7 research outputs found

    Human computer interaction and data visualization

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    In 2013, SINTEF cited that 90% of the world’s data had been created over the past two years.1 With the onset of Big Data, the ability to analyze data at a rate directly proportional to its collection becomes quite near impossible, albeit nonetheless important. In “Play With Data – An Exploration of Play Analytics and Its Effect on Player Experiences,” Ben Medler explains its pertinence: “Data can be given a different context through relating it to other data. A relation informs someone of how data can be correlated or combined with other data.

    Spatial Sound Rendering – A Survey

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    Simulating propagation of sound and audio rendering can improve the sense of realism and the immersion both in complex acoustic environments and dynamic virtual scenes. In studies of sound auralization, the focus has always been on room acoustics modeling, but most of the same methods are also applicable in the construction of virtual environments such as those developed to facilitate computer gaming, cognitive research, and simulated training scenarios. This paper is a review of state-of-the-art techniques that are based on acoustic principles that apply not only to real rooms but also in 3D virtual environments. The paper also highlights the need to expand the field of immersive sound in a web based browsing environment, because, despite the interest and many benefits, few developments seem to have taken place within this context. Moreover, the paper includes a list of the most effective algorithms used for modelling spatial sound propagation and reports their advantages and disadvantages. Finally, the paper emphasizes in the evaluation of these proposed works

    Applications of Texture-Based Flow Visualization

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    Algoritmos generales para simuladores de cirugía laparoscópica

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    Recent advances in fields such as modeling of deformable objects, haptic technologies, immersive technologies, computation capacity and virtual environments have created the conditions to offer novel and suitable training tools and learning methods in the medical area. One of these training tools is the virtual surgical simulator, which has no limitations of time or risk, unlike conventional methods of training. Moreover, these simulators allow for the quantitative evaluation of the surgeon performance, giving the possibility to create performance standards in order to define if the surgeon is well prepared to execute a determined surgical procedure on a real patient. This paper describes the development of a virtual simulator for laparoscopic surgery. The simulator allows the multimodal interaction between the surgeon and the surgical virtual environment using visual and haptic feedback devices. To make the experience of the surgeon closer to the real surgical environment a specific user interface was developed. Additionally in this paper we describe some implementations carried out to face typical challenges presented in surgical simulators related to the tradeoff between real-time performance and high realism; for instance, the deformation of soft tissues are simulated using a GPU (Graphics Processor Unit) -based implementation of the mass-spring model. In this case, we explain the algorithms developed taking into account the particular case of a cholecystectomy procedure in laparoscopic surgery.Recientes avances en áreas tales como modelación computacional de objetos deformables, tecnologías hápticas, tecnologías inmersivas, capacidad de procesamiento y ambiente virtuales han proporcionado las bases para el desarrollo de herramientas y métodos de aprendizaje confiables en el entrenamiento médico. Una de estas herramientas de entrenamiento son los simuladores quirúrgicos virtuales, los cuales no tienen limitaciones de tiempo o riesgos a diferencia de los métodos convencionales de entrenamiento. Además, dichos simuladores permiten una evaluación cuantitativa del desempeño del cirujano, dando la posibilidad de crear estándares de desempeño con el fin de definir en qué momento un cirujano está preparado para realizar un determinado procedimiento quirúrgico sobre un paciente. Este artículo describe el desarrollo de un simulador virtual para cirugía laparoscópica. Este simulador permite la interacción multimodal entre el cirujano y el ambiente virtual quirúrgico usando dispositivos de retroalimentación visual y háptica. Para hacer la experiencia del cirujano más cercana a la de una ambiente quirúrgico real se desarrolló una interfaz cirujano-simulador especial. Adicionalmente en este artículo se describen algunas implementaciones que solucionan los problemas típicos cuando se desarrolla un simulador quirúrgico, principalmente relacionados con lograr un desempeño en tiempo real mientras se sacrifica el nivel de realismo de la simulación: por ejemplo, la deformación de los tejidos blandos simulados usando una implementación del modelo masa-resorte en la unidad de procesamiento gráfico. En este caso se describen los algoritmos desarrollados tomando en cuenta la simulación de un procedimiento laparoscópico llamado colecistectomía

    Dataflow methods in HPC, visualisation and analysis

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    The processing power available to scientists and engineers using supercomputers over the last few decades has grown exponentially, permitting significantly more sophisticated simulations, and as a consequence, generating proportionally larger output datasets. This change has taken place in tandem with a gradual shift in the design and implementation of simulation and post-processing software, with a shift from simulation as a first step and visualisation/analysis as a second, towards in-situ on the fly methods that provide immediate visual feedback, place less strain on file-systems and reduce overall data-movement and copying. Concurrently, processor speed increases have dramatically slowed and multi and many-core architectures have instead become the norm for virtually all High Performance computing (HPC) machines. This in turn has led to a shift away from the traditional distributed one rank per node model, to one rank per process, using multiple processes per multicore node, and then back towards one rank per node again, using distributed and multi-threaded frameworks combined. This thesis consists of a series of publications that demonstrate how software design for analysis and visualisation has tracked these architectural changes and pushed the boundaries of HPC visualisation using dataflow techniques in distributed environments. The first publication shows how support for the time dimension in parallel pipelines can be implemented, demonstrating how information flow within an application can be leveraged to optimise performance and add features such as analysis of time-dependent flows and comparison of datasets at different timesteps. A method of integrating dataflow pipelines with in-situ visualisation is subsequently presented, using asynchronous coupling of user driven GUI controls and a live simulation running on a supercomputer. The loose coupling of analysis and simulation allows for reduced IO, immediate feedback and the ability to change simulation parameters on the fly. A significant drawback of parallel pipelines is the inefficiency caused by improper load-balancing, particularly during interactive analysis where the user may select between different features of interest, this problem is addressed in the fourth publication by integrating a high performance partitioning library into the visualization pipeline and extending the information flow up and down the pipeline to support it. This extension is demonstrated in the third publication (published earlier) on massive meshes with extremely high complexity and shows that general purpose visualization tools such as ParaView can be made to compete with bespoke software written for a dedicated task. The future of software running on many-core architectures will involve task-based runtimes, with dynamic load-balancing, asynchronous execution based on dataflow graphs, work stealing and concurrent data sharing between simulation and analysis. The final paper of this thesis presents an optimisation for one such runtime, in support of these future HPC applications

    Understanding people through the aggregation of their digital footprints

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 160-172).Every day, millions of people encounter strangers online. We read their medical advice, buy their products, and ask them out on dates. Yet our views of them are very limited; we see individual communication acts rather than the person(s) as a whole. This thesis contends that socially-focused machine learning and visualization of archived digital footprints can improve the capacity of social media to help form impressions of online strangers. Four original designs are presented that each examine the social fabric of a different existing online world. The designs address unique perspectives on the problem of and opportunities offered by online impression formation. The first work, Is Britney Spears Span?, examines a way of prototyping strangers on first contact by modeling their past behaviors across a social network. Landscape of Words identifies cultural and topical trends in large online publics. Personas is a data portrait that characterizes individuals by collating heterogenous textual artifacts. The final design, Defuse, navigates and visualizes virtual crowds using metrics grounded in sociology. A reflection on these experimental endeavors is also presented, including a formalization of the problem and considerations for future research. A meta-critique by a panel of domain experts completes the discussion.by Aaron Robert Zinman.Ph.D
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