87,652 research outputs found

    Development of interactive graphic editor to annotate electrohysterogram records

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    Goal of this thesis was development of interactive graphic editor for graphic representation, examinationh and annotating of records of electrohysterogram (electromyogram of uterus). We developed a graphic user interface LANNOT, which displays signals of records, allows manual and semi-automatic setting, deleting and examining of annotations, full editing of accompanied clinical information, generation of scripts and generation of new procedures. The types of the annotations should regard true contractions, other electrical activities of uterus, baby movements, and noise of signals. The interface was developed using Netbeans IDE tool to develop interactive graphic user interfaces. The developed editor is based on object-action paradigm. During designing of the editor, we followed Nielsen's principles of interface design and commonly accepted guidelines of user interface design, while the most important usability dimension was efficiency. The developed editor will be used by expert obstetricians during their clinical praxis. It will also be used for annotating of international, freely available, reference TPEHG DB (Term Pre-term ElectroHysteroGram DataBase) database. The annotations set by expert obstetricians regarding contractions of uterus and other electrical activities of uterus, will allow different kinds of automatic analysis of records and evaluation of their performance

    Development of interactive graphic editor to annotate electrohysterogram records

    Get PDF
    Goal of this thesis was development of interactive graphic editor for graphic representation, examinationh and annotating of records of electrohysterogram (electromyogram of uterus). We developed a graphic user interface LANNOT, which displays signals of records, allows manual and semi-automatic setting, deleting and examining of annotations, full editing of accompanied clinical information, generation of scripts and generation of new procedures. The types of the annotations should regard true contractions, other electrical activities of uterus, baby movements, and noise of signals. The interface was developed using Netbeans IDE tool to develop interactive graphic user interfaces. The developed editor is based on object-action paradigm. During designing of the editor, we followed Nielsen's principles of interface design and commonly accepted guidelines of user interface design, while the most important usability dimension was efficiency. The developed editor will be used by expert obstetricians during their clinical praxis. It will also be used for annotating of international, freely available, reference TPEHG DB (Term Pre-term ElectroHysteroGram DataBase) database. The annotations set by expert obstetricians regarding contractions of uterus and other electrical activities of uterus, will allow different kinds of automatic analysis of records and evaluation of their performance

    Design and implementation of BibTex Editor

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    This report describes the design and implementation issues of BibTex Editor. The program is intended to facilitate the creation and editing of BibTex files. The focus of the program is to make the creation and editing of BibTex bibliography a simple task. First all, we talk about the requirement of the BibTex Editor, for example, the program can make the creation and editing of BibTex file easily; the user interface can change based on the different entry type; finally, we can get a new BibTex file. Secondly, we give the detail of design and implementation based on the above specification, for example, the BibTex Editor is intended to work like a database program. The program can import the BibTex file into database records; can edit those records easily; can export database records into a new BibTex file. Also, some screen of the GUI interface pages and related coding are presented. Finally, we describe how to use the program, and some work that should be done in the future

    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

    An explicit model for learning to structure and analyze decisions by judges

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    Legal practitioners and legal scientists need to have knowledge of the general rules that apply in the legal system. This involves both knowledge of the legislation and knowledge of the decisions by judges that function as general rules of law. Law students preparing themselves for the legal profession need to acquire these kinds of knowledge. A student has to have knowledge about where to look for decisions, understand the structure of decisions and learn to determine what makes a decision relevant to the body of applicable rules in the legal system. Legal education primarily aims at acquiring insight in the legal sources, their history and background. This basic knowledge is of great importance; legal problem solving is hardly possible without an understanding of the legal knowledge. To illustrate the use of this knowledge in practice, teachers work through decisions as examples. However, it is difficult, if not impossible, to learn by explanation or by imitation alone. A more effective way to obtain expertise is by actually performing the task, i.e. students should do the exercises, while the teacher provides feedback on their solutions. For effective learning, also the solution process should be monitored and provided with feedback. Furthermore it is desirable for students to be able to ask for help at any time during the process. They should also be able to practice over and over again. An ideal situation would have a teacher available for every student, monitoring the student while practicing and providing support where and whenever necessary. However, this being not practically feasible, the second best option is to offer the student electronic support. CASE (Case Analysis and Structuring Environment) is an environment where a law student can practice with finding decisions, with structuring its text and with analysing the decision in order to be able to determine in what way it adds to the body of applicable rules in the legal system. CASE is developed using a principled and structured design approach. A short description of this approach is followed by an analysis of the learning task, the difficulties law students experience and the remedies proposed on the basis of both the task analysis and the stated difficulties. This is followed by a description of architecture, functionality, platform and implementation of CASE and a description of a session with CASE and future work

    Uniform: The Form Validation Language

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    Digital forms are becoming increasingly more prevalent but the ease of creation is not. Web Forms are difficult to produce and validate. This design project seeks to simplify this process. This project is comprised of two parts: a logical programming language (Uniform) and a web application. Uniform is a language that allows its users to define logical relationships between web elements and apply simple rules to individual inputs to both validate the form and manipulate its components depending on user input. Uniform provides an extra layer of abstraction to complex coding. The web app implements Uniform to provide business-level programmers with an interface to build and manage forms. Users will create form templates, manage form instances, and cooperatively complete forms through the web app. Uniform’s development is ongoing, it will receive continued support and is available as open-source. The web application is software owned and maintained by HP Inc. which will be developed further before going to market

    An authoring tool for structuring and annotating on-line educational courses : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University

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    This thesis studies the design and prototype implementation of a new web-based course authoring system for the Technology Integrated Learning Environment (TILE) project. The TILE authoring system edits the course structure and allows the author to annotate the course structure with meta-data. It makes extensive use of XML technology to communicate structured data across the Internet, as well as for both local and web-side databases. The Authoring tool is designed to support development by multiple authors and has check-in and check - out, as well as version control facilities. It also provides an interface for adopting other multimedia tools such as AudioGraph. The tool has an easy-to-use graphical user interface. The technical problems that have been solved in this project include issues such as cross-platform support, drag and drop functionality using JDK l.l.8, etc. System environments, such as relational database set up, XML database set up, Java swing set up in Mac also have been discussed. The authoring system interface analysis, database analysis and function analysis have been completed for the complete the system as specified. An intermediate system, designed to a reduced specification, has been implemented as a prototype and details of this system, which can work independently of the TILE delivery system, are included. The Full TILE authoring system including InstantDB database access also has been partially implemented. The prototype application has also has been tested on the PC platform

    Reconfigurable phased microstrip antenna array with defected ground structure and defected microstrip structure for beam steering application

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    Beam steering is defined as the ability to electronically steer the beam maximum of an antenna electric field pattern to some predefined point in space. The performance of a phased antenna array for beam steering without moving the antennas is important to military and civil applications. A steerable antenna with tunable phase shifter continues to be a popular choice to provide such systems. However, this additional device makes the structure more complicated, bulky and it represent a great part of the production cost of a phased array antenna. Therefore, it creates new challenges to find an alternative approach. This work proposed two alternative approaches to steer the main beam. The first is based on a defected ground structure (DGS), while the second is a defected microstrip structure (DMS), which due to their slow wave effect and band-stop property, are able to disturb surface current distribution, then change the element phase and hence steer the main beam. This work started with investigating and applying new method for beam steering based on using DGS and DMS, where this reflects the first objective. As a second objective, this work proposed new approach for beam steering, where DGS is integrated between two patches for the bandwidth within X-band. The simulated results revealed the achievement of the target to steer the main beam to 50° along H-plane. For the third objective, a spiral antenna array (SAA) has been proposed, and it was observed that the best choice for selecting feed network for feeding circular antenna array is a common sequential feed network (SFN), which has a circular shape with four ports to feed four elements. In order to increase the number of ports and hence design suitable feed network for feeding SAA, this study proposed new spiral sequential feed network (SSFN). As a dual structure of DGS, and compared with DGS, DMS is of great advantage in design due to its reduced size and the feature of electromagnetic interference noise immunity. Furthermore, DMS has higher effective inductance compared to DGS. Therefore, this work proposed new reconfigurable SAA with DMS fed by SSFN within C-band. The simulated results showed the achievement of the target to steer the main beam to 61° and 84° along E-plane and H-plane, respectively. Furthermore, as the last objective, a new approach was proposed for extracting equivalent circuit model for DGS with dual patches, SSFN and SAA. Two prototypes of dual patches with and without DGS, SSFN and two prototypes of SAA with DMS were fabricated for scattering parameter and far-field radiation pattern measurements. The results showed close agreement with the predicted results, where array with DGS confirmed a beam steering of 36° along H-plane, while SAA with DMS displayed 45° beam steering along E-plane, respectively. Future works will focus on increasing the array gain and reducing the array beam width which will give a clear vision for beam steering of array

    Design and Implementation of a Method Base Management System for a Situational CASE Environment

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    Situational method engineering focuses on configuration of system development methods (SDMs) tuned to the situation of a project at hand. Situational methods are assembled from parts of existing SDMs, so called method fragments, that are selected to match the project situation. The complex task of selecting appropriate method fragments and assembling them into a method requires effective automated support. The paper describes the architecture of a tool prototype offering such support. We present the structure of its central repository, a method base containing method fragments. The functions to store, select and assemble these method fragments are offered by a stratified method base management system tool component, which is described as wel

    A Spinning Wheel for YARN: User Interface for a Crowdsourced Thesaurus

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    YARN (Yet Another RussNet) project started in 2013 aims at creating a large open thesaurus for Russian using crowdsourcing. This paper describes synset assembly interface developed within the project — motivation behind it, design, usage scenarios, implementation details, and first experimental results
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