382 research outputs found

    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    Numerical Analysis in a Thermoacoustic Cryocooler

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    This project deals with the computational fluid dynamics analysis of flow in a Thermoacoustic Cryocooler showing the comparison between a straight tube and a curved tube resonator. This involves with the two dimensional analysis of flow through of Cryocooler having radial inlet and axial outlet. The software used for this purpose are GAMBIT and FLUENT. The 2 D model of the parts of the Cryocooler are made by GAMBIT and analysis are to be carried out by FLUENT. The models are first generated using the data and then are meshed and then various velocity and pressure contours are to be drawn and graphed in this paper to analyze the flow through the cryocooler. Various graphs indicating the variation of velocity, pressure and temperature along the stream length of the turbine are given

    A computer graphics aided lecture presentation system: exploring animated algorithms with direct manipulation.

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    Lam, Ho Cheong.Thesis (M.Phil.)--Chinese University of Hong Kong, 1993.Includes bibliographical references (leaves 70-72).Abstract --- p.iiAcknowledgments --- p.iiiContents --- p.ivChapter Chapter 1 --- Introduction --- p.1Chapter 1.1 --- Prologue --- p.2Chapter 1.2 --- Thesis Contributions --- p.3Chapter 1.3 --- Thesis Outline --- p.4Chapter Chapter 2 --- Lecture Presentation System --- p.5Chapter 2.1 --- Introduction --- p.6Chapter 2.2 --- System Overview --- p.8Chapter 2.3 --- Materials Organization --- p.9Chapter 2.4 --- Slide Preparation --- p.12Chapter 2.5 --- Animation Production --- p.14Chapter 2.6 --- Actual Presentation --- p.18Chapter 2.7 --- Conclusion --- p.22Chapter Chapter 3 --- Algorithm Animation Subsystem --- p.23Chapter 3.1 --- Introduction --- p.24Chapter 3.2 --- Related Work --- p.25Chapter 3.3 --- Algorithm --- p.28Chapter 3.4 --- Display --- p.32Chapter 3.5 --- Link --- p.39Chapter 3.6 --- Options --- p.44Chapter 3.7 --- Examples --- p.47Chapter 3.8 --- Conclusion --- p.55Chapter Chapter 4 --- Conclusion --- p.56Chapter 4.1 --- Future Directions --- p.57Chapter 4.2 --- Summary --- p.59Chapter 4.3 --- Epilogue --- p.60Appendix A PostScript Optimization --- p.61Appendix B Thesis Publications --- p.69References --- p.7

    Mimicking human player strategies in fighting games using game artificial intelligence techniques

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    Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy

    Automated Discovery of Flight Track Anomalies

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    As new technologies are developed to handle the complexities of the Next Generation Air Transportation System (NextGen), it is increasingly important to address both current and future safety concerns along with the operational, environmental, and efficiency issues within the National Airspace System (NAS). In recent years, the Federal Aviation Administrations (FAA) safety offices have been researching ways to utilize the many safety databases maintained by the FAA, such as those involving flight recorders, radar tracks, weather, and many other high- volume sensors, in order to monitor this unique and complex system. Although a number of current technologies do monitor the frequency of known safety risks in the NAS, very few methods currently exist that are capable of analyzing large data repositories with the purpose of discovering new and previously unmonitored safety risks. While monitoring the frequency of known events in the NAS enables mitigation of already identified problems, a more proactive approach of finding unidentified issues still needs to be addressed. This is especially important in the proactive identification of new, emergent safety issues that may result from the planned introduction of advanced NextGen air traffic management technologies and procedures. Development of an automated tool that continuously evaluates the NAS to discover both events exhibiting flight characteristics indicative of safety-related concerns as well as operational anomalies will heighten the awareness of such situations in the aviation community and serve to increase the overall safety of the NAS. This paper discusses the extension of previous anomaly detection work to identify operationally significant flights within the highly complex airspace encompassing the New York area of operations, focusing on the major airports of Newark International (EWR), LaGuardia International (LGA), and John F. Kennedy International (JFK). In addition, flight traffic in the vicinity of Denver International (DEN) airport/airspace is also investigated to evaluate the impact on operations due to variances in seasonal weather and airport elevation. From our previous research, subject matter experts determined that some of the identified anomalies were significant, but could not reach conclusive findings without additional supportive data. To advance this research further, causal examination using domain experts is continued along with the integration of air traffic control (ATC) voice data to shed much needed insight into resolving which flight characteristic(s) may be impacting an aircraft's unusual profile. Once a flight characteristic is identified, it could be included in a list of potential safety precursors. This paper also describes a process that has been developed and implemented to automatically identify and produce daily reports on flights of interest from the previous day

    Development, implementation and evaluation of an interactive multimedia instructional model : A teaching and learning programming approach

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    This study sought to explore the outcomes from the use of a dynamic interactive visualisation tool among novice programmers in an introductory computer programming course. The proposed model, Dynamic Interactive Visualisation Tool in Teaching C (DIVTIC), was designed to use multimedia and visual imagery to provide learners with a step-by-step representation of program execution in the C language as a means of enhancing their understanding of programming structures and concepts. DIVTIC was designed to support constructivist learning principles and combined collaborative and visualisation learning strategies with use of the Internet and the World Wide Web to support the learning of programming. The feasibility and effectiveness of DIVTIC was explored among a cohort of 100 undergraduate engineering students, 50 in a control group and another 50 in an experimental group, studying an introductory programming course at Suranaree University of Technology (SUT) in Thailand, The study found that the use of DIVTIC was a successful complement to conventional teaching. The results clearly demonstrated the advantage of using DIVTIC among low achieving students. The students from this level in the experimental group significantly outscored their counterparts in the control group in the final test suggesting that DIVTIC was an important element in their learning process. Interestingly, these low achieving students used DIVTIC most and achieved highest grades. However, lower achieving students appeared to learn from simply viewing the animations rather than being highly interactive and stopping and starting them consistently. The study found that the visualisation process implemented in DIVTIC could be of considerable assistance to a particular group of students, those with a low GPA, in developing their understanding of difficult programming concepts

    Faster data structures and graphics hardware techniques for high performance rendering

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    Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have strict time requirements but are still required to render efficiently utilizing huge render systems with hundreds or even thousands of CPU cores. In real-time rendering, with limited time and hardware resources, it is always important to produce as high rendering quality as possible given the constraints available. The first paper in this thesis presents an analytical hardware model together with a feed-back system that guarantees the highest level of image quality subject to a limited time budget. As graphics processing units grow more powerful, power consumption becomes a critical issue. Smaller handheld devices have only a limited source of energy, their battery, and both small devices and high-end hardware are required to minimize energy consumption not to overheat. The second paper presents experiments and analysis which consider power usage across a range of real-time rendering algorithms and shadow algorithms executed on high-end, integrated and handheld hardware. Computing accurate reflections and refractions effects has long been considered available only in offline rendering where time isn’t a constraint. The third paper presents a hybrid approach, utilizing the speed of real-time rendering algorithms and hardware with the quality of offline methods to render high quality reflections and refractions in real-time. The fourth and fifth paper present improvements in construction time and quality of Bounding Volume Hierarchies (BVH). Building BVHs faster reduces rendering time in offline rendering and brings ray tracing a step closer towards a feasible real-time approach. Bonsai, presented in the fourth paper, constructs BVHs on CPUs faster than contemporary competing algorithms and produces BVHs of a very high quality. Following Bonsai, the fifth paper presents an algorithm that refines BVH construction by allowing triangles to be split. Although splitting triangles increases construction time, it generally allows for higher quality BVHs. The fifth paper introduces a triangle splitting BVH construction approach that builds BVHs with quality on a par with an earlier high quality splitting algorithm. However, the method presented in paper five is several times faster in construction time

    A Framework for Adaptive Game Presenters with Emotions and Social Comments

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    More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions

    Simulation of Combustion and Thermal Flow inside an Industrial Boiler

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    Industrial boilers that produce steam or electric power represent a large capital investment as well as a crucial facility for overall plant operations. In real applications, the operation of the superheater for producing high-pressure, high-temperature steam may result in problems frequently caused by ruptured superheater tubes. To make the boiler more efficient, less emission and less prone to tube rupture problems, it is important to understand the combustion and thermal flow behaviors inside the boiler. This study performs a detailed simulation of combustion and thermal flow behaviors inside an industrial boiler. The simulations are conducted using the commercial CFD package FLUENT. The 3-D Navier-Stokes equations and five species transport equations are solved with the eddy-breakup combustion model. Calculation of NOx is performed after obtaining a converged flow, thermal and combustion solution. The results provide insight into the detailed thermal-flow and combustion in the boiler and showing possible reasons for superheater ruptur

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present
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