14,319 research outputs found

    Slovenian Virtual Gallery on the Internet

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    The Slovenian Virtual Gallery (SVG) is a World Wide Web based multimedia collection of pictures, text, clickable-maps and video clips presenting Slovenian ïŹne art from the gothic period up to the present days. Part of SVG is a virtual gallery space where pictures hang on the walls while another part is devoted to current exhibitions of selected Slovenian art galleries. The ïŹrst version of this application was developed in the ïŹrst half of 1995. It was based on a ïŹle system for storing all the data and custom developed software for search, automatic generation of HTML documents, scaling of pictures and remote management of the system. Due to the fast development of Web related tools a new version of SVG was developed in 1997 based on object-oriented relational database server technology. Both implementations are presented and compared in this article with issues related to the transion between the two versions. At the end, we will also discuss some extensions to SVG. We will present the GUI (Graphical User Interface) developed specially for presentation of current exhibitions over the Web which is based on GlobalView panoramic navigation extension to developed Internet Video Server (IVS). And since SVG operates with a lot of image data, we will confront with the problem of Image Content Retrieval

    Developing efficient web-based GIS applications

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    There is an increase in the number of web-based GIS applications over the recent years. This paper describes different mapping technologies, database standards, and web application development standards that are relevant to the development of web-based GIS applications. Different mapping technologies for displaying geo-referenced data are available and can be used in different situations. This paper also explains why Oracle is the system of choice for geospatial applications that need to handle large amounts of data. Wireframing and design patterns have been shown to be useful in making GIS web applications efficient, scalable and usable, and should be an important part of every web-based GIS application. A range of different development technologies are available, and their use in different operating environments has been discussed here in some detail

    Measuring children's search behaviour on a large scale

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    Children often experience problems during information-seeking using traditional search interfaces and search technologies, that are designed for adults. This is because children engage with the world in fundamentally different ways than adults. To design search technologies that support children in effective and enjoyable information-seeking, more research is needed to examine children’s specific skills and needs concerning information-seeking. Therefore, we developed an application that can monitor children’s search behaviour on a large scale. In this paper, we present the steps taken to develop this application. The basis of the application is UsaProxy, an existing system that is used to monitor the user’s usage of websites. We have increased the accuracy of UsaProxy and have developed an application that is able to extract useful information from UsaProxy’s log files

    Wearable learning tools

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    In life people must learn whenever and wherever they experience something new. Until recently computing technology could not support such a notion, the constraints of size, power and cost kept computers under the classroom table, in the office or in the home. Recent advances in miniaturization have led to a growing field of research in ‘wearable’ computing. This paper looks at how such technologies can enhance computer‐mediated communications, with a focus upon collaborative working for learning. An experimental system, MetaPark, is discussed, which explores communications, data retrieval and recording, and navigation techniques within and across real and virtual environments. In order to realize the MetaPark concept, an underlying network architecture is described that supports the required communication model between static and mobile users. This infrastructure, the MUON framework, is offered as a solution to provide a seamless service that tracks user location, interfaces to contextual awareness agents, and provides transparent network service switching

    The Digital Anatomist Information System and Its Use in the Generation and Delivery of Web-Based Anatomy Atlases

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    Advances in network and imaging technology, coupled with the availability of 3-D datasets such as the Visible Human, provide a unique opportunity for developing information systems in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995–January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 ‘‘hits’’ per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for managing and accessing structural information in medicine

    PANGAEA information system for glaciological data management

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    Specific parameters determined on cores from continental ice sheets or glaciers can be used to reconstruct former climate. To use this scientific resource effectively an information system is needed which guarantees consistent longtime storage of data and provides easy access for the scientific community.An information system to archive any data of paleoclimatic relevance, together with the related metadata, raw data and evaluated paleoclimatic data, is presented. The system, based on a relational database, provides standardized import and export routines, easy access with uniform retrieval functions, and tools for the visualization of the data. The network is designed as a client/server system providing access through the Internet with proprietary client software including a high functionality or read-only access on published data via the World Wide Web

    When images work faster than words: The integration of content-based image retrieval with the Northumbria Watermark Archive

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    Information on the manufacture, history, provenance, identification, care and conservation of paper-based artwork/objects is disparate and not always readily available. The Northumbria Watermark Archive will incorporate such material into a database, which will be made freely available on the Internet providing an invaluable resource for conservation, research and education. The efficiency of a database is highly dependant on its search mechanism. Text based mechanisms are frequently ineffective when a range of descriptive terminologies might be used i.e. when describing images or translating from foreign languages. In such cases a Content Based Image Retrieval (CBIR) system can be more effective. Watermarks provide paper with unique visual identification characteristics and have been used to provide a point of entry to the archive that is more efficient and effective than a text based search mechanism. The research carried out has the potential to be applied to any numerically large collection of images with distinctive features of colour, shape or texture i.e. coins, architectural features, picture frame profiles, hallmarks, Japanese artists stamps etc. Although the establishment of an electronic archive incorporating a CBIR system can undoubtedly improve access to large collections of images and related data, the development is rarely trouble free. This paper discusses some of the issues that must be considered i.e. collaboration between disciplines; project management; copying and digitising objects; content based image retrieval; the Northumbria Watermark Archive; the use of standardised terminology within a database as well as copyright issues

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
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