57 research outputs found

    A Characterization Of Low Cost Simulator Image Generation Systems

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    Report identifies and briefly discusses the characteristics that should be considered in the evaluation, comparison, and selection of low cost computer image generation systems to be used for simulator applications

    ARM processor modeling at a cycle accurate level in systemC

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    Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal

    Play Among Books

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    How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books

    The development of a hybrid virtual reality/video view-morphing display system for teleoperation and teleconferencing

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    Thesis (S.M.)--Massachusetts Institute of Technology, System Design & Management Program, 2000.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 84-89).The goal of this study is to extend the desktop panoramic static image viewer concept (e.g., Apple QuickTime VR; IPIX) to support immersive real time viewing, so that an observer wearing a head-mounted display can make free head movements while viewing dynamic scenes rendered in real time stereo using video data obtained from a set of fixed cameras. Computational experiments by Seitz and others have demonstrated the feasibility of morphing image pairs to render stereo scenes from novel, virtual viewpoints. The user can interact both with morphed real world video images, and supplementary artificial virtual objects (“Augmented Reality”). The inherent congruence of the real and artificial coordinate frames of this system reduces registration errors commonly found in Augmented Reality applications. In addition, the user’s eyepoint is computed locally so that any scene lag resulting from head movement will be less than those from alternative technologies using remotely controlled ground cameras. For space applications, this can significantly reduce the apparent lag due to satellite communication delay. This hybrid VR/view-morphing display (“Virtual Video”) has many important NASA applications including remote teleoperation, crew onboard training, private family and medical teleconferencing, and telemedicine. The technical objective of this study developed a proof-of-concept system using a 3D graphics PC workstation of one of the component technologies, Immersive Omnidirectional Video, of Virtual Video. The management goal identified a system process for planning, managing, and tracking the integration, test and validation of this phased, 3-year multi-university research and development program.by William E. Hutchison.S.M

    DISK DESIGN-SPACE EXPLORATION IN TERMS OF SYSTEM-LEVEL PERFORMANCE, POWER, AND ENERGY CONSUMPTION

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    To make the common case fast, most studies focus on the computation phase of applications in which most instructions are executed. However, many programs spend significant time in the I/O intensive phase due to the I/O latency. To obtain a system with more balanced phases, we require greater insight into the effects of the I/O configurations to the entire system in both performance and power dissipation domains. Due to lack of public tools with the complete picture of the entire memory hierarchy, we developed SYSim. SYSim is a complete-system simulator aiming at complete memory hierarchy studies in both performance and power consumption domains. In this dissertation, we used SYSim to investigate the system-level impacts of several disk enhancements and technology improvements to the detailed interaction in memory hierarchy during the I/O-intensive phase. The experimental results are reported in terms of both total system performance and power/energy consumption. With SYSim, we conducted the complete-system experiments and revealed intriguing behaviors including, but not limited to, the following: During the I/O intensive phase which consists of both disk reads and writes, the average system CPI tracks only average disk read response time, and not overall average disk response time, which is the widely-accepted metric in disk drive research. In disk read-dominating applications, Disk Prefetching is more important than increasing the disk RPM. On the other hand, in applications with both disk reads and writes, the disk RPM matters. The execution time can be improved to an order of magnitude by applying some disk enhancements. Using disk caching and prefetching can improve the performance by the factor of 2, and write-buffering can improve the performance by the factor of 10. Moreover, using disk caching/prefetching and the write-buffering techniques in conjunction can improve the total system performance by at least an order of magnitude. Increasing the disk RPM and the number of disks in RAID disk system also have an impressive improvement over the total system performance. However, employing such techniques requires careful consideration for trade-offs in power/energy consumption

    SHELDON Smart habitat for the elderly.

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    An insightful document concerning active and assisted living under different perspectives: Furniture and habitat, ICT solutions and Healthcare

    Virtual University

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    Enhanced 3D terrain visualization process using game engine

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    Recently, many information visualization regarding terrain use 2D maps which include shading and lines to show the terrain. However, the emerging 3D terrain visualization technologies and software may produce a lot of terrain information. This emerging technology is also concurrent with the growth of game engines. As for this study, Unity3D, one of these game engines, has built-in terrain engine that provides 3D terrain visualization. Moreover, this engine provides the ability to be able to publish as web application for the online environment. Based on the literature review, there are studies related to terrain visualization developed using game engines, however, majority focuses on the capability of terrain visualization in an offline environment. None of these studies focus on the performance of the 3D visualization process in an online environment. Thus, the aim of this study is to enhance the process of generating 3D terrain visualization with GIS data generated from the Unity3D game engine in an online environment. The results of the performance are compared with two different situation that is online and offline. Several experiments are conducted and performances are measured based on loading time, response time, frames per second (FPS), memory usage and CPU usage of different terrain data types and size. The study adopts design research process that is comprised of problem identification from literature review, solution development by using the process to develop the prototype needed, and evaluation by comparing the output of the visualization process. The findings show that the process of enhancing 3D terrain visualization with GIS data generated from the Unity3D game engine in offline environment is better compared to those online. This is due to the compression and the need for Unity3D web player to make contact with the Unity server for authentication and also for visualization during online. Furthermore, operating system resource needs to be used before it goes online. The main finding of this study is the new algorithm of enhancing 3D terrain visualization process using Unity3D game engine. The algorithm can be divided into three processes which are terrain data reading, terrain data conversion, and terrain data processing. It may assist the developer on how to enhance the process of developing web-based 3D terrain visualization using Unity3D game engine
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