7,104 research outputs found

    Advanced Proof Viewing in ProofTool

    Full text link
    Sequent calculus is widely used for formalizing proofs. However, due to the proliferation of data, understanding the proofs of even simple mathematical arguments soon becomes impossible. Graphical user interfaces help in this matter, but since they normally utilize Gentzen's original notation, some of the problems persist. In this paper, we introduce a number of criteria for proof visualization which we have found out to be crucial for analyzing proofs. We then evaluate recent developments in tree visualization with regard to these criteria and propose the Sunburst Tree layout as a complement to the traditional tree structure. This layout constructs inferences as concentric circle arcs around the root inference, allowing the user to focus on the proof's structural content. Finally, we describe its integration into ProofTool and explain how it interacts with the Gentzen layout.Comment: In Proceedings UITP 2014, arXiv:1410.785

    Cracks in the Glass: The Emergence of a New Image Typology from the Spatio-temporal Schisms of the 'Filmic' Virtual Reality Panorama

    Get PDF
    Virtual Reality Panoramas have fascinated me for some time; their interactive nature affording a spectatorial engagement not evident within other forms of painting or digital imagery. This interactivity is not generally linear as is evident in animation or film, nor is the engagement with the image reduced to the physical or visual border of the image, as its limit is never visible to the viewer in its entirety. Further, the time taken to interact and navigate across the Virtual Reality panorama’s surface is not reflected or recorded within the observed image. The procedural construction of the Virtual Reality panorama creates an a-temporal image event that denies the durée of its own index and creation. This is particularly evident in the cinematic experiments conducted by Jeffrey Shaw in the 1990s that ‘spatialised’ time and image through the fusion of the formal typology of the Panorama together with the cinematic moving-image, creating a new kind of image technology. The incorporation of the space enclosed by the panorama’s drum, into the conception and execution of the cinematic event, reveals an interesting conceptual paradox. Space and time infinitely and autonomously repeat upon each other as the linear trajectory of the singular cinematic shot is interrupted by a ‘time schism’ on the surface of the panorama. This paper explores what this conceptual paradox means to the evolution of emerging image-technologies and how Shaw’s ‘mixed-reality’ installation reveals a wholly new image typology that presents techniques and concepts though which to record, interrogate, and represent time and space in Architecture

    CLPGUI: a generic graphical user interface for constraint logic programming over finite domains

    Full text link
    CLPGUI is a graphical user interface for visualizing and interacting with constraint logic programs over finite domains. In CLPGUI, the user can control the execution of a CLP program through several views of constraints, of finite domain variables and of the search tree. CLPGUI is intended to be used both for teaching purposes, and for debugging and improving complex programs of realworld scale. It is based on a client-server architecture for connecting the CLP process to a Java-based GUI process. Communication by message passing provides an open architecture which facilitates the reuse of graphical components and the porting to different constraint programming systems. Arbitrary constraints and goals can be posted incrementally from the GUI. We propose several dynamic 2D and 3D visualizations of the search tree and of the evolution of finite domain variables. We argue that the 3D representation of search trees proposed in this paper provides the most appropriate visualization of large search trees. We describe the current implementation of the annotations and of the interactive execution model in GNU-Prolog, and report some evaluation results.Comment: 16 pages; Alexandre Tessier, editor; WLPE 2002, http://xxx.lanl.gov/abs/cs.SE/020705

    Spatial Transfiguration: Anamorphic Mixed-Reality in the Virtual Reality Panorama

    Get PDF
    Spatial illusion and immersion was achieved in Renaissance painting through the manipulation of linear perspective’s pictorial conventions and painterly technique. The perceptual success of a painted trompe l’œil, its ability to fool the observer into believing they were viewing a real three-dimensional scene, was constrained by the limited immersive capacity of the two-dimensional painted canvas. During the baroque period however, artists began to experiment with the amalgamation of the ‘real’ space occupied by the observer together with the pictorial space enveloped by the painting’s picture plane: real and pictorial space combined into one pictorial composition resulting in a hybridised ‘mixed-reality’. Today, the way architects, and designers generally, use the QuickTime Virtual Reality panorama to represent spaces of increasing visual density have much to learn from the way in which Renaissance and baroque artists manipulated the three-dimensional characteristics of the picture plane in order to offer more convincing spatial illusions. This paper outlines the conceptual development of the QuickTime VR panorama by Ken Turkowski and the Apple Advanced Technology Group during the late 1980s. Further, it charts the technical methods of the Virtual Reality panorama’s creation in order to reflect upon the VR panorama’s geometric construction and range and effectiveness of spatial illusion. Finally, through a brief analysis of Hans Holbein’s Ambassadors [1533] and Andrea Pozzo’s nave painting in Sant ‘Ignazio [1691-94] this paper proposes an alternative conceptual model for the pictorial construction of the VR panorama that is innovatively based upon an anamorphic ‘mixed-reality’

    ArcAid interactive archery assistant

    Get PDF
    This paper describes the design process of a bow aiming system, called ArcAid, which is an interactive archery assistant. The main goal of ArcAid is to introduce a way for beginner Robin Hoods to learn the art of archery to its fullest. In order to achieve this goal, our smartphone-based design focuses on a fun and interactive learning process that gives constant feedback to the user on how to hit a certain goal. A SPIKE high- end laser sensor is used for the distance measurement and the smartphone’s accelerometer is used to define the angle of inclination. To measure the force on the arrow and the displacement of the string, a flex sensor is attached upon one of the arcs of the bow. All sensor data is processed in an Arduino Nano microprocessor and feedback to the user is given by a dedicated smartphone app. In this paper, we mainly focus on the construction, mechanics and electronics of the ArcAid bow and on the design of the mobile app, which is the game controller. Furthermore, we briefly discuss some future development ideas

    Representing camp: Constructing macaroni masculinity in eighteenth century visual satire

    Get PDF
    This article asks how ‘Camp,’ as defined in Sontag’s 1964 essay, ‘Notes on Camp,’ might provide a valuable framework for the analysis of late eighteenth-century satirical prints, specifically those featuring images of the so-called ‘macaroni.’ Discussing a number of satirical prints and contemporary writings on the macaroni, the article reads them against Sontag’s text in order to establish its utility as a critical framework for understanding the images’ complex relationship of content, form, and function.Postdoctoral Research Fellowship, Institute for Advanced Studies in the Humanities, University of Edinburg

    An Investigation into Animating Plant Structures within Real-time Constraints

    Get PDF
    This paper is an analysis of current developments in rendering botanical structures for scientic and entertainment purposes with a focus on visualising growth. The choices of practical investigations produce a novel approach for parallel parsing of difficult bracketed L-Systems, based upon the work of Lipp, Wonka and Wimmer (2010). Alongside this is a general overview of the issues involved when looking at growing systems, technical details involving programming for the Graphics Processing Unit (GPU) and other possible solutions for further work that also could achieve the project's goals

    DeLP viewer: a defeasible logic programming visualization tool

    Get PDF
    Defeasible Logic Programming (DeLP) is a knowledge representation formalism that combines results from Logic Programming and Defeasible Argumentation to provide reasoning based on contradictory and potentially incomplete information. DeLP allows information representation by using weak rules and provides an argumentation inference mechanism for warranting the entailed conclusions. It is necessary to comprehend the relationships between the arguments involved in DeLP derivation to understand the reasoning process and justify the replies provided by the DeLP system. In order to reach such a degree of understanding we present DeLP Viewer, a DeLP visualization tool for representing the inference process performed by a DeLP reasoner. Albeit there are many applications designed for argumentation visualization, our proposal provides a visual representation for the underlying logic and argumentative structure behind DeLP, allowing the interactive exploration of the entire reasoning process plus the internals of the involved arguments.Presentado en el VII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    Importing SMT and Connection proofs as expansion trees

    Get PDF
    Different automated theorem provers reason in various deductive systems and, thus, produce proof objects which are in general not compatible. To understand and analyze these objects, one needs to study the corresponding proof theory, and then study the language used to represent proofs, on a prover by prover basis. In this work we present an implementation that takes SMT and Connection proof objects from two different provers and imports them both as expansion trees. By representing the proofs in the same framework, all the algorithms and tools available for expansion trees (compression, visualization, sequent calculus proof construction, proof checking, etc.) can be employed uniformly. The expansion proofs can also be used as a validation tool for the proof objects produced.Comment: In Proceedings PxTP 2015, arXiv:1507.0837
    • …
    corecore