391 research outputs found
Software for Visualization and Coordination of the Distributed Simulation Modeling Process
Simulation modeling projects commonly involve distributed team collaboration. It is currently difficult to perform collaboration in distributed modeling process for two reasons: 1) Simulation modeling in general requires modelers to manage complexities (such as tracking model revisions, recording scenario assumptions and organizing external artifacts) related to the model. 2) Distributed collaboration requires collaborators to maintain change awareness. While proper information technology support is known to lessen the difficulties of collaborations, there is limited software support for complexity management in generic modeling process and change awareness in distributed collaboration, therefore require tremendous amount of effort in management and communication. This thesis describes a new system that supports distributed modeling process. The system provides modeling repositories to help manage modeling complexities and a visual workspace to provide change awareness information. The system has been shown to substantially reduce modeling effort in distributed modeling, is extensible and easy to use
Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture
Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation
Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture
Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation
Single-Touch to Multi-Touch System Conversion
Context: In recent years the education community has seen an acceleration in the adoption of multi-touch surfaces for educational purposes due to a number of features that these surfaces present. Some of these features include the facilitation of multi-user interaction and collaboration. However, an interesting problem exists with legacy, single-touch educational systems that lend themselves well to the features of multi-touch but have been developed with a single-user interface in mind.
Objectives: This thesis investigates how to convert an existing single-user, single-touch system into a multi-user, multi-touch system while maintaining the existing educational aims and methods. The end result is a converted application called JLens and a list of goals for converting an educational system.
Methods: This study analyses the interaction points and potential conversion factors of an existing education application and defines a set of 4 goals for converting a single-touch educational system into a multi-touch one. The final product is a converted educational system that is evaluated by representatives from the local education authorities, the educational software developers TimeMaps, multi-touch hardware developers and fellow researchers. A combination of questionnaires and observations are used for research methods and the evaluators are asked to freely explore the converted system and provide feedback.
Results: The work identifies that the majority of the evaluators responded positively to the converted system. The observations show that the users understood how to operate the system very quickly and began collaborating by sharing data without any prompt. The quantitative analysis provides evidence that the conversion was successful and all of the research goals were met.
Conclusion: This thesis has demonstrated that JLens provides a viable framework for converting existing single-user, single-touch systems into multi-user, multi-touch systems by allowing many users to navigate and explore educational applications in a collaborative way
A generic architecture for interactive intelligent tutoring systems
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed.
On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified
Axon: A Middleware for Robotics
The area of multi-robot systems and frameworks has become, in recent years, a hot
research area in the field of robotics. This is attributed to the great advances made in
robotic hardware, software, and the diversity of robotic systems. The need to integrate
different heterogeneous robotic components and systems has led to the birth of robotic
middleware. A robotic middleware is an intricate piece of software that masks the heterogeneity of underlying components and provides high-level interfaces that enable developers to make efficient use of the components. A large number of robotic middleware programs exist today. Each one comes with its own design methodologies and complexities. Up to this moment, however, there exists no unified standard for robotic middleware. Moreover, many of the middleware in use today deal with low-level and hardware aspects. This adds unnecessary complexity in research involving robotic behavior, inter-robot collaboration, and other high-level experiments which do not require prior knowledge of low-level details. In addition, the notion of structured lightweight data transfer between robots is not emphasized in existing work. This dissertation tackles the robotic middleware problem from a different perspective. The aim of this work is to develop a robust middleware that is able
to handle multiple robots and clients within a laboratory environment. In the proposed
middleware, a high-level representation of robots in an environment is introduced. Also,
this work introduces the notion of structured and efficient data exchange as an important
issue in robotic middleware research. The middleware has been designed and developed
using rigorous methodologies and leading edge technologies. Moreover, the middleware’s
ability to integrate different types of robots in a seamless manner, as well as its ability to accommodate multiple robots and clients, has been tested and evaluated
Executable system architecting using systems modeling language in conjunction with Colored Petri Nets - a demonstration using the GEOSS network centric system
Models and simulation furnish abstractions to manage complexities allowing engineers to visualize the proposed system and to analyze and validate system behavior before constructing it. Unified Modeling Language (UML) and its systems engineering extension, Systems Modeling Language (SysML), provide a rich set of diagrams for systems specification. However, the lack of executable semantics of such notations limits the capability of analyzing and verifying defined specifications. This research has developed an executable system architecting framework based on SysML-CPN transformation, which introduces dynamic model analysis into SysML modeling by mapping SysML notations to Colored Petri Net (CPN), a graphical language for system design, specification, simulation, and verification. A graphic user interface was also integrated into the CPN model to enhance the model-based simulation. A set of methodologies has been developed to achieve this framework. The aim is to investigate system wide properties of the proposed system, which in turn provides a basis for system reconfiguration --Abstract, page iii
Optimización del rendimiento y la eficiencia energética en sistemas masivamente paralelos
RESUMEN Los sistemas heterogéneos son cada vez más relevantes, debido a sus capacidades de rendimiento y eficiencia energética, estando presentes en todo tipo de plataformas de cómputo, desde dispositivos embebidos y servidores, hasta nodos HPC de grandes centros de datos. Su complejidad hace que sean habitualmente usados bajo el paradigma de tareas y el modelo de programación host-device. Esto penaliza fuertemente el aprovechamiento de los aceleradores y el consumo energético del sistema, además de dificultar la adaptación de las aplicaciones.
La co-ejecución permite que todos los dispositivos cooperen para computar el mismo problema, consumiendo menos tiempo y energía. No obstante, los programadores deben encargarse de toda la gestión de los dispositivos, la distribución de la carga y la portabilidad del código entre sistemas, complicando notablemente su programación.
Esta tesis ofrece contribuciones para mejorar el rendimiento y la eficiencia energética en estos sistemas masivamente paralelos. Se realizan propuestas que abordan objetivos generalmente contrapuestos: se mejora la usabilidad y la programabilidad, a la vez que se garantiza una mayor abstracción y extensibilidad del sistema, y al mismo tiempo se aumenta el rendimiento, la escalabilidad y la eficiencia energética. Para ello, se proponen dos motores de ejecución con enfoques completamente distintos.
EngineCL, centrado en OpenCL y con una API de alto nivel, favorece la máxima compatibilidad entre todo tipo de dispositivos y proporciona un sistema modular extensible. Su versatilidad permite adaptarlo a entornos para los que no fue concebido, como aplicaciones con ejecuciones restringidas por tiempo o simuladores HPC de dinámica molecular, como el utilizado en un centro de investigación internacional.
Considerando las tendencias industriales y enfatizando la aplicabilidad profesional, CoexecutorRuntime proporciona un sistema flexible centrado en C++/SYCL que dota de soporte a la co-ejecución a la tecnología oneAPI. Este runtime acerca a los programadores al dominio del problema, posibilitando la explotación de estrategias dinámicas adaptativas que mejoran la eficiencia en todo tipo de aplicaciones.ABSTRACT Heterogeneous systems are becoming increasingly relevant, due to their performance and energy efficiency capabilities, being present in all types of computing platforms, from embedded devices and servers to HPC nodes in large data centers. Their complexity implies that they are usually used under the task paradigm and the host-device programming model. This strongly penalizes accelerator utilization and system energy consumption, as well as making it difficult to adapt applications.
Co-execution allows all devices to simultaneously compute the same problem, cooperating to consume less time and energy. However, programmers must handle all device management, workload distribution and code portability between systems, significantly complicating their programming.
This thesis offers contributions to improve performance and energy efficiency in these massively parallel systems. The proposals address the following generally conflicting objectives: usability and programmability are improved, while ensuring enhanced system abstraction and extensibility, and at the same time performance, scalability and energy efficiency are increased. To achieve this, two runtime systems with completely different approaches are proposed.
EngineCL, focused on OpenCL and with a high-level API, provides an extensible modular system and favors maximum compatibility between all types of devices. Its versatility allows it to be adapted to environments for which it was not originally designed, including applications with time-constrained executions or molecular dynamics HPC simulators, such as the one used in an international research center.
Considering industrial trends and emphasizing professional applicability, CoexecutorRuntime provides a flexible C++/SYCL-based system that provides co-execution support for oneAPI technology. This runtime brings programmers closer to the problem domain, enabling the exploitation of dynamic adaptive strategies that improve efficiency in all types of applications.Funding: This PhD has been supported by the Spanish Ministry of Education (FPU16/03299 grant),
the Spanish Science and Technology Commission under contracts TIN2016-76635-C2-2-R
and PID2019-105660RB-C22.
This work has also been partially supported by the Mont-Blanc 3: European Scalable and
Power Efficient HPC Platform based on Low-Power Embedded Technology project (G.A. No.
671697) from the European Union’s Horizon 2020 Research and Innovation Programme
(H2020 Programme). Some activities have also been funded by the Spanish Science and Technology
Commission under contract TIN2016-81840-REDT (CAPAP-H6 network).
The Integration II: Hybrid programming models of Chapter 4 has been partially performed
under the Project HPC-EUROPA3 (INFRAIA-2016-1-730897), with the support of the EC
Research Innovation Action under the H2020 Programme. In particular, the author gratefully
acknowledges the support of the SPMT Department of the High Performance Computing
Center Stuttgart (HLRS)
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