486 research outputs found

    Xpertum

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    Improve the innovation process is the main objective of the European project Laboranova. I began to collaborate within the project on September 2009 and my main objective has been to achieve this objective. Xpertum is the result of my work and my contribution to develop a web-based tool that the organizations can use to confront the challenges of the future. This document has been divided in 2 parts, the research and the prototype documentation. In the research part, I explain all the theoretical concepts that support the design and the functionalities of Xpertum and, in the prototype documentation part, I describe technical documentation, produced in the design tool step, that I have used to develop Xpertum

    Xpertum

    Get PDF
    Improve the innovation process is the main objective of the European project Laboranova. I began to collaborate within the project on September 2009 and my main objective has been to achieve this objective. Xpertum is the result of my work and my contribution to develop a web-based tool that the organizations can use to confront the challenges of the future. This document has been divided in 2 parts, the research and the prototype documentation. In the research part, I explain all the theoretical concepts that support the design and the functionalities of Xpertum and, in the prototype documentation part, I describe technical documentation, produced in the design tool step, that I have used to develop Xpertum

    Immersive analytics for oncology patient cohorts

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    This thesis proposes a novel interactive immersive analytics tool and methods to interrogate the cancer patient cohort in an immersive virtual environment, namely Virtual Reality to Observe Oncology data Models (VROOM). The overall objective is to develop an immersive analytics platform, which includes a data analytics pipeline from raw gene expression data to immersive visualisation on virtual and augmented reality platforms utilising a game engine. Unity3D has been used to implement the visualisation. Work in this thesis could provide oncologists and clinicians with an interactive visualisation and visual analytics platform that helps them to drive their analysis in treatment efficacy and achieve the goal of evidence-based personalised medicine. The thesis integrates the latest discovery and development in cancer patients’ prognoses, immersive technologies, machine learning, decision support system and interactive visualisation to form an immersive analytics platform of complex genomic data. For this thesis, the experimental paradigm that will be followed is in understanding transcriptomics in cancer samples. This thesis specifically investigates gene expression data to determine the biological similarity revealed by the patient's tumour samples' transcriptomic profiles revealing the active genes in different patients. In summary, the thesis contributes to i) a novel immersive analytics platform for patient cohort data interrogation in similarity space where the similarity space is based on the patient's biological and genomic similarity; ii) an effective immersive environment optimisation design based on the usability study of exocentric and egocentric visualisation, audio and sound design optimisation; iii) an integration of trusted and familiar 2D biomedical visual analytics methods into the immersive environment; iv) novel use of the game theory as the decision-making system engine to help the analytics process, and application of the optimal transport theory in missing data imputation to ensure the preservation of data distribution; and v) case studies to showcase the real-world application of the visualisation and its effectiveness

    Physiological system modelling

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    Computer graphics has a major impact in our day-to-day life. It is used in diverse areas such as displaying the results of engineering and scientific computations and visualization, producing television commercials and feature films, simulation and analysis of real world problems, computer aided design, graphical user interfaces that increases the communication bandwidth between humans and machines, etc Scientific visualization is a well-established method for analysis of data, originating from scientific computations, simulations or measurements. The development and implementation of the 3Dgen software was developed by the author using OpenGL and C language was presented in this report 3Dgen was used to visualize threedimensional cylindrical models such as pipes and also for limited usage in virtual endoscopy. Using the developed software a model was created using the centreline data input by the user or from the output of some other program, stored in a normal text file. The model was constructed by drawing surface polygons between two adjacent centreline points. The software allows the user to view the internal and external surfaces of the model. The software was designed in such a way that it runs in more than one operating systems with minimal installation procedures Since the size of the software is very small it can be stored in a 1 44 Megabyte floppy diskette. Depending on the processing speed of the PC the software can generate models of any length and size Compared to other packages, 3Dgen has minimal input procedures was able to generate models with smooth bends. It has both modelling and virtual exploration features. For models with sharp bends the software generates an overshoot

    Electronic governance with an infrastructure reporting platform: The case of ZĂŒri wie neu.

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    This master thesis researches how the interaction between the administration of the city of Zurich and users of the infrastructure reporting platform ZĂŒri wie neu (ZWN) is mediated. The thesis is a case study of an internet and communication solution adopted in state-led digitized governance structures often understood under the moniker of e-governance in so-called smart cities. Like characterizations found in literature on smart cities, literature on comparable infrastructure reporting platforms and ZWN specifically sees those platforms as a bottom-up tool to increase participation while fostering more accountability of governments, govern more transparently and efficiently. With the help of a heuristic platform walkthrough, semi-structured interviews with officials of the city of Zurich involved in the management and maintenance of ZWN and a spatial analysis of the openly available data this thesis questions some of the fundamental promises of digitized governance such as increased efficiency and accountability, foster active participation and provide improved services. The interaction through ZWN is mediated in ways that protect the administration from stirring up wrong expectations by creating distance between the administration and users through a standardized, nudged, and one-sided communication, allowing them to deal better with time consuming users, ‘naggers’ and prevent political discussion the administration is unable to deal with due to a structural problem. Further, ZWN appears as an isolated tool within the organization of the city of Zurich with limited benefits for the efficiency of the administration in providing infrastructure maintenance services which is already extensively managed apart from the usage of the platform. Simultaneously, the platform serves as an image caretaker showcasing the performance of the administration. Lastly, compared to other studies on infrastructure reporting platforms from the US, UK and Belgium no apparent differences over space in report contribution to the platform have been found

    Efficient global illumination for dynamic scenes

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    The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist fĂŒr traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen fĂŒhrt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlĂ€ssigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale DomĂ€ne. Dabei beschrĂ€nken sich unsereMethoden hauptsĂ€chlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt
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