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Physical Sciences and Mathematics Commons

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Articles 1 - 9 of 9

Full-Text Articles in Physical Sciences and Mathematics

On The Impact Of Forgetting On Learning Machines, Rūsiņš Freivalds, Efim Kinber, Carl H. Smith Nov 1995

On The Impact Of Forgetting On Learning Machines, Rūsiņš Freivalds, Efim Kinber, Carl H. Smith

School of Computer Science & Engineering Faculty Publications

People tend not to have perfect memories when it comes to learning, or to anything else for that matter. Most formal studies of learning, however, assume a perfect memory. Some approaches have restricted the number of items that could be retained. We introduce a complexity theoretic accounting of memory utilization by learning machines. In our new model, memory is measured in bits as a function of the size of the input. There is a hierarchy of learnability based on increasing memory allotment. The lower bound results are proved using an unusual combination of pumping and mutual recursion theorem arguments. For …


Virtual Celluoid, Switch Staffs Sep 1995

Virtual Celluoid, Switch Staffs

SWITCH

The article is an analysis of the author’s research pertaining to films relating to or containing the concept of virtual reality. The author lists several films such as Johnny Mnemnonic, Virtuosity, The Net, and Disclosure and provides a brief synopsis and review of each movie. Each film explains the concept of virtual reality through differing plots and methods such as cyberspace, progressive software, and artificial intelligence. The author also gives their own insight into and ratings of the films, explaining what they think is the most relatable in terms of overall storyline as well as how realisticly the movie portrays …


Vrware Beware: Vr At Siggraph, P.D. Quick Sep 1995

Vrware Beware: Vr At Siggraph, P.D. Quick

SWITCH

The article uses the author’s experiences from the event of Siggraph ‘95 to comment on upcoming products using virtual or augmented reality. The article includes further discussion on the products’ effects on the psychology and physiology of consumers. Some examples include the “i-Glasses” from Virtual I/O, the “Smart Model” from Multigen, as well as the nanomanipulator created by University of North Carolina Chapel Hill Department of Computer Science, and the Phobia Project developed by the Georgia Tech Graphics Visualization and Usability Center. The article also covers not only the products of this event, but also the courses, panels, papers, and …


Vr Products, P.D. Quick Sep 1995

Vr Products, P.D. Quick

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The article is an analysis of the author’s experience testing several virtual reality items at Siggraph, an annual convention displaying computer machinery and interactive technology products. The author explains each device and how they work, the company behind the invention, as well as how it can help with future technological advancements. Several products are explained in more depth; the i-Glasses by Virtual I/O, Red Planet by Virtual World Entertainment Inc., Venturer S-2 by Thomson Entertainment Systems, and several more. Each item explores virtual reality in differing ways such as interactive video games, more user-friendly 3D modeling, and virtual movie theater …


Frequency Computation And Bounded Queries (Conference Paper), William I. Gasarch, Efim Kinber Jul 1995

Frequency Computation And Bounded Queries (Conference Paper), William I. Gasarch, Efim Kinber

School of Computer Science & Engineering Faculty Publications

There have been several papers over the last ten years that consider the number of queries needed to compute a function as a measure of its complexity. The following function has been studied extensively in that light: FaA(x1, …, xa)=A(x1)···A(xa). We are interested in the complexity (in terms of the number of queries) of approximating FaA. Let b⩽a and let f be any function such that FaA(x1, …, x a) and f(x1, …, xa) agree on at least b bits. For a general set A we have matching upper and lower bounds that depend on coding theory. These are applied …


Interview: Brenda Laurel, Jason Challas Jul 1995

Interview: Brenda Laurel, Jason Challas

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This interview with Brenda Laurel, Virtual Reality (VR) author and thinker, discusses the applications and challenges of VR. Creating an emphatic experience using VR technology is possible, but the challenge lies in designing an environment that models the senses to stimulate emotions. VR enables experiences of different genders, but physiological differences between the sexes exist and are important to understand. However, technology used to create the environment and simulation of physical objects in VR is only in the developmental stage. Laurel believes in the importance of keeping the mind grounded in the physical body, in order to strengthen the appreciation …


Interview: Joel Slayton, Christine Laffer Feb 1995

Interview: Joel Slayton, Christine Laffer

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Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …


The Divided Information Superhighway, Robert Kuttner Jan 1995

The Divided Information Superhighway, Robert Kuttner

Maine Policy Review

This issue marks the introduction of the Margaret Chase Smith Essay, which will be a feature in each issue honoring Sen. Smith by focusing on issues related to citizenship, ethics in government, and integrity as a virtue of public leadership. In this first essay, economist Robert Kuttner asks some important ethical questions about the new world of electronic communications. He suggests that who plays and who pays are very important issues that have not been adequately considered in the highly technical and competitive world that will mark the 21st century. [This essay originally appeared as a column in the …


Learning Via Queries With Teams And Anomalies, William I. Gasarch, Efim Kinber, Mark G. Pleszkoch, Carl H. Smith, Thomas Zeugmann Jan 1995

Learning Via Queries With Teams And Anomalies, William I. Gasarch, Efim Kinber, Mark G. Pleszkoch, Carl H. Smith, Thomas Zeugmann

School of Computer Science & Engineering Faculty Publications

Most work in the field of inductive inference regards the learning machine to be a passive recipient of data. In a prior paper the passive approach was compared to an active form of learning where the machine is allowed to ask questions. In this paper we continue the study of machines that ask questions by comparing such machines to teams of passive machines. This yields, via work of Pitt and Smith, a comparison of active learning with probabilistic learning. Also considered are query inference machines that learn an approximation of what is desired. The approximation differs from the desired result …