5,176 research outputs found
Prop-Based Haptic Interaction with Co-location and Immersion: an Automotive Application
Most research on 3D user interfaces aims at providing only a single sensory
modality. One challenge is to integrate several sensory modalities into a
seamless system while preserving each modality's immersion and performance
factors. This paper concerns manipulation tasks and proposes a visuo-haptic
system integrating immersive visualization, tactile force and tactile feedback
with co-location. An industrial application is presented
Empirical Comparisons of Virtual Environment Displays
There are many different visual display devices used in virtual environment (VE) systems. These displays vary along many dimensions, such as resolution, field of view, level of immersion, quality of stereo, and so on. In general, no guidelines exist to choose an appropriate display for a particular VE application. Our goal in this work is to develop such guidelines on the basis of empirical results. We present two initial experiments comparing head-mounted displays with a workbench display and a foursided spatially immersive display. The results indicate that the physical characteristics of the displays, users' prior experiences, and even the order in which the displays are presented can have significant effects on performance
Assembling and Rearranging Digital Objects in Physical Space with Tongs, a Gluegun, and a Lightsaber
We present an interface for the arrangement of objects in three-dimensional space. Physical motions of the user are mapped to interface commands through tangible props. Tongs move objects freely, a gluegun binds objects together, and a lightsaber breaks these bonds. The experimental interface is implemented on the Responsive Workbench, a semi-immersive 3D computer. We conducted a small user study comparing our approach with the 2D interface of Maya. The results suggest that our system is much faster than Maya for object assembly. Users qualitatively found the system to be far more intuitive than the monitor-based alternative
An affordable surround-screen virtual reality display
Building a projection-based virtual reality display is a time, cost, and resource intensive enterprise andmany details contribute to the final display quality. This is especially true for surround-screen displays wheremost of them are one-of-a-kind systems or custom-made installations with specialized projectors, framing, andprojection screens. In general, the costs of acquiring these types of systems have been in the hundreds and evenmillions of dollars, specifically for those supporting synchronized stereoscopic projection across multiple screens.Furthermore, the maintenance of such systems adds an additional recurrent cost, which makes them hard to affordfor a general introduction in a wider range of industry, academic, and research communities.We present a low-cost, easy to maintain surround-screen design based on off-the-shelf affordable componentsfor the projection screens, framing, and display system. The resulting system quality is comparable to significantlymore expensive commercially available solutions. Additionally, users with average knowledge can implement ourdesign and it has the added advantage that single components can be individually upgraded based on necessity aswell as available funds
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Use of 3D body motion to freeform surface design
This paper presents a novel surface modelling approach by utilising a 3D motion capture system. For designing a large-sized surface, a network of splines is initially set up. Artists or designers wearing motion markers on their hands can then change shapes of the splines with their hands. Literarily they can move their bodies freely to any positions to perform their tasks. They can also move their hands in 3D free space to detail surface characteristics by their gestures. All their design motions are recorded in the motion capturing system and transferred into 3D curves and surfaces correspondingly. This paper reports this novel surface design method and some case studies
Design and Development of Software Tools for Bio-PEPA
This paper surveys the design of software tools for the Bio-PEPA process algebra. Bio-PEPA is a high-level language for modelling biological systems such as metabolic pathways and other biochemical reaction networks. Through providing tools for this modelling language we hope to allow easier use of a range of simulators and model-checkers thereby freeing the modeller from the responsibility of developing a custom simulator for the problem of interest. Further, by providing mappings to a range of different analysis tools the Bio-PEPA language allows modellers to compare analysis results which have been computed using independent numerical analysers, which enhances the reliability and robustness of the results computed.
Cloud WorkBench - Infrastructure-as-Code Based Cloud Benchmarking
To optimally deploy their applications, users of Infrastructure-as-a-Service
clouds are required to evaluate the costs and performance of different
combinations of cloud configurations to find out which combination provides the
best service level for their specific application. Unfortunately, benchmarking
cloud services is cumbersome and error-prone. In this paper, we propose an
architecture and concrete implementation of a cloud benchmarking Web service,
which fosters the definition of reusable and representative benchmarks. In
distinction to existing work, our system is based on the notion of
Infrastructure-as-Code, which is a state of the art concept to define IT
infrastructure in a reproducible, well-defined, and testable way. We
demonstrate our system based on an illustrative case study, in which we measure
and compare the disk IO speeds of different instance and storage types in
Amazon EC2
Statistic Rate Monotonic Scheduling
In this paper we present Statistical Rate Monotonic Scheduling (SRMS), a generalization of the classical RMS results of Liu and Layland that allows scheduling periodic tasks with highly variable execution times and statistical QoS requirements. Similar to RMS, SRMS has two components: a feasibility test and a scheduling algorithm. The feasibility test for SRMS ensures that using SRMS' scheduling algorithms, it is possible for a given periodic task set to share a given resource (e.g. a processor, communication medium, switching device, etc.) in such a way that such sharing does not result in the violation of any of the periodic tasks QoS constraints.
The SRMS scheduling algorithm incorporates a number of unique features. First, it allows for fixed priority scheduling that keeps the tasks' value (or importance) independent of their periods. Second, it allows for job admission control, which allows the rejection of jobs that are not guaranteed to finish by their deadlines as soon as they are released, thus enabling the system to take necessary compensating actions. Also, admission control allows the preservation of resources since no time is spent on jobs that will miss their deadlines anyway. Third, SRMS integrates reservation-based and best-effort resource scheduling seamlessly. Reservation-based scheduling ensures the delivery of the minimal requested QoS; best-effort scheduling ensures that unused, reserved bandwidth is not wasted, but rather used to improve QoS further. Fourth, SRMS allows a system to deal gracefully with overload conditions by ensuring a fair deterioration in QoS across all tasks---as opposed to penalizing tasks with longer periods, for example. Finally, SRMS has the added advantage that its schedulability test is simple and its scheduling algorithm has a constant overhead in the sense that the complexity of the scheduler is not dependent on the number of the tasks in the system.
We have evaluated SRMS against a number of alternative scheduling algorithms suggested in the literature (e.g. RMS and slack stealing), as well as refinements thereof, which we describe in this paper. Consistently throughout our experiments, SRMS provided the best performance. In addition, to evaluate the optimality of SRMS, we have compared it to an inefficient, yet optimal scheduler for task sets with harmonic periods.National Science Foundation (CCR-970668
Bioclipse: an open source workbench for chemo- and bioinformatics
BACKGROUND: There is a need for software applications that provide users with a complete and extensible toolkit for chemo- and bioinformatics accessible from a single workbench. Commercial packages are expensive and closed source, hence they do not allow end users to modify algorithms and add custom functionality. Existing open source projects are more focused on providing a framework for integrating existing, separately installed bioinformatics packages, rather than providing user-friendly interfaces. No open source chemoinformatics workbench has previously been published, and no sucessful attempts have been made to integrate chemo- and bioinformatics into a single framework. RESULTS: Bioclipse is an advanced workbench for resources in chemo- and bioinformatics, such as molecules, proteins, sequences, spectra, and scripts. It provides 2D-editing, 3D-visualization, file format conversion, calculation of chemical properties, and much more; all fully integrated into a user-friendly desktop application. Editing supports standard functions such as cut and paste, drag and drop, and undo/redo. Bioclipse is written in Java and based on the Eclipse Rich Client Platform with a state-of-the-art plugin architecture. This gives Bioclipse an advantage over other systems as it can easily be extended with functionality in any desired direction. CONCLUSION: Bioclipse is a powerful workbench for bio- and chemoinformatics as well as an advanced integration platform. The rich functionality, intuitive user interface, and powerful plugin architecture make Bioclipse the most advanced and user-friendly open source workbench for chemo- and bioinformatics. Bioclipse is released under Eclipse Public License (EPL), an open source license which sets no constraints on external plugin licensing; it is totally open for both open source plugins as well as commercial ones. Bioclipse is freely available at
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