1,989 research outputs found

    Mobile Map Browsers: Anticipated User Interaction for Data Pre-fetching

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    When browsing a graphical display of geospatial data on mobile devices, users typically change the displayed maps by panning, zooming in and out, or rotating the device. Limited storage space on mobile devices and slow wireless communications, however, impede the performance of these operations. To overcome the bottleneck that all map data to be displayed on the mobile device need to be downloaded on demand, this thesis investigates how anticipated user interactions affect intelligent pre-fetching so that an on-demand download session is extended incrementally. User interaction is defined as a set of map operations that each have corresponding effects on the spatial dataset required to generate the display. By anticipating user interaction based on past behavior and intuition on when waiting for data is acceptable, it is possible to device a set of strategies to better prepare the device with data for future use. Users that engage with interactive map displays for a variety of tasks, whether it be navigation, information browsing, or data collection, experience a dynamic display to accomplish their goal. With vehicular navigation, the display might update itself as a result of a GPS data stream reflecting movement through space. This movement is not random, especially as is the case of moving vehicles and, therefore, this thesis suggests that mobile map data could be pre-fetched in order to improve usability. Pre-fetching memory-demanding spatial data can benefit usability in several ways, but in particular it can (1) reduce latency when downloading data over wireless connections and (2) better prepare a device for situations where wireless internet connectivity is weak or intermittent. This thesis investigates mobile map caching and devises an algorithm for pre-fetching data on behalf of the application user. Two primary models are compared: isotropic (direction-independent) and anisotropic (direction-dependent) pre-fetching. A prefetching simulation is parameterized with many trajectories that vary in complexity (a metric of direction change within the trajectory) and it is shown that, although anisotropic pre-fetching typically results in a better pre-fetching accuracy, it is not ideal for all scenarios. This thesis suggests a combination of models to accommodate the significant variation in moving object trajectories. In addition, other methods for pre-fetching spatial data are proposed for future research

    a web application to create interactive molecular network portraits using multi-level omics data

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    Human diseases such as cancer are routinely characterized by high-throughput molecular technologies, and multi-level omics data are accumulated in public databases at increasing rate. Retrieval and visualization of these data in the context of molecular network maps can provide insights into the pattern of regulation of molecular functions reflected by an omics profile. In order to make this task easy, we developed NaviCom, a Python package and web platform for visualization of multi-level omics data on top of biological network maps. NaviCom is bridging the gap between cBioPortal, the most used resource of large-scale cancer omics data and NaviCell, a data visualization web service that contains several molecular network map collections. NaviCom proposes several standardized modes of data display on top of molecular network maps, allowing addressing specific biological questions. We illustrate how users can easily create interactive network-based cancer molecular portraits via NaviCom web interface using the maps of Atlas of Cancer Signalling Network (ACSN) and other maps. Analysis of these molecular portraits can help in formulating a scientific hypothesis on the molecular mechanisms deregulated in the studied disease

    Interactive Web-based Visualization of Atomic Position-time Series Data

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    Extracting and interpreting the information contained in large sets of time-varying three dimensional positional data for the constituent atoms of simulated material system is a challenging task. This thesis work reports our initial implementation of a web-based visualization system and its use-case study. The system allows the users to perform the desired visualization task on a web browser for the position-time series data extracted from the local or remote hosts. It involves a pre-processing step for data reduction, which involves skipping uninteresting parts of the data uniformly (at full atomic configuration level) or non-uniformly (at atomic species level or individual atom level). Atomic configuration at a given time step (snapshot) is rendered using the ball-stick representation and can be animated by rendering successive configurations. The entire atomic dynamics can be captured as the trajectories by rendering the atomic positions at all time steps together as points. The trajectories can be manipulated at both species and atomic levels so that we can focus on one or more trajectories of interest. They can be color-coded according to the additional information including the time elapsed and the distance traveled. The instantaneous atomic structure and the complete trajectories can be superimposed to help assess the 3D geometries and extents of the selected trajectories. The implementation was done using WebGL and Three.js for graphical rendering, HTML5 and Javascript for GUI, and Elasticsearch and JSON for data storage and retrieval within the Grails Framework. We have demonstrated the usefulness of our visualization system by analyzing the simulated position-time series for proton-bearing forsterite (Mg2SiO4) system – an abundant mineral of Earths upper mantle. Visualization reveals that protons (hydrogen ions) incorporated as interstitials are much more mobile than protons substituting the host Mg and Si cation sites. The proton diffusion appears to be anisotropic with high mobility along the x-direction, showing limited discrete jumps in other two directions. Our work at the present represents a simplistic (direct) web-based rendering of large atomic data sets. While the atomic structure can be animated at an interactive rate, the trajectory processing is slow, taking several minutes. We anticipate to further improve the system and use it in gaining useful structural and dynamical information from more materials simulation data

    A low-power, high-performance speech recognition accelerator

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatic Speech Recognition (ASR) is becoming increasingly ubiquitous, especially in the mobile segment. Fast and accurate ASR comes at high energy cost, not being affordable for the tiny power-budgeted mobile devices. Hardware acceleration reduces energy-consumption of ASR systems, while delivering high-performance. In this paper, we present an accelerator for largevocabulary, speaker-independent, continuous speech-recognition. It focuses on the Viterbi search algorithm representing the main bottleneck in an ASR system. The proposed design consists of innovative techniques to improve the memory subsystem, since memory is the main bottleneck for performance and power in these accelerators' design. It includes a prefetching scheme tailored to the needs of ASR systems that hides main memory latency for a large fraction of the memory accesses, negligibly impacting area. Additionally, we introduce a novel bandwidth-saving technique that removes off-chip memory accesses by 20 percent. Finally, we present a power saving technique that significantly reduces the leakage power of the accelerators scratchpad memories, providing between 8.5 and 29.2 percent reduction in entire power dissipation. Overall, the proposed design outperforms implementations running on the CPU by orders of magnitude, and achieves speedups between 1.7x and 5.9x for different speech decoders over a highly optimized CUDA implementation running on Geforce-GTX-980 GPU, while reducing the energy by 123-454x.Peer ReviewedPostprint (author's final draft

    Interactive visualizations of unstructured oceanographic data

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    The newly founded company Oceanbox is creating a novel oceanographic forecasting system to provide oceanography as a service. These services use mathematical models that generate large hydrodynamic data sets as unstructured triangular grids with high-resolution model areas. Oceanbox makes the model results accessible in a web application. New visualizations are needed to accommodate land-masking and large data volumes. In this thesis, we propose using a k-d tree to spatially partition unstructured triangular grids to provide the look-up times needed for interactive visualizations. A k-d tree is implemented in F# called FsKDTree. This thesis also describes the implementation of dynamic tiling map layers to visualize current barbs, scalar fields, and particle streams. The current barb layer queries data from the data server with the help of the k-d tree and displays it in the browser. Scalar fields and particle streams are implemented using WebGL, which enables the rendering of triangular grids. Stream particle visualization effects are implemented as velocity advection computed on the GPU with textures. The new visualizations are used in Oceanbox's production systems, and spatial indexing has been integrated into Oceanbox's archive retrieval system. FsKDTree improves tree creation times by up to 4x over the C# equivalent and improves search times by up to 13x compared to the .NET C# implementation. Finally, the largest model areas can be viewed with current barbs, scalar fields, and particle stream visualizations at 60 FPS, even for the largest model areas provided by the service

    SysML Output Interface and System-Level Requirement Analyzer for the Horizon Simulation Framework

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    Model-Based Systems Engineering in industry has been constantly increasing its presence within the aerospace industry. SysML is one such MBSE tool that shows complex system organization and relationships. The Horizon Simulation Framework is another MBSE tool, created by Cal Poly students, that gives users the ability to run “day-in-the-life” simulations of systems. Finding a way to link these two tools could allow systems engineers to reap the benefits of both. This thesis investigates the background and design process involved with developing the code that can convert an output file generated in SysML, into a format specifically made for the Horizon Simulation Framework. The goal was to create an interface that can allow users to model a system in SysML, and analyze the model and verify system requirements using HSF. Another goal was to expand the capabilities of the Horizon Simulation Framework by designing and develop a module that would allow users to define and analyze system-level requirements. To evaluate the effectiveness of both codes, the Aeolus example case was used. A SysML model of the system was created as the product of another thesis; SysML based CubeSat Model Design and Integration with the Horizon Simulation Framework. The Aeolus SysML model was converted and used as input in an HSF simulation. The SysML model simulation data was compared against those of the original test case. To test the requirement module, system level requirements were formulated within the Aeolus system and run in simulation, providing an analysis of the results. The results of the analysis confirmed a successful conversion of the SysML model into an equivalent HSF model and a successful analysis of system-level requirements
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