26,676 research outputs found

    The Footprint Database and Web Services of the Herschel Space Observatory

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    Data from the Herschel Space Observatory is freely available to the public but no uniformly processed catalogue of the observations has been published so far. To date, the Herschel Science Archive does not contain the exact sky coverage (footprint) of individual observations and supports search for measurements based on bounding circles only. Drawing on previous experience in implementing footprint databases, we built the Herschel Footprint Database and Web Services for the Herschel Space Observatory to provide efficient search capabilities for typical astronomical queries. The database was designed with the following main goals in mind: (a) provide a unified data model for meta-data of all instruments and observational modes, (b) quickly find observations covering a selected object and its neighbourhood, (c) quickly find every observation in a larger area of the sky, (d) allow for finding solar system objects crossing observation fields. As a first step, we developed a unified data model of observations of all three Herschel instruments for all pointing and instrument modes. Then, using telescope pointing information and observational meta-data, we compiled a database of footprints. As opposed to methods using pixellation of the sphere, we represent sky coverage in an exact geometric form allowing for precise area calculations. For easier handling of Herschel observation footprints with rather complex shapes, two algorithms were implemented to reduce the outline. Furthermore, a new visualisation tool to plot footprints with various spherical projections was developed. Indexing of the footprints using Hierarchical Triangular Mesh makes it possible to quickly find observations based on sky coverage, time and meta-data. The database is accessible via a web site (http://herschel.vo.elte.hu) and also as a set of REST web service functions.Comment: Accepted for publication in Experimental Astronom

    Multiverse: Mobility pattern understanding improves localization accuracy

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    Department of Computer Science and EngineeringThis paper presents the design and implementation of Multiverse, a practical indoor localization system that can be deployed on top of already existing WiFi infrastructure. Although the existing WiFi-based positioning techniques achieve acceptable accuracy levels, we find that existing solutions are not practical for use in buildings due to a requirement of installing sophisticated access point (AP) hardware or special application on client devices to aid the system with extra information. Multiverse achieves sub-room precision estimates, while utilizing only received signal strength indication (RSSI) readings available to most of today's buildings through their installed APs, along with the assumption that most users would walk at the normal speed. This level of simplicity would promote ubiquity of indoor localization in the era of smartphones.ope

    A procedure for developing an acceptance test for airborne bathymetric lidar data application to NOAA charts in shallow waters

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    National Oceanic and Atmospheric Administration (NOAA) hydrographic data is typically acquired using sonar systems, with a small percent acquired via airborne lidar bathymetry for near‐shore areas. This study investigated an integrated approach for meeting NOAA’s hydrographic survey requirements for near‐shore areas of NOAA charts, using the existing topographic‐bathymetric lidar data from USACE’s National Coastal Mapping Program (NCMP). Because these existing NCMP bathymetric lidar datasets were not collected to NOAA hydrographic surveying standards, it is unclear if, and under what circumstances, they might aid in meeting certain hydrographic surveying requirements. The NCMP’s bathymetric lidar data are evaluated through a comparison to NOAA’s Office of Coast Survey hydrographic data derived from acoustic surveys. As a result, it is possible to assess if NCMP’s bathymetry can be used to fill in the data gap shoreward of the navigable area limit line (0 to 4 meters) and if there is potential for applying NCMP’s bathymetry lidar data to near‐shore areas deeper than 10 meters. Based on the study results, recommendations will be provided to NOAA for the site conditions where this data will provide the most benefit. Additionally, this analysis may allow the development of future operating procedures and workflows using other topographic‐ bathymetric lidar datasets to help update near‐shore areas of the NOAA charts

    Gesture-Based Input for Drawing Schematics on a Mobile Device

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    We present a system for drawing metro map style schematics using a gesture-based interface. This work brings together techniques in gesture recognition on touch-sensitive devices with research in schematic layout of networks. The software allows users to create and edit schematic networks, and provides an automated layout method for improving the appearance of the schematic. A case study using the metro map metaphor to visualize social networks and web site structure is described

    Investigating the effectiveness of an efficient label placement method using eye movement data

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    This paper focuses on improving the efficiency and effectiveness of dynamic and interactive maps in relation to the user. A label placement method with an improved algorithmic efficiency is presented. Since this algorithm has an influence on the actual placement of the name labels on the map, it is tested if this efficient algorithms also creates more effective maps: how well is the information processed by the user. We tested 30 participants while they were working on a dynamic and interactive map display. Their task was to locate geographical names on each of the presented maps. Their eye movements were registered together with the time at which a given label was found. The gathered data reveal no difference in the user's response times, neither in the number and the duration of the fixations between both map designs. The results of this study show that the efficiency of label placement algorithms can be improved without disturbing the user's cognitive map. Consequently, we created a more efficient map without affecting its effectiveness towards the user

    Mobile 2D and 3D Spatial Query Techniques for the Geospatial Web

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    The increasing availability of abundant geographically referenced information in the Geospatial Web provides a variety of opportunities for developing value-added LBS applications. However, large data volumes of the Geospatial Web and small mobile device displays impose a data visualization problem, as the amount of searchable information overwhelms the display when too many query results are returned. Excessive returned results clutter the mobile display, making it harder for users to prioritize information and causes confusion and usability problems. Mobile Spatial Interaction (MSI) research into this “information overload” problem is ongoing where map personalization and other semantic based filtering mechanisms are essential to de-clutter and adapt the exploration of the real-world to the processing/display limitations of mobile devices. In this thesis, we propose that another way to filter this information is to intelligently refine the search space. 3DQ (3-Dimensional Query) is our novel MSI prototype for information discovery on today’s location and orientation-aware smartphones within 3D Geospatial Web environments. Our application incorporates human interactions (interpreted from embedded sensors) in the geospatial query process by determining the shape of their actual visibility space as a query “window” in a spatial database, e.g. Isovist in 2D and Threat Dome in 3D. This effectively applies hidden query removal (HQR) functionality in 360Âș 3D that takes into account both the horizontal and vertical dimensions when calculating the 3D search space, significantly reducing display clutter and information overload on mobile devices. The effect is a more accurate and expected search result for mobile LBS applications by returning information on only those objects visible within a user’s 3D field-of-view. ii

    Navigation domain representation for interactive multiview imaging

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    Enabling users to interactively navigate through different viewpoints of a static scene is a new interesting functionality in 3D streaming systems. While it opens exciting perspectives towards rich multimedia applications, it requires the design of novel representations and coding techniques in order to solve the new challenges imposed by interactive navigation. Interactivity clearly brings new design constraints: the encoder is unaware of the exact decoding process, while the decoder has to reconstruct information from incomplete subsets of data since the server can generally not transmit images for all possible viewpoints due to resource constrains. In this paper, we propose a novel multiview data representation that permits to satisfy bandwidth and storage constraints in an interactive multiview streaming system. In particular, we partition the multiview navigation domain into segments, each of which is described by a reference image and some auxiliary information. The auxiliary information enables the client to recreate any viewpoint in the navigation segment via view synthesis. The decoder is then able to navigate freely in the segment without further data request to the server; it requests additional data only when it moves to a different segment. We discuss the benefits of this novel representation in interactive navigation systems and further propose a method to optimize the partitioning of the navigation domain into independent segments, under bandwidth and storage constraints. Experimental results confirm the potential of the proposed representation; namely, our system leads to similar compression performance as classical inter-view coding, while it provides the high level of flexibility that is required for interactive streaming. Hence, our new framework represents a promising solution for 3D data representation in novel interactive multimedia services

    Mobile 2D and 3D Spatial Query Techniques for the Geospatial Web

    Get PDF
    The increasing availability of abundant geographically referenced information in the Geospatial Web provides a variety of opportunities for developing value-added LBS applications. However, large data volumes of the Geospatial Web and small mobile device displays impose a data visualization problem, as the amount of searchable information overwhelms the display when too many query results are returned. Excessive returned results clutter the mobile display, making it harder for users to prioritize information and causes confusion and usability problems. Mobile Spatial Interaction (MSI) research into this “information overload” problem is ongoing where map personalization and other semantic based filtering mechanisms are essential to de-clutter and adapt the exploration of the real-world to the processing/display limitations of mobile devices. In this thesis, we propose that another way to filter this information is to intelligently refine the search space. 3DQ (3-Dimensional Query) is our novel MSI prototype for information discovery on today’s location and orientation-aware smartphones within 3D Geospatial Web environments. Our application incorporates human interactions (interpreted from embedded sensors) in the geospatial query process by determining the shape of their actual visibility space as a query “window” in a spatial database, e.g. Isovist in 2D and Threat Dome in 3D. This effectively applies hidden query removal (HQR) functionality in 360Âș 3D that takes into account both the horizontal and vertical dimensions when calculating the 3D search space, significantly reducing display clutter and information overload on mobile devices. The effect is a more accurate and expected search result for mobile LBS applications by returning information on only those objects visible within a user’s 3D field-of-view
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