674,641 research outputs found

    A vision-based system for inspecting painted slates

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    Purpose – This paper describes the development of a novel automated vision system used to detect the visual defects on painted slates. Design/methodology/approach – The vision system that has been developed consists of two major components covering the opto-mechanical and algorithmical aspects of the system. The first component addresses issues including the mechanical implementation and interfacing the inspection system with the development of a fast image processing procedure able to identify visual defects present on the slate surface. Findings – The inspection system was developed on 400 slates to determine the threshold settings that give the best trade-off between no false positive triggers and correct defect identification. The developed system was tested on more than 300 fresh slates and the success rate for correct identification of acceptable and defective slates was 99.32 per cent for defect free slates based on 148 samples and 96.91 per cent for defective slates based on 162 samples. Practical implications – The experimental data indicates that automating the inspection of painted slates can be achieved and installation in a factory is a realistic target. Testing the devised inspection system in a factory-type environment was an important part of the development process as this enabled us to develop the mechanical system and the image processing algorithm able to perform slate inspection in an industrial environment. The overall performance of the system indicates that the proposed solution can be considered as a replacement for the existing manual inspection system. Originality/value – The development of a real-time automated system for inspecting painted slates proved to be a difficult task since the slate surface is dark coloured, glossy, has depth profile non-uniformities and is being transported at high speeds on a conveyor. In order to address these issues, the system described in this paper proposed a number of novel solutions including the illumination set-up and the development of multi-component image-processing inspection algorithm

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Uintah parallelism infrastructure: a performance evaluation on the SGI origin 2000

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    ManuscriptUintah is a component-based visual problem solving environment (PSE) designed to specifically address the unique problems inherent in running massively parallel scientific computations on terascale computing platforms. In particular, development of the Uintah system is part of the C-SAFE [2] effort to study the interactions between hydrocarbon fires, structures and high-energy materials (explosives and propellants). In this paper we describe methods for generating meaningful performance measurements for the Uintah PSE runing on the SGI Origin 2000 multiprocessor architecture (these methods are applicable to many other applications.) These techniques include utilizing the non-intrusive performance counters built into the R10k and R12k processors, controlling process placement, controlling memory layout, and utilization of a task graph approach to specifying and solving the problem

    Experiments in representing design knowledge for arid lands design

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    Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.Includes bibliographical references (leaves 54-55).This thesis proposes, through a multi-layered exploration, the development of a system of computer tools for architects. The research consists of a series of "design sessions" in the context of a desert design problem. The goal is to create a knowledge-based system using a commercially available expert shell, which provides the designer with an automated interface to visual references. Data can be seen as a collection of things, while knowledge can be similarly seen as a collection of relationships between things. An expert shell is literally a program that is "empty" of knowledge, and into which a designer puts know ledge: a knowledge-base is the result. The shell itself acts as a means of manipulating that knowledge-base by an inference process that is activated by rules, or hypotheses and tests. The experimental framework of the thesis is devised to evaluate both type of inference processes in relation to their capabilities for representing design knowledge. The design problem serves to outline a methodology for understanding the process of design, but it also is the means by which a design grammar and syntax appropriate to the automated system are formally described. The intent is not to compile a vast domain of knowledge on all issues of arid lands design, but to focus on a specific architectural response to the climate: the relationship between the primary structural system and the secondary closure system. The design of a window system is the vehicle for documenting observations of the way visual references are used. From this process a descriptive system and body of "expert" rules are developed to define the function of the automated environment. The larger goal is to then relate the syntactical environment to a general image referencing system so that the expert system can act as a personal design consultant. The image referencing system is a distinct and important component of the automated environment, and as such a detailed specification of its nature and operation is intended to show the interdependence of the knowledge-base and a visual database.by Andrew M. Bennett.M.Arch

    Integrating automated support for a software management cycle into the TAME system

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    Software managers are interested in the quantitative management of software quality, cost and progress. An integrated software management methodology, which can be applied throughout the software life cycle for any number purposes, is required. The TAME (Tailoring A Measurement Environment) methodology is based on the improvement paradigm and the goal/question/metric (GQM) paradigm. This methodology helps generate a software engineering process and measurement environment based on the project characteristics. The SQMAR (software quality measurement and assurance technology) is a software quality metric system and methodology applied to the development processes. It is based on the feed forward control principle. Quality target setting is carried out before the plan-do-check-action activities are performed. These methodologies are integrated to realize goal oriented measurement, process control and visual management. A metric setting procedure based on the GQM paradigm, a management system called the software management cycle (SMC), and its application to a case study based on NASA/SEL data are discussed. The expected effects of SMC are quality improvement, managerial cost reduction, accumulation and reuse of experience, and a highly visual management reporting system

    DeviceEditor visual biological CAD canvas

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    <p>Abstract</p> <p>Background</p> <p>Biological Computer Aided Design (bioCAD) assists the <it>de novo </it>design and selection of existing genetic components to achieve a desired biological activity, as part of an integrated design-build-test cycle. To meet the emerging needs of Synthetic Biology, bioCAD tools must address the increasing prevalence of combinatorial library design, design rule specification, and scar-less multi-part DNA assembly.</p> <p>Results</p> <p>We report the development and deployment of web-based bioCAD software, DeviceEditor, which provides a graphical design environment that mimics the intuitive visual whiteboard design process practiced in biological laboratories. The key innovations of DeviceEditor include visual combinatorial library design, direct integration with scar-less multi-part DNA assembly design automation, and a graphical user interface for the creation and modification of design specification rules. We demonstrate how biological designs are rendered on the DeviceEditor canvas, and we present effective visualizations of genetic component ordering and combinatorial variations within complex designs.</p> <p>Conclusions</p> <p>DeviceEditor liberates researchers from DNA base-pair manipulation, and enables users to create successful prototypes using standardized, functional, and visual abstractions. Open and documented software interfaces support further integration of DeviceEditor with other bioCAD tools and software platforms. DeviceEditor saves researcher time and institutional resources through correct-by-construction design, the automation of tedious tasks, design reuse, and the minimization of DNA assembly costs.</p

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund
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