5870530
Mathematical models and properties of games
Games are a decision process under competition where opponent players compete for the maximum gain or a success state in the same environment according to the same rules of the game. Games are conventionally dealt with payoff tables based on random strategies that are found inadequate to describe the dynamic behaviors of games and to rigorously predict the outcomes of games. This paper presents a formal treatment of games by a set of mathematical models for both the layouts and behaviors of games. A formal model of games is introduced, based on which the properties of games in terms of decision strategies and serial matches are described. A wide range of generic zero-sum and nonzero-sum games are formally modeled and analyzed using the mathematical models of games.
16244688
Formal Description of Time Management in Real-Time Operating Systems
This paper describes the formal specification of the time management subsystem of a real-time operating system. Real-time process algebra (RTPA) is adopted to formally specify the system. The architecture, static behaviors, and dynamic behaviors of a CPU time manager are systematically specified that form an abstract model of the system. The formal specifications are implemented in C, on which the system performance can be tested and verified
40360434
Measurement of the cognitive functional complexity of software
One of the central problems in software engineering is its inherited complexity. It is recognized that cognitive informatics plays an important role in understanding the fundamental characteristics of software. This paper models the cognitive weights of basic control structures of software, and develops a new concept of cognitive functional size for measuring software complexity. Comparative case studies between the cognitive functional size and physical sizes of 20 programs are conducted. It is found that for a given design, although the physical sizes of software may vary in a wide range, the cognitive functional sizes are much stable and independent from implementation technologies and programming languages. Therefore, the cognitive functional size provides a novel, stable and practical software complexity measurement and is helpful to explain the fundamental nature of software complexity in the phase of design, implementation, or maintenance in software engineering.
21455681
A layered reference model of the brain
Based on the advances of research in cognitive informatics and related fields, this paper attempts to develop a layered reference model of the brain that explains the functional mechanisms and cognitive processes of the natural intelligence. A variety of life functions and cognitive processes have been identified in cognitive informatics, cognitive science, neuropsychology, and neurophilosophy. In order to formally and rigorously describe a comprehensive and coherent set of mental processes and their relationships, an integrated reference model of the brain is established, which encompasses 37 cognitive processes at six layers known as the sensation, memory, perception, action, meta and higher cognitive layers from bottom up. The reference model of the brain may be applied to explain a wide range of physiological, psychological, and cognitive phenomena in cognitive informatics, particularly relationships between the inherited and the acquired life functions, as well as the subconscious and conscious cognitive processes.
29450095
Cognitive models of the brain
The human brain is the most complicated organ in the universe and a new frontier yet to be explored in an interdisciplinary approach. Investigation of the brain is a unique problem that requires recursive mental power to explore the brain using the brain. This paper attempts to develop functional and cognitive models of the brain by using cognitive informatics and formal methodologies. This paper adopts a memory-based approach to explore the brain, and to demonstrate that memory is the foundation for any natural intelligence. Structures of memories are explored and cognitive models of the natural intelligence are proposed. Cognitive mechanisms of the brain, including hypotheses and theories on the thinking engine of the brain, long-term memory establishment, and roles of sleep in long-term memory development, are investigated. The models and theories are applied to explain a number of fundamental physiological and psychological phenomena.
21184887
The cognitive processes of abstraction and formal inferences
Theoretical research is predominately an inductive process; while applied research is mainly a deductive process. Both inference processes are based on the cognitive process and means of abstraction. This paper describes the cognitive processes of abstraction and formal inferences such as deduction, induction, abduction, and analogy. The hierarchy of abstraction and the descriptivity of abstract means at different levels are analyzed. A set of mathematical models of formal inference methodologies are developed. Formal descriptions of the five cognitive processes of abstraction and inferences are presented using real-time process algebra (RTPA). Applications of abstraction and formal inferences in dealing with complicated problems in large-scale software system development in software engineering are discussed.
6142906
Multiple attribute decision making based on fuzzy preference information on alternatives: Ranking and weighting
This paper investigates the multiple attribute decision making (MADM) problem with fuzzy preference information on alternatives and proposes an eigenvector method to rank them. Three optimization models are introduced to assess the relative importance weights of attributes in a MADM problem, which integrate subjective fuzzy preference relations and objective information in different ways. Since the decisions these models lead to are based on both subjective and objective information, they are more balanced and credible than those that consider only one type of information. An example is provided to illustrate the application of the proposed models.
19020033
Estimation of multiple directional light sources for synthesis of augmented reality images
We present a new method for the detection and estimation of multiple directional illuminants, using a single image of any object with known geometry and Lambertian reflectance. We use the resulting highly accurate estimates to modify virtually the illumination and geometry of a real scene and produce correctly illuminated mixed reality images. Our method obviates the need to modify the imaged scene by inserting calibration objects of any particular geometry, relying instead on partial knowledge of the geometry of the scene. Thus, the recovered multiple illuminants can be used both for image-based rendering and for shape reconstruction. Our method combines information both from the shading of the object and from shadows cast on the scene by the object. Initially we use a method based on shadows and a method based on shading independently. The shadow based method utilizes brightness variation inside the shadows cast by the object, whereas the shading based method utilizes brightness variation on the directly illuminated portions of the object. We demonstrate how the two sources of information complement each other in a number of occasions. We then describe an approach that integrates the two methods, with results superior to those obtained if the two methods are used separately. The resulting illumination information can be used (i) to render synthetic objects in a real photograph with correct illumination effects, and (ii) to virtually re-light the scene.
18364887
An approach to enhancing mobile applications with situation-awareness capabilities
In ubiquitous computing environments, mobile applications reside in devices that move arbitrarily and communicate with each other through wireless means. They are presented with fast changing situations, such as the location variation, service availability change, and resource fluctuation. Under these circumstances, situation-awareness is a desirable feature for mobile applications. Being situation-aware, a mobile application is capable of detecting situation changes and responding to it on-the-fly without bothering the user all the times. This paper presents an approach to enhancing mobile applications with situation-aware capabilities using middleware service.
10668110
Evaluating the effects of real world distraction on user performance in virtual environments
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may reduce users' sense of presence, and if presence is correlated with performance as some have claimed, the real-world distractions may also hinder performance. Thus, VE designers may want to consider ways to reduce real-world distraction. This paper presents an experiment to investigate the effect of reduced visual stimulus in the peripheral area on user performance and the usability of an immersive VE. We carefully designed three tasks that cause different levels of awareness of the real-world distraction. Using these tasks, we evaluated users' performance and preference in two conditions. The low-stimulus condition was created by hanging a black cloth across the missing back wall of a CAVE. The high-stimulus condition was created by projected animations and real human motion outside the CAVE. The experiments show that reduced distraction may have a positive or negative effect on user performance, depending on the specific tasks and environments.
3088453
Reverse engineering goal models from legacy code
A reverse engineering process aims at reconstructing high-level abstractions from source code. This paper presents a novel reverse engineering methodology for recovering stakeholder goal models from both structured and unstructured legacy code. The methodology consists of the following major steps: 1) Refactoring source code by extracting methods based on comments; 2) Converting the refactored code into an abstract structured program through statechart refactoring and hammock graph construction; 3) Extracting a goal model from the structured program's abstract syntax tree; 4) Identifying nonfunctional requirements and derive soft goals based on the traceability between the code and the goal model. To illustrate this requirements recovery process, we refactor stakeholder goal models from two legacy software code bases: an unstructured Web-based email in PHP (SquirrelMail) and a structured email client system in Java (Columba).