53,521 research outputs found
Abmash: Mashing Up Legacy Web Applications by Automated Imitation of Human Actions
Many business web-based applications do not offer applications programming
interfaces (APIs) to enable other applications to access their data and
functions in a programmatic manner. This makes their composition difficult (for
instance to synchronize data between two applications). To address this
challenge, this paper presents Abmash, an approach to facilitate the
integration of such legacy web applications by automatically imitating human
interactions with them. By automatically interacting with the graphical user
interface (GUI) of web applications, the system supports all forms of
integrations including bi-directional interactions and is able to interact with
AJAX-based applications. Furthermore, the integration programs are easy to
write since they deal with end-user, visual user-interface elements. The
integration code is simple enough to be called a "mashup".Comment: Software: Practice and Experience (2013)
Visual communication in urban planning and urban design
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
COEL: A Web-based Chemistry Simulation Framework
The chemical reaction network (CRN) is a widely used formalism to describe
macroscopic behavior of chemical systems. Available tools for CRN modelling and
simulation require local access, installation, and often involve local file
storage, which is susceptible to loss, lacks searchable structure, and does not
support concurrency. Furthermore, simulations are often single-threaded, and
user interfaces are non-trivial to use. Therefore there are significant hurdles
to conducting efficient and collaborative chemical research. In this paper, we
introduce a new enterprise chemistry simulation framework, COEL, which
addresses these issues. COEL is the first web-based framework of its kind. A
visually pleasing and intuitive user interface, simulations that run on a large
computational grid, reliable database storage, and transactional services make
COEL ideal for collaborative research and education. COEL's most prominent
features include ODE-based simulations of chemical reaction networks and
multicompartment reaction networks, with rich options for user interactions
with those networks. COEL provides DNA-strand displacement transformations and
visualization (and is to our knowledge the first CRN framework to do so), GA
optimization of rate constants, expression validation, an application-wide
plotting engine, and SBML/Octave/Matlab export. We also present an overview of
the underlying software and technologies employed and describe the main
architectural decisions driving our development. COEL is available at
http://coel-sim.org for selected research teams only. We plan to provide a part
of COEL's functionality to the general public in the near future.Comment: 23 pages, 12 figures, 1 tabl
Towards a Holistic Integration of Spreadsheets with Databases: A Scalable Storage Engine for Presentational Data Management
Spreadsheet software is the tool of choice for interactive ad-hoc data
management, with adoption by billions of users. However, spreadsheets are not
scalable, unlike database systems. On the other hand, database systems, while
highly scalable, do not support interactivity as a first-class primitive. We
are developing DataSpread, to holistically integrate spreadsheets as a
front-end interface with databases as a back-end datastore, providing
scalability to spreadsheets, and interactivity to databases, an integration we
term presentational data management (PDM). In this paper, we make a first step
towards this vision: developing a storage engine for PDM, studying how to
flexibly represent spreadsheet data within a database and how to support and
maintain access by position. We first conduct an extensive survey of
spreadsheet use to motivate our functional requirements for a storage engine
for PDM. We develop a natural set of mechanisms for flexibly representing
spreadsheet data and demonstrate that identifying the optimal representation is
NP-Hard; however, we develop an efficient approach to identify the optimal
representation from an important and intuitive subclass of representations. We
extend our mechanisms with positional access mechanisms that don't suffer from
cascading update issues, leading to constant time access and modification
performance. We evaluate these representations on a workload of typical
spreadsheets and spreadsheet operations, providing up to 20% reduction in
storage, and up to 50% reduction in formula evaluation time
Digital Image Access & Retrieval
The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio
Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students
The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject.
We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004].
Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience.
This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students
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