This paper addresses the problems that must be considered if computers are going to treat their users as individuals with distinct personalities, goals, and so forth. It first outlines the issues, and then proposes stereotypes as a useful mechanism for buildina models of individual users on the basis of a small amount of information about them. In order to build user models quickly, a large amount of uncertain knowledae must be incormrated into the models. The issue of how to resolve the conflicts ;hot will arise aiong such inferences is discussed. A system, Gwndy, is described that builds models.of its users, with the aid of stereotypes, and then exploits those models to guide it in its task, suggesting novels that people may find interesting. If stereotypes are to be useful to Grundy, they must accurately characterize the users of the system. Some techniques to modify stereotypes on the bosis of experience are discussed. An analysis of Grundy's performance shows that its user modds are effective in guiding its performance.
It has long been recognized that in order to build a good system in which a person and a machine cooperate to perform a task it is important to take into account some significant characteristics of people. These characteristics are used to build some kind of a "user model". Traditionally, the model that is built is a model of a canonical (or typical) user. But often individual users vary so much that a model of a canonical user is insufficient. Instead, models of individual users are necessary. This article presents some examples of situations in which individual user models are important. It also presents some techniques that make the construction and use of such models possible. These techniques all reflect a desire to place most of the burden of constructing the models on the system, rather than on the user. This leads to the development of models that are collections of good guesses about the user. Thus some kind of probabilistic reasoning is necessary. And as the models are being used to guide the underlying system, they must also be monitored and updated as suggested by the interactions between the user and the system. The performance of one system that uses some of these techniques is discussed.
In this paper we present a comprehensive ythrough system which generates photo-realistic images in true real-time. The high performance is due to an innovative rendering algorithm based on a discrete ray casting approach, accelerated by ray coherence and multiresolution traversal. The terrain as well as the 3D objects are represented by a textured mapped voxel-based model. The system is based on a pure software algorithm and is thus portable. It was rst implemented on a workstation and then ported to a general-purpose parallel architecture to achieve real-time performance.
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