544 research outputs found

    Digital imaging technology assessment: Digital document storage project

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    An ongoing technical assessment and requirements definition project is examining the potential role of digital imaging technology at NASA's STI facility. The focus is on the basic components of imaging technology in today's marketplace as well as the components anticipated in the near future. Presented is a requirement specification for a prototype project, an initial examination of current image processing at the STI facility, and an initial summary of image processing projects at other sites. Operational imaging systems incorporate scanners, optical storage, high resolution monitors, processing nodes, magnetic storage, jukeboxes, specialized boards, optical character recognition gear, pixel addressable printers, communications, and complex software processes

    PPA Printer Software Driver Design The software driver for the HP DeskJet 820C printer performs many

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    functions that were formerly performed in the printer, including swath cutting, data formatting, and communications. The driver also includes a PCL emulation module for DOS application support

    A multiple in-camera processing system for machine vision.

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    In a typical machine vision application, a line-scan camera positioned on the production line captures images of the parts to be inspected and sends them to the machine vision computer. The computer then uses high-speed data acquisition devices and sophisticated analysis software to extract information from these cameras and generates decisions about the product and manufacturing system. As the manufacturing systems increasingly generate more fine featured and advanced products, the need for higher resolution and faster processing of these camera images is necessary to maintain quality control. To reduce the overwhelming amount of data from multiple camera systems to the analysis computer, an in-camera processing system is introduced. This system involves placing a computing system inside the camera which can perform similar operations to the analysis system, but without all of the additional overhead components. The work presented in this thesis describes an enhanced embedded system which is mounted into a DALSA line-scan camera. This system provides support for real-time one dimensional signal processing with the aid of integrated hardware and software resources.Dept. of Electrical and Computer Engineering. Paper copy at Leddy Library: Theses & Major Papers - Basement, West Bldg. / Call Number: Thesis1999 .M89. Source: Masters Abstracts International, Volume: 40-03, page: 0757. Adviser: Graham A. Jullien. Thesis (M.Sc.)--University of Windsor (Canada), 1999

    Perceptual evaluation of point-based object representation

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    Researchers have proposed several methods of representing three-dimensional objects in computer memory along with different methods of displaying these objects on two-dimensional computer displays. Using a polygon-based representation that linearly interpolates between a set of sample points is by far the most popular way of representing objects today, mostly because of its ability to display an object on a computer screen at a fast and consistent rate. However, as graphics hardware increases in speed, polygon-based models prove to be increasingly inefficient. Point-based representations have been proposed that consist of densely sampling some surface and using solely the samples to portray the object on a computer display. This research proposes a similar approach to point-based representation while making use of current graphics hardware to compare the benefits and drawbacks of using point-based representations over polygon-based representations in interactive environments. An experiment has been conducted with human subjects to gather perceptual data about each representation method. The results from this experiment are presented and analyzed

    Universal Indexes for Highly Repetitive Document Collections

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    Indexing highly repetitive collections has become a relevant problem with the emergence of large repositories of versioned documents, among other applications. These collections may reach huge sizes, but are formed mostly of documents that are near-copies of others. Traditional techniques for indexing these collections fail to properly exploit their regularities in order to reduce space. We introduce new techniques for compressing inverted indexes that exploit this near-copy regularity. They are based on run-length, Lempel-Ziv, or grammar compression of the differential inverted lists, instead of the usual practice of gap-encoding them. We show that, in this highly repetitive setting, our compression methods significantly reduce the space obtained with classical techniques, at the price of moderate slowdowns. Moreover, our best methods are universal, that is, they do not need to know the versioning structure of the collection, nor that a clear versioning structure even exists. We also introduce compressed self-indexes in the comparison. These are designed for general strings (not only natural language texts) and represent the text collection plus the index structure (not an inverted index) in integrated form. We show that these techniques can compress much further, using a small fraction of the space required by our new inverted indexes. Yet, they are orders of magnitude slower.Comment: This research has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sk{\l}odowska-Curie Actions H2020-MSCA-RISE-2015 BIRDS GA No. 69094

    Personalized Interaction with High-Resolution Wall Displays

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    Fallende Hardwarepreise sowie eine zunehmende Offenheit gegenĂŒber neuartigen InteraktionsmodalitĂ€ten haben in den vergangen Jahren den Einsatz von wandgroßen interaktiven Displays möglich gemacht, und in der Folge ist ihre Anwendung, unter anderem in den Bereichen Visualisierung, Bildung, und der UnterstĂŒtzung von Meetings, erfolgreich demonstriert worden. Aufgrund ihrer GrĂ¶ĂŸe sind Wanddisplays fĂŒr die Interaktion mit mehreren Benutzern prĂ€destiniert. Gleichzeitig kann angenommen werden, dass Zugang zu persönlichen Daten und Einstellungen — mithin personalisierte Interaktion — weiterhin essentieller Bestandteil der meisten AnwendungsfĂ€lle sein wird. Aktuelle Benutzerschnittstellen im Desktop- und Mobilbereich steuern Zugriffe ĂŒber ein initiales Login. Die Annahme, dass es nur einen Benutzer pro Bildschirm gibt, zieht sich durch das gesamte System, und ermöglicht unter anderem den Zugriff auf persönliche Daten und Kommunikation sowie persönliche Einstellungen. Gibt es hingegen mehrere Benutzer an einem großen Bildschirm, mĂŒssen hierfĂŒr Alternativen gefunden werden. Die daraus folgende Forschungsfrage dieser Dissertation lautet: Wie können wir im Kontext von Mehrbenutzerinteraktion mit wandgroßen Displays personalisierte Schnittstellen zur VerfĂŒgung stellen? Die Dissertation befasst sich sowohl mit personalisierter Interaktion in der NĂ€he (mit Touch als EingabemodalitĂ€t) als auch in etwas weiterer Entfernung (unter Nutzung zusĂ€tzlicher mobiler GerĂ€te). Grundlage fĂŒr personalisierte Mehrbenutzerinteraktion sind technische Lösungen fĂŒr die Zuordnung von Benutzern zu einzelnen Interaktionen. Hierzu werden zwei Alternativen untersucht: In der ersten werden Nutzer via Kamera verfolgt, und in der zweiten werden MobilgerĂ€te anhand von Ultraschallsignalen geortet. Darauf aufbauend werden Interaktionstechniken vorgestellt, die personalisierte Interaktion unterstĂŒtzen. Diese nutzen zusĂ€tzliche MobilgerĂ€te, die den Zugriff auf persönliche Daten sowie Interaktion in einigem Abstand von der Displaywand ermöglichen. Einen weiteren Teil der Arbeit bildet die Untersuchung der praktischen Auswirkungen der Ausgabe- und InteraktionsmodalitĂ€ten fĂŒr personalisierte Interaktion. Hierzu wird eine qualitative Studie vorgestellt, die Nutzerverhalten anhand des kooperativen Mehrbenutzerspiels Miners analysiert. Der abschließende Beitrag beschĂ€ftigt sich mit dem Analyseprozess selber: Es wird das Analysetoolkit fĂŒr Wandinteraktionen GIAnT vorgestellt, das Nutzerbewegungen, Interaktionen, und Blickrichtungen visualisiert und dadurch die Untersuchung der Interaktionen stark vereinfacht.An increasing openness for more diverse interaction modalities as well as falling hardware prices have made very large interactive vertical displays more feasible, and consequently, applications in settings such as visualization, education, and meeting support have been demonstrated successfully. Their size makes wall displays inherently usable for multi-user interaction. At the same time, we can assume that access to personal data and settings, and thus personalized interaction, will still be essential in most use-cases. In most current desktop and mobile user interfaces, access is regulated via an initial login and the complete user interface is then personalized to this user: Access to personal data, configurations and communications all assume a single user per screen. In the case of multiple people using one screen, this is not a feasible solution and we must find alternatives. Therefore, this thesis addresses the research question: How can we provide personalized interfaces in the context of multi-user interaction with wall displays? The scope spans personalized interaction both close to the wall (using touch as input modality) and further away (using mobile devices). Technical solutions that identify users at each interaction can replace logins and enable personalized interaction for multiple users at once. This thesis explores two alternative means of user identification: Tracking using RGB+depth-based cameras and leveraging ultrasound positioning of the users' mobile devices. Building on this, techniques that support personalized interaction using personal mobile devices are proposed. In the first contribution on interaction, HyDAP, we examine pointing from the perspective of moving users, and in the second, SleeD, we propose using an arm-worn device to facilitate access to private data and personalized interface elements. Additionally, the work contributes insights on practical implications of personalized interaction at wall displays: We present a qualitative study that analyses interaction using a multi-user cooperative game as application case, finding awareness and occlusion issues. The final contribution is a corresponding analysis toolkit that visualizes users' movements, touch interactions and gaze points when interacting with wall displays and thus allows fine-grained investigation of the interactions

    System for manipulation, modification and editing of images via remote device (US-CIP)

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    Disclosed herein is a system and method for providing remotely accessible medical image data. The system and method allows for increased accuracy and semi-quantitative or fully quantitative data from images by enabling the remote user to select regions of interest on a compressed image, and then conducting quantitative analysis on original images at a central location

    Maintaining authenticity: transferring patina from the real world to the digital to retain narrative value

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    This research is concerned with utilizing new technologies to harvest existing narrative, symbolic and emotive value for use in a digital environment enabling "emotional durability" (Chapman, 2005) in future design. The projects discussed in this paper have been conducted as part of PhD research by Rosemary Wallin into 'Technology for Sustainable Luxury' at University of the Arts London, and visual effects technology research undertaken by Florian Stephens at University of West London. Jonathan Chapman describes vast consumer waste being "symptomatic of failed relationships" between consumers and the goods they buy, and suggests approaches for designing love, dependency, and even cherishability into products to give them a longer lifespan. 'Failed relationships' might also be observed in the transference of physical objects to their virtual cousins. Consider the throwaway nature of digital photography when compared to the carefully preserved prints in a family album. Apple often use a skeuomorphic (Hobbs, 2012) approach to user interface design, to digitally replicate the patina and 'value' of real objects. However, true transference of physical form and texture presumably occurs when an object is scanned and a virtual 3D model is created. This paper presents three practice-based approaches to storing and transferring patina from an original object, utilizing high resolution scanning, photogrammetry, mobile applications and 3D print technologies. The objective is not merely accuracy, but evocation of the emotive data connecting the digital and physical realm. As the human face holds experience in the lines and wrinkles of the skin, so the surface of an object holds its narrative. From the signs of the craftsman to the bumps and scratches that accumulate over the life of an item over time and generations, marks gather like evidence to be read by a familiar or a trained eye. According to the time and the culture these marks are read within, they will either add to or detract from its value. These marks can be captured via complex 3D modelling and scanning technologies, which allow detailed forms to be recreated as dense 3D wireframe, but the result is often unsatisfying. 3D greyscale surfaces can never fully capture the richness of patina. Authentic surfaces require other qualities such as colour, texture and depth, but there is something else - more difficult to define. Donald A. Norman expands on the idea of emotion and objects by describing three 'levels’ of design "visceral, behavioural and reflective". Visceral is based on "look, feel and sound", behavioural is focused on an object’s use, and reflective is concerned with its message. New technology is commonly seen in terms of its ability to increase efficiency, but this research has longer-term objectives: to repair or even rebuild Chapman's 'broken relationships' and enable ‘emotionally durable' design. The PhD that has formed the context for this paper examines the concept of luxury value, and how and why the value of patina has been replaced by fashion. Luxury goods are aspirational items often emulated in the bulk of mass production. If we are to alter behaviour around consumption, one approach might be to use technology to harvest patina as a way to retain emotional, symbolic and poetic value with a view to maintaining a relationship with the things we buy

    Fast Packet Processing on High Performance Architectures

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    The rapid growth of Internet and the fast emergence of new network applications have brought great challenges and complex issues in deploying high-speed and QoS guaranteed IP network. For this reason packet classication and network intrusion detection have assumed a key role in modern communication networks in order to provide Qos and security. In this thesis we describe a number of the most advanced solutions to these tasks. We introduce NetFPGA and Network Processors as reference platforms both for the design and the implementation of the solutions and algorithms described in this thesis. The rise in links capacity reduces the time available to network devices for packet processing. For this reason, we show different solutions which, either by heuristic and randomization or by smart construction of state machine, allow IP lookup, packet classification and deep packet inspection to be fast in real devices based on high speed platforms such as NetFPGA or Network Processors
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