76,413 research outputs found

    Design and implementation of a new run-time life-cycle for interactive public display applications

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    Public display systems are becoming increasingly complex. They are moving from passive closed systems to open interactive systems that are able to accommodate applications from several independent sources. This shift needs to be accompanied by a more flexible and powerful application management. In this paper, we propose a run-time life-cycle model for interactive public display applications that addresses several shortcomings of current display systems. Our model allows applications to load their resources before they are displayed, enables the system to quickly pause and resume applications, provides strategies for applications to transition and terminate gracefully by requesting additional time to finish the presentation of content, allows applications to save their state before being destroyed and gives applications the opportunity to request and relinquish display time. We have implemented our model as a Google Chrome extension that allows any computer with the Google Chrome browser to become a public display driver without further software. In this paper we present our model, implementation, and evaluation of the system

    Teaching Concurrent Software Design: A Case Study Using Android

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    In this article, we explore various parallel and distributed computing topics from a user-centric software engineering perspective. Specifically, in the context of mobile application development, we study the basic building blocks of interactive applications in the form of events, timers, and asynchronous activities, along with related software modeling, architecture, and design topics.Comment: Submitted to CDER NSF/IEEE-TCPP Curriculum Initiative on Parallel and Distributed Computing - Core Topics for Undergraduate

    CGAMES'2009

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    Transportable Applications Environment (TAE) Plus: A NASA user interface development and management system

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    The transportable Applications Environment Plus (TAE Plus), developed at the NASA Goddard Space FLight Center, is a portable, What you see is what you get (WYSIWYG) user interface development and management system. Its primary objective is to provide an integrated software environment that allows interactive prototyping and development of graphical user interfaces, as well as management of the user interface within the operational domain. TAE Plus is being applied to many types of applications, and what TAE Plus provides, how the implementation has utilizes state-of-the-art technologies within graphic workstations, and how it has been used both within and without NASA are discussed

    Transportable Applications Environment (TAE) Plus: A NASA tool for building and managing graphical user interfaces

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    The Transportable Applications Environment (TAE) Plus, developed at GSFC, is an advanced portable user interface development environment which simplifies the process of creating and managing complex application graphical user interfaces (GUI's), supports prototyping, allows applications to be ported easily between different platforms and encourages appropriate levels of user interface consistency between applications. The following topics are discussed: the capabilities of the TAE Plus tool; how the implementation has utilized state-of-the-art technologies within graphic workstations; and how it has been used both within and outside of NASA

    HTC Scientific Computing in a Distributed Cloud Environment

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    This paper describes the use of a distributed cloud computing system for high-throughput computing (HTC) scientific applications. The distributed cloud computing system is composed of a number of separate Infrastructure-as-a-Service (IaaS) clouds that are utilized in a unified infrastructure. The distributed cloud has been in production-quality operation for two years with approximately 500,000 completed jobs where a typical workload has 500 simultaneous embarrassingly-parallel jobs that run for approximately 12 hours. We review the design and implementation of the system which is based on pre-existing components and a number of custom components. We discuss the operation of the system, and describe our plans for the expansion to more sites and increased computing capacity

    Sustainable exhibit design: guidelines for designers of small scale interactive and travelling exhibits

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    This study was commissioned as part of Lincolnshire County Council’s FLOWS ‘2B’ Information and Symbols Project and UK match funding for this particular FLOWS Project has been provided by East Midlands Development Agency. The aim of FLOWS is to improve the sustainability of development in flood risk areas through development of ‘good practice’, by improved integration of flood risk information into decision-support systems for spatial planning and water management. FLOWS involves over 40 individual projects which are based in four Work Packages. Lincolnshire County Council is jointly leading Work Package 3 (Spatial Planning) and is also leading on Projects in Work Package 2 (Public Perception/Dissemination). This study has been produced as part of Lincolnshire County Council’s ‘FLOWS 2B Information and Symbols Project’ and in the wider context, is focussing on raising public awareness of flooding and flood risk by exploring innovative methods of disseminating information on the subject of flood risk to the public. This project involves the production of interactive exhibits aimed at raising the awareness of flood risk in Lincolnshire and is a partnership between Lincolnshire County Council and the School of Architecture at the University of Lincoln. A study focussing on creating sustainable exhibitions has been undertaken via the University of Lincoln that will directly inform the FLOWS exhibits. As detailed in the project brief, this study on Sustainable Exhibit Design will investigate best practice in sustainable exhibit design and produce a report setting out guidelines for designers of small interactive and travelling exhibits, guidelines which are directly applicable to the proposed FLOWS exhibit. The report will form a contribution to exhibition design knowledge through wider distribution via the University of Lincoln and FLOWS websites and a conference presentation

    Exploring Bluetooth based Mobile Phone Interaction with the Hermes Photo Display

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    One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today’s mobile phones, little exploration seems to have taken place in this area - despite its apparent significant potential. This paper describe the findings of an exploratory study nvolving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community

    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds
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