17,697 research outputs found

    PerfVis: Pervasive Visualization in Immersive AugmentedReality for Performance Awareness

    Full text link
    Developers are usually unaware of the impact of code changes to the performance of software systems. Although developers can analyze the performance of a system by executing, for instance, a performance test to compare the performance of two consecutive versions of the system, changing from a programming task to a testing task would disrupt the development flow. In this paper, we propose the use of a city visualization that dynamically provides developers with a pervasive view of the continuous performance of a system. We use an immersive augmented reality device (Microsoft HoloLens) to display our visualization and extend the integrated development environment on a computer screen to use the physical space. We report on technical details of the design and implementation of our visualization tool, and discuss early feedback that we collected of its usability. Our investigation explores a new visual metaphor to support the exploration and analysis of possibly very large and multidimensional performance data. Our initial result indicates that the city metaphor can be adequate to analyze dynamic performance data on a large and non-trivial software system.Comment: ICPE'19 vision, 4 pages, 2 figure, conferenc

    Adaptive User Perspective Rendering for Handheld Augmented Reality

    Full text link
    Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering

    Adding generic contextual capabilities to wearable computers

    Get PDF
    Context-awareness has an increasingly important role to play in the development of wearable computing systems. In order to better define this role we have identified four generic contextual capabilities: sensing, adaptation, resource discovery, and augmentation. A prototype application has been constructed to explore how some of these capabilities could be deployed in a wearable system designed to aid an ecologist's observations of giraffe in a Kenyan game reserve. However, despite the benefits of context-awareness demonstrated in this prototype, widespread innovation of these capabilities is currently stifled by the difficulty in obtaining the contextual data. To remedy this situation the Contextual Information Service (CIS) is introduced. Installed on the user's wearable computer, the CIS provides a common point of access for clients to obtain, manipulate and model contextual information independently of the underlying plethora of data formats and sensor interface mechanisms
    • …
    corecore