329 research outputs found

    Automated conversion of Web-based marriage register data into a printed format with predefined layout

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    The Phillimore Marriage Registers for England were published in the period 1896 to 1922 and have defined a standard layout format for the typesetting of marriage data. However, not all English parish churches had their marriage registers analysed and printed by the Phillimore organisation within this time period. This paper tells the story of Wirksworth, a town in Derbyshire with a large church, licensed for marriages, yet whose marriage data was not released to the Phillimore organisation. Hence there is no printed Phillimore Marriages volume for Wirksworth. However, in recent years, a Wirksworth web site, created by John Palmer, has become famous as being probably the most comprehensive record of a parish’s activities anywhere on the Web. Within a total of 120 MB of data on the web site, covering events in Wirksworth from medieval times to the present, is a set of data recording births, marriages and deaths transcribed from the original hand-written church register volumes. The work described here covers the software tools and techniques that were used in creating a set of awk scripts to extract all the marriage records from the Wirksworth web site data. The extracted material was then automatically re-processed, typeset and indexed to form an entirely new Phillimore-style volume for Wirksworth marriages

    An object-oriented database for the compilation of signal transduction pathways

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    Transpath ist ein Informationssystem fuer Signaltransduktionsnetze. Der Fokus liegt auf Signalpfaden und -kaskaden, die an der Regulation von Transkriptionsfaktoren beteiligt sind. Molekuele und Reaktionenen werden als Knoten in einem Signalgraphen aufgefasst und, zusammen mit Informationen ueber ihre Lokalisation, Qualitaet, Familienhierarchien und Signalmotive, in einer objekt-orientierten Databank gespeichert. Weiterhin werden Verweise zu anderen Datenbanken und der Originalliteratur gespeichert. Transpath unterscheidet zwischen den Zuständen eines Signalmoleküles und kann die Reaktionsmechanismen der Signalinteraktionen angemessen beschreiben. Transpath is über das World Wide Web (http://transpath.gbf.de) verfügbar durch ein Servlet-basiertes Interface, das dynamische Sichten direkt aus dem Inhalt der Datenbank erzeugt. Signalpfad-Abfragen und verschiedene Arten der Visualisierung werden zusammen mit textbasierenden Abfragen und Detailinformationen zu einzelnen Eintraegen unterstuetzt. Es wird gezeigt dass die Datenbank zur Analyse des Signalnetzes von Nutzen ist und die Grundlage fuer Simulationen liefern kann.Transpath is an information system on signal-transduction networks. It focuses on pathways involved in the regulation of transcription factors. Molecules and reactions are the nodes in a signaling graph. They are stored in an object-oriented database, together with information about their location, quality, family relationships and signaling motifs. Also stored are links to other databases and references to the original literature. Transpath differentiates between the states of a signal molecule, and can adequately describe the reaction mechanisms of signaling interactions. It is available over the web (http://transpath.gbf.de) through a Servlet-based interface, that creates dynamic content directly from the contents of the database. Pathway query mechanisms and several kinds of display are provided for the database in addition to text-based queries and information on single entries. We show that the database is useful for analysis of the signaling network and can provide the basis for simulations

    EG-ICE 2021 Workshop on Intelligent Computing in Engineering

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    The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways

    Establishing a Framework for the development of Multimodal Virtual Reality Interfaces with Applicability in Education and Clinical Practice

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    The development of Virtual Reality (VR) and Augmented Reality (AR) content with multiple sources of both input and output has led to countless contributions in a great many number of fields, among which medicine and education. Nevertheless, the actual process of integrating the existing VR/AR media and subsequently setting it to purpose is yet a highly scattered and esoteric undertaking. Moreover, seldom do the architectures that derive from such ventures comprise haptic feedback in their implementation, which in turn deprives users from relying on one of the paramount aspects of human interaction, their sense of touch. Determined to circumvent these issues, the present dissertation proposes a centralized albeit modularized framework that thus enables the conception of multimodal VR/AR applications in a novel and straightforward manner. In order to accomplish this, the aforesaid framework makes use of a stereoscopic VR Head Mounted Display (HMD) from Oculus Rift©, a hand tracking controller from Leap Motion©, a custom-made VR mount that allows for the assemblage of the two preceding peripherals and a wearable device of our own design. The latter is a glove that encompasses two core modules in its innings, one that is able to convey haptic feedback to its wearer and another that deals with the non-intrusive acquisition, processing and registering of his/her Electrocardiogram (ECG), Electromyogram (EMG) and Electrodermal Activity (EDA). The software elements of the aforementioned features were all interfaced through Unity3D©, a powerful game engine whose popularity in academic and scientific endeavors is evermore increasing. Upon completion of our system, it was time to substantiate our initial claim with thoroughly developed experiences that would attest to its worth. With this premise in mind, we devised a comprehensive repository of interfaces, amid which three merit special consideration: Brain Connectivity Leap (BCL), Ode to Passive Haptic Learning (PHL) and a Surgical Simulator
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