14,634 research outputs found

    Medical Data Visual Synchronization and Information interaction Using Internet-based Graphics Rendering and Message-oriented Streaming

    Get PDF
    The rapid technology advances in medical devices make possible the generation of vast amounts of data, which contain massive quantities of diagnostic information. Interactively accessing and sharing the acquired data on the Internet is critically important in telemedicine. However, due to the lack of efficient algorithms and high computational cost, collaborative medical data exploration on the Internet is still a challenging task in clinical settings. Therefore, we develop a web-based medical image rendering and visual synchronization software platform, in which novel algorithms are created for parallel data computing and image feature enhancement, where Node.js and Socket.IO libraries are utilized to establish bidirectional connections between server and clients in real time. In addition, we design a new methodology to stream medical information among all connected users, whose identities and input messages can be automatically stored in database and extracted in web browsers. The presented software framework will provide multiple medical practitioners with immediate visual feedback and interactive information in applications such as collaborative therapy planning, distributed treatment, and remote clinical health care

    Clustering Memes in Social Media

    Full text link
    The increasing pervasiveness of social media creates new opportunities to study human social behavior, while challenging our capability to analyze their massive data streams. One of the emerging tasks is to distinguish between different kinds of activities, for example engineered misinformation campaigns versus spontaneous communication. Such detection problems require a formal definition of meme, or unit of information that can spread from person to person through the social network. Once a meme is identified, supervised learning methods can be applied to classify different types of communication. The appropriate granularity of a meme, however, is hardly captured from existing entities such as tags and keywords. Here we present a framework for the novel task of detecting memes by clustering messages from large streams of social data. We evaluate various similarity measures that leverage content, metadata, network features, and their combinations. We also explore the idea of pre-clustering on the basis of existing entities. A systematic evaluation is carried out using a manually curated dataset as ground truth. Our analysis shows that pre-clustering and a combination of heterogeneous features yield the best trade-off between number of clusters and their quality, demonstrating that a simple combination based on pairwise maximization of similarity is as effective as a non-trivial optimization of parameters. Our approach is fully automatic, unsupervised, and scalable for real-time detection of memes in streaming data.Comment: Proceedings of the 2013 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM'13), 201

    Participatory, Visible and Sustainable. Designing a Community Website for a Minority Group

    Get PDF
    This paper tackles three aspects of community-based technological initiatives aimed to support minority groups’ public expression and communication: participation, visibility and sustainability. Participation requires\ud the active involvement of the community members in various project phases (from design to evaluation), sharing decisional power with project leaders. Visibility\ud refers to the capacity of community messages to reach a relevant audience outside the boundaries of the community itself. Sustainability indicates the capacity of a project to continue, under the control and management of the local community, beyond its “supported” lifetime. The mutual influence of these three dimensions is examined in general and also in the light of a specific case study: an initiative involving a Romani community in rural Romania, having as main outcome the development of a community website (www.romanivoices.com/podoleni)

    Towards the cloudification of the social networks analytics

    Get PDF
    In the last years, with the increase of the available data from social networks and the rise of big data technologies, social data has emerged as one of the most profitable market for companies to increase their benefits. Besides, social computation scientists see such data as a vast ocean of information to study modern human societies. Nowadays, enterprises and researchers are developing their own mining tools in house, or they are outsourcing their social media mining needs to specialised companies with its consequent economical cost. In this paper, we present the first cloud computing service to facilitate the deployment of social media analytics applications to allow data practitioners to use social mining tools as a service. The main advantage of this service is the possibility to run different queries at the same time and combine their results in real time. Additionally, we also introduce twearch, a prototype to develop twitter mining algorithms as services in the cloud.Peer ReviewedPostprint (author’s final draft

    Visual communication in urban planning and urban design

    Get PDF
    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

    Semantic multimedia remote display for mobile thin clients

    Get PDF
    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
    • …
    corecore