23 research outputs found
Physiological system modelling
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
Surface interaction : separating direct manipulation interfaces from their applications.
To promote both quality and economy in the production of applications and their
interactive interfaces, it is desirable to delay their mutual binding. The later the binding,
the more separable the interface from its application. An ideally separated
interface can factor tasks from a range of applications, can provide a level of independence
from hardware I/O devices, and can be responsive to end-user requirements.
Current interface systems base their separation on two different abstractions.
In linguistic architectures, for example User Interface Management Systems in the
Seeheim model, the dialogue or syntax of interaction is abstracted in a separate
notation. In agent architectures like Toolkits, interactive devices, at various levels of
complexity, are abstracted into a class or call hierarchy.
This Thesis identifies an essential feature of the popular notion of direct manipulation:
directness requires that the same object be used both for output and input.
In practice this compromises the separation of both dialogue and devices. In addition,
dialogue cannot usefully be abstracted from its application functionality, while
device abstraction reduces the designer's expressive control by binding presentation
style to application semantics.
This Thesis proposes an alternative separation, based on the abstraction of
the medium of interaction, together with a dedicated user agent which allows direct
manipulation of the medium. This interactive medium is called the surface. The Thesis
proposes two new models for the surface, the first of which has been
implemented as Presenter, the second of which is an ideal design permitting document
quality interfaces.
The major contribution of the Thesis is a precise specification of an architecture
(UMA), whereby a separated surface can preserve directness without binding in
application semantics, and at the same time an application can express its semantics
on the surface without needing to manage all the details of interaction. Thus
UMA partitions interaction into Surface Interaction, and deep interaction. Surface
Interaction factors a large portion of the task of maintaining a highly manipulable
interface, and brings the roles of user and application designer closer
Graphics Technology in Space Applications (GTSA 1989)
This document represents the proceedings of the Graphics Technology in Space Applications, which was held at NASA Lyndon B. Johnson Space Center on April 12 to 14, 1989 in Houston, Texas. The papers included in these proceedings were published in general as received from the authors with minimum modifications and editing. Information contained in the individual papers is not to be construed as being officially endorsed by NASA
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Planning techniques for agent based 3D animations.
The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned prototype. The user can interact with the system using a simple natural language interface. The interface consists of a shallow parser, which is capable of identifying a set of predefined basic commands. The command given by the user is considered as the goal for the planner. The resulting plan is created and rendered in 3D. The overall system is comparable to a character based interactive story generation system except that it is limited to the predefined 3D environment
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An investigation into the feasibility, problems and benefits of re-engineering a legacy procedural CFD code into an event driven, object oriented system that allows dynamic user interaction
This research started with questions about how the overall efficiency, reliability and ease-of-use of Computational Fluid Dynamics (CFD) codes could be improved using any available software engineering and Human Computer Interaction (HCI) techniques. Much of this research has been driven by the difficulties experienced by novice CFD users in the area of Fire Field Modelling where the introduction of performance based building regulations have led to a situation where non CFD experts are increasingly making use of CFD techniques, with varying degrees of effectiveness, for safety critical research. Formerly, such modelling has not been helped by the mode of use, high degree of expertise required from the user and the complexity of specifying a simulation case. Many of the early stages of this research were channelled by perceived limitations of the original legacy CFD software that was chosen as a framework for these investigations. These limitations included poor code clarity, bad overall efficiency due to the use of batch mode processing, poor assurance that the final results presented from the CFD code were correct and the requirement for considerable expertise on the part of users.
The innovative incremental re-engineering techniques developed to reverse-engineer, re-engineer and improve the internal structure and usability of the software were arrived at as a by-product of the research into overcoming the problems discovered in the legacy software. The incremental reengineering methodology was considered to be of enough importance to warrant inclusion in this thesis. Various HCI techniques were employed to attempt to overcome the efficiency and solution correctness problems. These investigations have demonstrated that the quality, reliability and overall run-time efficiency of CFD software can be significantly improved by the introduction of run-time monitoring and interactive solution control. It should be noted that the re-engineered CFD code is observed to run more slowly than the original FORTRAN legacy code due, mostly, to the changes in calling architecture of the software and differences in compiler optimisation: but, it is argued that the overall effectiveness, reliability and ease-of-use of the prototype software are all greatly improved. Investigations into dynamic solution control (made possible by the open software architecture and the interactive control interface) have demonstrated considerable savings when using solution control optimisation. Such investigations have also demonstrated the potential for improved assurance of correct simulation when compared with the batch mode of processing found in most legacy CFD software. Investigations have also been conducted into the efficiency implications of using unstructured group solvers.
These group solvers are a derivation of the simple point-by-point Jaccobi Over Relaxation (JOR) and Successive Over Relaxation (SOR) solvers [CROFT98] and using group solvers allows the computational processing to be more effectively targeted on regions or logical collections of cells that require more intensive computation. Considerable savings have been demonstrated for the use of both static- and dynamic- group membership when using these group solvers for a complex 3-imensional fire modelling scenario. Furthermore the improvements in the system architecture (brought about as a result of software re-engineering) have helped to create an open framework that is both easy to comprehend and extend. This is in spite of the underlying unstructured nature of the simulation mesh with all of the associated complexity that this brings to the data structures. The prototype CFD software framework has recently been used as the core processing module in a commercial Fire Field Modelling product (called "SMARTFIRE" [EWER99-1]). This CFD framework is also being used by researchers to investigate many diverse aspects of CFD technology including Knowledge Based Solution Control, Gaseous and Solid Phase Combustion, Adaptive Meshing and CAD file interpretation for ease of case specification