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An Overview of MEDM
MEDM, which is derived from Motif Editor and Display Manager, is the primary graphical user interface to the EPICS control system and has also been used for other control systems. MEDM has two modes of operation, EDIT and EXECUTE. In its EDIT mode it provides the drawing tools needed to design control screens for operator interfaces. In its EXECUTE mode it manages those screens to communicate with the control system. MEDM provides a set of interface objects that falls into three main categories: (1) Monitors, such as text, meters, and plots; (2) Controllers, such as buttons, menus, and sliders; and (3) Drawing Objects, such as lines, rectangles, and images. Each of these objects has many options, allowing for the development of screens ranging from simple to quite sophisticated. MEDM has been developed over the last decade, primarily at Argonne National Laboratory, and is a large, well tested, extensively used program. It runs on most flavors of UNIX, VMS, and Windows 95/98/NT. It has been used to design thousands of control screens, such as the one shown in Fig. 1, at the Advanced Photon Source and other sites around the world. This paper presents an overview of MEDM and its features
Visualization and Animation of a Missile/Target Encounter
Existing missile/target encounter modeling and simulation systems focus on improving probability of kill models. Little research has been done to visualize these encounters. These systems can be made more useful to the engineers by incorporating current computer graphics technology for visualizing and animating the encounter. Our research has been to develop a graphical simulation package for visualizing both endgame and full fly-out encounters. Endgame visualization includes showing the interaction of a missile, its fuze cone proximity sensors, and its target during the final fraction of a second of the missile/target encounter. Additionally, this system displays dynamic effects such as the warhead fragmentation pattern and the specific skewing of the fragment scattering due to missile yaw at the point of detonation. Fly-out visualization, on the other hand, involves full animation of a missile from launch to target. Animating the results of VisSim fly-out simulations provides the engineer a more efficient means of analyzing his data. This research also involves investigating fly-out animation via the World Wide Web
Hierarchical architecture design and simulation environment
The Hierarchical Architectural design and Simulation Environment (HASE)is
intended as a flexible tool for computer architects who wish to experiment with
alternative architectural configurations and design parameters. HASE is both
a design environment and a simulator. Architecture components are described
by a hierarchical library of objects defined in terms of an object oriented simulation language. HASE instantiates these objects to simulate and animate the
execution of a computer architecture. An event trace generated by the simulator
therefore describes the interaction between architecture components, for example,
fetch stages, address and data buses, sequencers, instruction buffers and register
files. The objects can model physical components at different abstraction levels,
eg. PMS (processor memory switch), ISP (instruction set processor) and RTL
(register transfer level). HASE applies the concepts of inheritance, encapsulation
and polymorphism associated with object orientation, to simplify the design and
implementation of an architecture simulation that models component operations
at different abstraction levels. For example, HASE can probe the performance
of a processor's floating point unit, executing a multiplication operation, at a
lower level of abstraction, i.e. the RTL, whilst simulating remaining architecture
components at a PMS level of abstraction. By adopting this approach, HASE
returns a more meaningful and relevant event trace from an architecture simulation. Furthermore, an animator visualises the simulation's event trace to clarify
the collaborations and interactions between architecture components. The prototype version of HASE is based on GSS (Graphical Support System), and DEMOS
(Discrete Event Modelling On Simula)
ImageJ2: ImageJ for the next generation of scientific image data
ImageJ is an image analysis program extensively used in the biological
sciences and beyond. Due to its ease of use, recordable macro language, and
extensible plug-in architecture, ImageJ enjoys contributions from
non-programmers, amateur programmers, and professional developers alike.
Enabling such a diversity of contributors has resulted in a large community
that spans the biological and physical sciences. However, a rapidly growing
user base, diverging plugin suites, and technical limitations have revealed a
clear need for a concerted software engineering effort to support emerging
imaging paradigms, to ensure the software's ability to handle the requirements
of modern science. Due to these new and emerging challenges in scientific
imaging, ImageJ is at a critical development crossroads.
We present ImageJ2, a total redesign of ImageJ offering a host of new
functionality. It separates concerns, fully decoupling the data model from the
user interface. It emphasizes integration with external applications to
maximize interoperability. Its robust new plugin framework allows everything
from image formats, to scripting languages, to visualization to be extended by
the community. The redesigned data model supports arbitrarily large,
N-dimensional datasets, which are increasingly common in modern image
acquisition. Despite the scope of these changes, backwards compatibility is
maintained such that this new functionality can be seamlessly integrated with
the classic ImageJ interface, allowing users and developers to migrate to these
new methods at their own pace. ImageJ2 provides a framework engineered for
flexibility, intended to support these requirements as well as accommodate
future needs
Desktop theater : automatic generation of expressive animation
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 1991.Includes bibliographical references (p. 133-135).by Steven Henry Strassmann.Ph.D
The moviemaker's workspace : towards a 3D environment for pre-visualization
Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (p. 75-76).by Scott Clark Higgins.M.S
Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace
First CLIPS Conference Proceedings, volume 2
The topics of volume 2 of First CLIPS Conference are associated with following applications: quality control; intelligent data bases and networks; Space Station Freedom; Space Shuttle and satellite; user interface; artificial neural systems and fuzzy logic; parallel and distributed processing; enchancements to CLIPS; aerospace; simulation and defense; advisory systems and tutors; and intelligent control