollock. University Park, Pa: Pennsylvania State University Press, 1992.

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6

1953-, Roth Wolff-Michael, ed. Mathematical representation at the interface of body and culture. Charlotte, NC: IAP, 2009.

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7

Matthews, Graeme Lewis. User interface techniques for controlling a generative concept representation language. Manchester: University of Manchester, 1996.

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Glenn, George. George Glenn: Between abstraction and representation, May 8-June 18, 1989, Mackenzie Art Gallery. Regina, Sask: Mackenzie Art Gallery, University of Regina, 1989.

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9

Annabel, Rosholt, ed. Moving in time and space: Shifts between abstraction and representation in post-war South African art. Cape Town: Michael Stevenson Contemporary, 2003.

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Meyers, Michelle. Sean Scully, Donald Sultan: Abstraction, representation : paintings, drawings, and prints from the Anderson Collection : exhibition in the Stanford University Art Gallery, February 20-April 22, 1990. Edited by Stanford Art Gallery. [Stanford, Calif.]: The Gallery, 1990.

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Частини книг з теми "Interface of abstraction and representation"

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Fink, Eugene. "Abstraction." In Changes of Problem Representation, 133–66. Heidelberg: Physica-Verlag HD, 2002. http://dx.doi.org/10.1007/978-3-7908-1774-4_4.

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Dai, Ron. "Interface – Total Abstraction." In Learn Java with Math, 171–75. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5209-3_25.

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Damerow, Peter. "Abstraction and Representation." In Boston Studies in the Philosophy of Science, 371–81. Dordrecht: Springer Netherlands, 1996. http://dx.doi.org/10.1007/978-94-015-8624-5_10.

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Lamb, Jonathan P., and Suzanne Tanner. "Abstraction as Shakespearean Interface." In The Routledge Handbook of Shakespeare and Interface, 116–30. New York: Routledge, 2022. http://dx.doi.org/10.4324/9780367821722-11.

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van Gigch, John P. "Abstraction, Representation and Metamodeling." In Metadecisions, 19–37. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-1-4615-0097-1_2.

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Korman, Randall. "Representation, Abstraction, and Meaning." In The Architecture of the Facade, 159–86. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781315723969-8.

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Christenson, Mike. "Interface." In Theories and Practices of Architectural Representation, 15–50. New York : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781351677790-2.

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Maluf, David A., and Gio Wiederhold. "Abstraction of representation for interoperation." In Lecture Notes in Computer Science, 441–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/3-540-63614-5_43.

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Brewer, Kevin, and Cathy Bareiss. "Data Types: Representation, Abstraction, Limitations." In Concise Guide to Computing Foundations, 21–38. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29954-9_3.

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Steffen, Bernhard, Malte Isberner, and Marc Jasper. "Playing with Abstraction and Representation." In Semantics, Logics, and Calculi, 191–213. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27810-0_10.

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Тези доповідей конференцій з теми "Interface of abstraction and representation"

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Bettig, Bernhard, and John K. Gershenson. "Module Interface Representation." In ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/detc2006-99554.

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Анотація:
Modular design issues are receiving increased attention by companies interested in reducing costs from carrying large numbers of components while at the same time increasing product quality and providing customers with greater product variety. Existing research has mainly focused on optimizing product platforms and product offerings, with little attention being given to the interfaces between modules. This research presents an investigation into how module interfaces are best represented in a CAD/PDM environment. The representation decisions are identified and advantages and limitations for each option are presented. Representation decisions revolve around issues such as the use of higher abstraction models, the use of ports, and referencing interface components in interface definitions. We conclude that higher abstraction models are necessary, ports should be represented explicitly, and interface hardware should not be included directly with interfaces. The research considers a large number of components from representative products offered by a home appliance manufacturer.
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Hou, Suyu, and Karthik Ramani. "Dynamic Query Interface for 3D Shape Search." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57687.

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Our 3D Engineering Shape Search System (3DESS), which uses the skeletal graph as one of its shape features to represent objects, has revealed the potential of graph-based representation for searching 3D models. In this paper, a dynamic user interface, which allows a user to customize the query by reusing the existing skeletal graph, shows another merit of the skeletal graph representation. This innovative user interface serves two purposes: (i) an iconic object for sketching and visualizing the skeletal abstraction, which is a 3D geometric representation of the skeletal graph, and (ii) a dynamic query interface which enables the user to customize the skeletal abstraction of the retrieved model as a new query. In order to more closely represent the original model and more precisely evaluate the shape similarity during the search process, a method of refining the preliminary skeletal graph is presented and implemented. This process elaborates the skeletal abstraction to be closer to the shape of the model. Thus, the skeletal graph contains both the essential topology and the geometry information of the original model. The results show that the retrieved skeletal abstraction matches the skeleton of the original model effectively, and the search retrieval based on the customized skeletal graph is sensitive to the user’s intention.
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Bonet, Blai, Giuseppe De Giacomo, Hector Geffner, Fabio Patrizi, and Sasha Rubin. "High-level Programming via Generalized Planning and LTL Synthesis." In 17th International Conference on Principles of Knowledge Representation and Reasoning {KR-2020}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/kr.2020/16.

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We look at program synthesis where the aim is to automatically synthesize a controller that operates on data structures and from which a concrete program can be easily derived. We do not aim at a fully-automatic process or tool that produces a program meeting a given specification of the program’s behaviour. Rather, we aim at the design of a clear and well-founded approach for supporting programmers at the design and implementation phases. Concretely, we first show that a program synthesis task can be modeled as a generalized planning problem. This is done at an abstraction level where the involved data structures are seen as black-boxes that can be interfaced with actions and observations, the first corresponding to the operations and the second to the queries provided by the data structure. The abstraction level is high enough to capture intuitive and common assumptions as well as general and simple strategies used by programmers, and yet it contains sufficient structure to support the automated generation of concrete solutions (in the form of controllers). From such controllers and the use of standard data structures, an actual program in a general language like C++ or Python can be easily obtained. Then, we discuss how the resulting generalized planning problem can be reduced to an LTL synthesis problem, thus making available any LTL synthesis engine for obtaining the controllers. We illustrate the effectiveness of the approach on a series of examples.
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4

Lee, Jae Yeol, Joo-Haeng Lee, Hyun Kim, and Sung-Bae Han. "Interoperability, Shape Representation, and Geometric Processing for Network-Enabled Virtual Prototyping." In ASME 2000 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/imece2000-1055.

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Abstract Internet technology opens up another domain for building future CAD/CAM environment. The environment will be global, network-centric, and spatially distributed. In this paper, we present a new approach to network-centric virtual prototyping (NetVP) in a distributed design environment. The presented approach combines the current virtual assembly modeling and analysis technique with distributed computing and communication technology for supporting virtual prototyping activities over the network. This paper focuses on interoperability, shape representation, and geometric processing for distributed virtual prototyping. STEP standard and CORBA-based interfaces allow the bi-directional communication between the CAD model and virtual prototyping model, which makes it possible to solve the problems of interoperability, heterogeneity of platforms, and data sharing. STEP AP203 is utilized as a means of transferring and sharing product models. In addition, Attributed Abstracted B-rep (AAB) is introduced as 3D shape abstraction for transparent and efficient transmission of 3D models and for the maintenance of naming consistency between CAD models and virtual prototyping models over the network. Further, this paper discusses geometric processings needed for distributed virtual prototyping activities such as collision detection and interactive assembly modeling.
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Albers, Albert, Andreas Braun, Eike Sadowski, David F. Wyatt, David C. Wynn, and P. John Clarkson. "Contact and Channel Modelling Using Part and Function Libraries in a Function-Based Design Approach." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28481.

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Анотація:
To support the development and analysis of engineering designs at the embodiment stage, designers work iteratively with representations of those designs as they consider the function and form of their constituent parts. Detailed descriptions of “what a machine does” usually include flows of forces and active principles within the technical system, and their localization within parts and across the interfaces between them. This means that a representation should assist a designer in considering form and function at the same time and at different levels of abstraction. This paper describes a design modelling approach that enables designers to break down a system architecture into its subsystems and parts, while assigning functions and flows to parts and the interfaces between them. In turn, this may reveal further requirements to fulfil functions in order to complete the design. The approach is implemented in a software tool which provides a uniform, computable language allowing the user to describe functions and flows as they are iteratively discovered, created and embodied. A database of parts allows the user to search for existing design solutions. The approach is illustrated through an example: modelling the complex mechanisms within a humanoid robot.
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Vasev, P. A., M. O. Bakhterev, D. V. Manakov, and S. V. Porshnev. "Elements of Scientific Visualization Systems." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-304-315.

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The paper discusses elements of logical models of graphical user interfaces used in both universal and specialized scientific visualization systems. Criteria of expressiveness of programming language that are discussed in “Structure and Interpretation of Computer Programs” book are applied to graphical interfaces. It is shown that graphical interfaces allow user to operate on same digital substance and with same logical approaches as in textual programming languages. Both use basic elements, allow their combination, and support the procedure of abstraction. Authors suggest considering this aspect when developing graphical interfaces. Then, idea of modifiers (known also as behaviors, effects, so on) is discussed. Idea of extensions (known also as plugins, modules, and applications) is also discussed. Some methods of programming of scene dynamics are presented. Also languages and ontologies of scientific visualization are discussed, e.g. models for editing visualization pipeline: adding data to projects, filtering of that data, and methods of description of data representation on screen.
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Karthik, S. G., and Edward B. Magrab. "Product and Factory Modeling for Production Rate Determination." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dfm-8936.

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Abstract An intelligent graphical user interface that captures a product’s functional and assembly structure and the factory that will make it are described. The results are then used to evaluate a factory’s production rate for the product. The program requires the product to be either a functionally uncoupled or decoupled design. The interface then: (1) implements a visualization of the functionally decomposed product structure; (2) implements an abstraction of a factory; (3) automatically generates candidate primary manufacturing processes and materials that are compatible with each other based on a very small number of attributes; (4) enables the user to make Make/Buy decisions for the components comprising the product; (5) assists the user in the selection of secondary manufacturing processes that are compatible with the primary manufacturing processes and materials for parts made in-house, and specify the vendor and the supply lead time for outsourced parts; (6) enables the specification of alternate materials and manufacturing processes; (7) implements a visual representation of the assembly structure as specified by the user; and (8) partially automates the creation of the assembly structure, and assists in the selection of assembly methods that are compatible with the materials chosen. In addition, the program assists in the design for assembly by: (1) requiring the product development team to think about the assembly process early in the design stage; (2) providing a visualization of the relationship of all components comprising the product to its other components; (3) requiring the specification of the order in which they are to be assembled; and (4) requiring the selection of assembly processes that are compatible with each other and the materials chosen. It also requires the specification of the capabilities of the factory that is going to make one or more of the components of the product, and requires that Make/Buy decisions for the parts comprising the product be made.
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8

Reed, John A., and Abdollah A. Afjeh. "Computational Simulation of Gas Turbines: Part I — Foundations of Component-Based Models." In ASME 1999 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/99-gt-346.

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Анотація:
Designing and developing new aerospace propulsion systems is time-consuming and expensive. Computational simulation is a promising means for alleviating this cost, but requires a flexible software simulation system capable of integrating advanced multidisciplinary and multifidelity analysis methods, dynamically constructing arbitrary simulation models, and distributing computationally complex tasks. To address these issues, we have developed Onyx, a Java-based object-oriented domain framework for aerospace propulsion system simulation. This paper presents the design of a common engineering model formalism for use in Onyx. This approach, which is based on hierarchical decomposition and standardized interfaces, provides a flexible component-based representation for gas turbine systems, subsystems and components. It allows new models to be composed programmatically or visually to form more complex models. Onyx’s common engineering model also supports integration of a hierarchy of models which represent the system at differing levels of abstraction. Selection of a particular model is based on a number of criteria, including the level of detail needed, the objective of the simulation, the available knowledge, and given resources. The common engineering model approach is demonstrated by developing gas turbine component models which will be used to compose a gas turbine engine model in Part II of this paper.
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Mitchell, John C. "Representation independence and data abstraction." In the 13th ACM SIGACT-SIGPLAN symposium. New York, New York, USA: ACM Press, 1986. http://dx.doi.org/10.1145/512644.512669.

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Gurov, D., and M. Huisman. "Interface abstraction for compositional verification." In Third IEEE International Conference on Software Engineering and Formal Methods (SEFM'05). IEEE, 2005. http://dx.doi.org/10.1109/sefm.2005.24.

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Звіти організацій з теми "Interface of abstraction and representation"

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Wilson, D., Daniel Breton, Lauren Waldrop, Danney Glaser, Ross Alter, Carl Hart, Wesley Barnes, et al. Signal propagation modeling in complex, three-dimensional environments. Engineer Research and Development Center (U.S.), April 2021. http://dx.doi.org/10.21079/11681/40321.

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The Signal Physics Representation in Uncertain and Complex Environments (SPRUCE) work unit, part of the U.S. Army Engineer Research and Development Center (ERDC) Army Terrestrial-Environmental Modeling and Intelligence System (ARTEMIS) work package, focused on the creation of a suite of three-dimensional (3D) signal and sensor performance modeling capabilities that realistically capture propagation physics in urban, mountainous, forested, and other complex terrain environments. This report describes many of the developed technical capabilities. Particular highlights are (1) creation of a Java environmental data abstraction layer for 3D representation of the atmosphere and inhomogeneous terrain that ingests data from many common weather forecast models and terrain data formats, (2) extensions to the Environmental Awareness for Sensor and Emitter Employment (EASEE) software to enable 3D signal propagation modeling, (3) modeling of transmitter and receiver directivity functions in 3D including rotations of the transmitter and receiver platforms, (4) an Extensible Markup Language/JavaScript Object Notation (XML/JSON) interface to facilitate deployment of web services, (5) signal feature definitions and other support for infrasound modeling and for radio-frequency (RF) modeling in the very high frequency (VHF), ultra-high frequency (UHF), and super-high frequency (SHF) frequency ranges, and (6) probabilistic calculations for line-of-sight in complex terrain and vegetation.
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Horrocks, Ian, and Ulrike Sattler. Optimised Reasoning for SHIQ. Aachen University of Technology, 2001. http://dx.doi.org/10.25368/2022.118.

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The tableau algorithm implemented in the FaCT knowledge representation system decides satisfiability and subsumption in SHIQ, a very expressive description logic providing, e.g., inverse and transitive roles, number restrictions, and general axioms. Intuitively, the algorithm searches for a tree-shaped abstraction of a model. To ensure termination of this algorithm without comprimising correctness, it stops expanding paths in the search tree using a so-called 'double-blocking' condition.
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Lutz, Carsten, Carlos Areces, Ian Horrocks, and Ulrike Sattler. Keys, Nominals, and Concrete Domains. Technische Universität Dresden, 2002. http://dx.doi.org/10.25368/2022.122.

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Анотація:
Many description logics (DLs) combine knowledge representation on an abstract, logical level with an interface to 'concrete' domains such as numbers and strings with built-in predicates such as <, +, and prefix-of. These hybrid DLs have turned out to be quite useful for reasoning about conceptual models of information systems, and as the basis for expressive ontology languages. We propose to further extend such DLs with key constraints that allow the expression of statements like 'US citizens are uniquely identified by their social security number'. Based on this idea, we introduce a number of natural description logics and perform a detailed analysis of their decidability and computational complexity. It turns out that naive extensions with key constraints easily lead to undecidability, whereas more careful extensions yield NEXPTIME-complete DLs for a variety of useful concrete domains.
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4

Smith, Jijo K., Howell Li, and Darcy M. Bullock. Populating SAE J2735 Message Confidence Values for Traffic Signal Transitions Along a Signalized Corridor. Purdue University, 2019. http://dx.doi.org/10.5703/1288284317322.

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The communication between connected vehicles and traffic signal controllers is defined in SAE Surface Vehicle Standard J2735. SAE J2735 defines traffic signal status messages and a series of 16 confidence levels for traffic signal transitions. This paper discusses a statistical method for tabulating traffic signal data by phase and time of day and populating the SAE J2735 messages. Graphical representation of the red-green and green-yellow transitions are presented from six intersections along a 4-mile corridor for five different time of day timing plans. The case study provided illustrates the importance of characterizing the stochastic variation of traffic signals to understand locations, phases, and time of day when traffic indications operate with high predictability, and periods when there are large variations in traffic signal change times. Specific cases, such as low vehicle demand and occasional actuation of pedestrian phases are highlighted as situations that may reduce the predictability of traffic signal change intervals. The results from this study also opens up discussion among transportation professionals on the importance of consistent tabulation of confidence values for both beginning and end of green signal states. We believe this paper will initiate dialog on how to consistently tabulate important data elements transmitted in SAE J2735 and perhaps refine those definitions. The paper concludes by highlighting the importance of traffic engineers and connected vehicle developers to work together to develop shared visions on traffic signal change characteristics so that the in-vehicle use cases and human-machine interface (HMI) meet user expectations.
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5

Shmulevich, Itzhak, Shrini Upadhyaya, Dror Rubinstein, Zvika Asaf, and Jeffrey P. Mitchell. Developing Simulation Tool for the Prediction of Cohesive Behavior Agricultural Materials Using Discrete Element Modeling. United States Department of Agriculture, October 2011. http://dx.doi.org/10.32747/2011.7697108.bard.

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Анотація:
The underlying similarity between soils, grains, fertilizers, concentrated animal feed, pellets, and mixtures is that they are all granular materials used in agriculture. Modeling such materials is a complex process due to the spatial variability of such media, the origin of the material (natural or biological), the nonlinearity of these materials, the contact phenomenon and flow that occur at the interface zone and between these granular materials, as well as the dynamic effect of the interaction process. The lack of a tool for studying such materials has limited the understanding of the phenomena relevant to them, which in turn has led to energy loss and poor quality products. The objective of this study was to develop a reliable prediction simulation tool for cohesive agricultural particle materials using Discrete Element Modeling (DEM). The specific objectives of this study were (1) to develop and verify a 3D cohesionless agricultural soil-tillage tool interaction model that enables the prediction of displacement and flow in the soil media, as well as forces acting on various tillage tools, using the discrete element method; (2) to develop a micro model for the DEM formulation by creating a cohesive contact model based on liquid bridge forces for various agriculture materials; (3) to extend the model to include both plastic and cohesive behavior of various materials, such as grain and soil structures (e.g., compaction level), textures (e.g., clay, loam, several grains), and moisture contents; (4) to develop a method to obtain the parameters for the cohesion contact model to represent specific materials. A DEM model was developed that can represent both plastic and cohesive behavior of soil. Soil cohesive behavior was achieved by considering tensile force between elements. The developed DEM model well represented the effect of wedge shape on soil behavior and reaction force. Laboratory test results showed that wedge penetration resistance in highly compacted soil was two times greater than that in low compacted soil, whereas DEM simulation with parameters obtained from the test of low compacted soil could not simply be extended to that of high compacted soil. The modified model took into account soil failure strength that could be changed with soil compaction. A three dimensional representation composed of normal displacement, shear failure strength and tensile failure strength was proposed to design mechanical properties between elements. The model based on the liquid bridge theory. An inter particle tension force measurement tool was developed and calibrated A comprehensive study of the parameters of the contact model for the DEM taking into account the cohesive/water-bridge was performed on various agricultural grains using this measurement tool. The modified DEM model was compared and validated against the test results. With the newly developed model and procedure for determination of DEM parameters, we could reproduce the high compacted soil behavior and reaction forces both qualitatively and quantitatively for the soil conditions and wedge shapes used in this study. Moreover, the effect of wedge shape on soil behavior and reaction force was well represented with the same parameters. During the research we made use of the commercial PFC3D to analyze soil tillage implements. An investigation was made of three different head drillers. A comparison of three commonly used soil tillage systems was completed, such as moldboard plow, disc plow and chisel plow. It can be concluded that the soil condition after plowing by the specific implement can be predicted by the DEM model. The chisel plow is the most economic tool for increasing soil porosity. The moldboard is the best tool for soil manipulation. It can be concluded that the discrete element simulation can be used as a reliable engineering tool for soil-implement interaction quantitatively and qualitatively.
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