88,957 research outputs found

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    Tabulator Redux: writing Into the Semantic Web

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    A first category of Semantic Web browsers were designed to present a given dataset (an RDF graph) for perusal, in various forms. These include mSpace, Exhibit, and to a certain extent Haystack. A second category tackled mechanisms and display issues around linked data gathered on the fly. These include Tabulator, Oink, Disco, Open Link Software's Data Browser, and Object Browser. The challenge of once that data is gathered, how might it be edited, extended and annotated has so far been left largely unaddressed. This is not surprising: there are a number of steep challenges for determining how to support editing information in the open web of linked data. These include the representation of both the web of documents and the web of things, and the relationships between them; ensuring the user is aware of and has control over the social context such as licensing and privacy of data being entered, and, on a web in which anyone can say anything about anything, helping the user intuitively select the things which they actually wish to see in a given situation. There is also the view update problem: the difficulty of reflecting user edits back through functions used to map web data to a screen presentation. In the latest version of the Tabulator project, described in this paper we have focused on providing the write side of the readable/writable web. Our approach has been to allow modification and addition of information naturally within the browsing interface, and to relay changes to the server triple by triple for least possible brittleness (there is no explicit 'save' operation). Challenges which remain include the propagation of changes by collaborators back to the interface to create a shared editing system. To support writing across (semantic) Web resources, our work has contributed several technologies, including a HTTP/SPARQL/Update-based protocol between an editor (or other system) and incrementally editable resources stored in an open source, world-writable 'data wiki'. This begins enabling the writable Semantic Web

    Deliverable DJRA1.3: Tool prototype for creating and stitching multiple network resources for virtual infrastructures

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    This document describes the prototype FEDERICA Slice Tool developed for the virtualization of network elements in FEDERICA and for creating and stitching network resources over this virtual infrastructure. An SNMP-based resource discovery prototype is also introduced as a new functionality to be integrated in the tool.The deliverable also presents aviability study for the use of traffic prioritization in the FEDERICA infrastructure and some network performance measurements on a real slice within FEDERICA.This document reports the final results of JRA1.2 Activity in the development of a tool prototype for creating sets ofvirtual resourcesinFEDERICA.The prototype goal is to simplify and automate part of the work for NOC.The tool may also serve,with different privileges, a FEDERICA user to operate on his/her slice. The tool described here was designed with the objective of providing an interactive application with a graphical interface to operate on resources for the NOC and the end users (researchers). The tool simplify the creation and configuration of resources in a slice and it is a mandatory step to ensure scalability of the NOC effort. It offers an interactive Graphical User Interface that translates the users’ actions to commands in the substrate (networknodesandV-nodes)andslice elements(VirtualMachines).User accounts may be created for the NOC and for researchers, each with specific privileges to enable different sets of capabilities. The NOC account has full access to all the resources in the substrate, while each user’account has full access only to the virtual resources in his/her slice. The tool has been developed using the Java programming language as Open Source code and relies on the open source Globus® Toolkit. Testing has been performed in a laboratory environment and on some FEDERICA substrate equipment (1switch, 2VMwareServers) in their standard configuration. For testing the router, web services and GUI an additional computer was used, using a public IP address.Postprint (published version

    New Method of Measuring TCP Performance of IP Network using Bio-computing

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    The measurement of performance of Internet Protocol IP network can be done by Transmission Control Protocol TCP because it guarantees send data from one end of the connection actually gets to the other end and in the same order it was send, otherwise an error is reported. There are several methods to measure the performance of TCP among these methods genetic algorithms, neural network, data mining etc, all these methods have weakness and can't reach to correct measure of TCP performance. This paper proposed a new method of measuring TCP performance for real time IP network using Biocomputing, especially molecular calculation because it provides wisdom results and it can exploit all facilities of phylogentic analysis. Applying the new method at real time on Biological Kurdish Messenger BIOKM model designed to measure the TCP performance in two types of protocols File Transfer Protocol FTP and Internet Relay Chat Daemon IRCD. This application gives very close result of TCP performance comparing with TCP performance which obtains from Little's law using same model (BIOKM), i.e. the different percentage of utilization (Busy or traffic industry) and the idle time which are obtained from a new method base on Bio-computing comparing with Little's law was (nearly) 0.13%. KEYWORDS Bio-computing, TCP performance, Phylogenetic tree, Hybridized Model (Normalized), FTP, IRCDComment: 17 Pages,10 Figures,5 Table

    Deep Learning Framework for Wireless Systems: Applications to Optical Wireless Communications

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    Optical wireless communication (OWC) is a promising technology for future wireless communications owing to its potentials for cost-effective network deployment and high data rate. There are several implementation issues in the OWC which have not been encountered in radio frequency wireless communications. First, practical OWC transmitters need an illumination control on color, intensity, and luminance, etc., which poses complicated modulation design challenges. Furthermore, signal-dependent properties of optical channels raise non-trivial challenges both in modulation and demodulation of the optical signals. To tackle such difficulties, deep learning (DL) technologies can be applied for optical wireless transceiver design. This article addresses recent efforts on DL-based OWC system designs. A DL framework for emerging image sensor communication is proposed and its feasibility is verified by simulation. Finally, technical challenges and implementation issues for the DL-based optical wireless technology are discussed.Comment: To appear in IEEE Communications Magazine, Special Issue on Applications of Artificial Intelligence in Wireless Communication
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