50 research outputs found

    A Vision for Science Gateways: Bridging the Gap and Broadening the Outreach

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    The future for science gateways warrants exploration as we consider the possibilities that extend well beyond science and high performance computing into new interfaces, applications and user communities. In this paper, we look retrospectively at the successes of representative gateways thus far. This serves to highlight existing gaps gateways need to overcome in areas such as accessibility, usability and interoperability, and in the need for broader outreach by drawing insights from technology adoption research. We explore two particularly promising opportunities for gateways - computational social sciences and virtual reality – and make the case for the gateway community to be more intentional in engaging with users to encourage adoption and implementation, especially in the area of educational usage. We conclude with a call for focused attention on legal hurdles in order to realize the full future potential of science gateways. This paper serves as a roadmap for a vision of science gateways in the next ten years

    ImMApp: An immersive database of sound art

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    The ImMApp (Immersive Mapping Application) thesis addresses contemporary and historical sound art from a position informed by, on one hand, post-structural critical theory, and on the other, a practice-based exploration of contemporary digital technologies (MySQL, XML, XSLT, X3D). It proposes a critical ontological schema derived from Michel Foucault's Archaeology of Knowledge (1972) and applies this to pre-existing information resources dealing with sound art. Firstly an analysis of print-based discourses (Sound by Artists. Lander and Lexier (1990), Noise, Water, Meat. Kahn (2001) and Background Noise: Perspectives on Sound Art. LaBelle (2006» is carried out according to Foucauldian notions of genealogy, subject positions, the statement, institutional affordances and the productive nature of discursive formation. The discursive field (the archive) presented by these major canonical texts is then contrasted with a formulation derived from Giles Deleuze and Felix Guattari: that of a 'minor' history of sound art practices. This is then extended by media theory (McLuhan, Kittler, Manovich) into a critique of two digital sound art resources (The Australian Sound Design Project (Bandt and Paine (2005) and soundtoys.net Stanza (1998). The divergences between the two forms of information technologies (print vs. digital) are discussed. The means by which such digitised methodologies may enhance Foucauldian discourse analysis points onwards towards the two practice-based elements of the thesis. Surface, the first iterative part, is a web-browser based database built on an Apache/MySQIlXML architecture. It is the most extensive mapping of sound art undertaken to date and extends the theoretical framework discussed above into the digital domain. Immersion, the second part, is a re-presentation of this material in an immersive digital environment, following the transformation of the source material via XSL-T into X3D. Immersion is a real-time, large format video, surround sound (5.ln.l) installation and the thesis concludes with a discussion of how this outcome has articulated Foucauldian archaeological method and unframed pre-existing notions of the nature of sound art

    Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

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    Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization

    A Vision for Science Gateways: Bridging the Gap and Broadening the Outreach

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    The future for science gateways warrants exploration as we consider the possibilities that extend well beyond science and high performance computing into new interfaces, applications and user communities. In this paper, we look retrospectively at the successes of representative gateways thus far. This serves to highlight existing gaps gateways need to overcome in areas such as accessibility, usability and interoperability, and in the need for broader outreach by drawing insights from technology adoption research. We explore two particularly promising opportunities for gateways - computational social sciences and virtual reality – and make the case for the gateway community to be more intentional in engaging with users to encourage adoption and implementation, especially in the area of educational usage. We conclude with a call for focused attention on legal hurdles in order to realize the full future potential of science gateways. This paper serves as a roadmap for a vision of science gateways in the next ten years

    An Architecture Approach for 3D Render Distribution using Mobile Devices in Real Time

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    Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method ‘divide and rule’, that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions

    Enhancing the E-Commerce Experience through Haptic Feedback Interaction

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    The sense of touch is important in our everyday lives and its absence makes it difficult to explore and manipulate everyday objects. Existing online shopping practice lacks the opportunity for physical evaluation, that people often use and value when making product choices. However, with recent advances in haptic research and technology, it is possible to simulate various physical properties such as heaviness, softness, deformation, and temperature. The research described here investigates the use of haptic feedback interaction to enhance e-commerce product evaluation, particularly haptic weight and texture evaluation. While other properties are equally important, besides being fundamental to the shopping experience of many online products, weight and texture can be simulated using cost-effective devices. Two initial psychophysical experiments were conducted using free motion haptic exploration in order to more closely resemble conventional shopping. One experiment was to measure weight force thresholds and another to measure texture force thresholds. The measurements can provide better understanding of haptic device limitation for online shopping in terms of the availability of different stimuli to represent physical products. The outcomes of the initial psychophysical experimental studies were then used to produce various absolute stimuli that were used in a comparative experimental study to evaluate user experience of haptic product evaluation. Although free haptic exploration was exercised on both psychophysical experiments, results were relatively consistent with previous work on haptic discrimination. The threshold for weight force discrimination represented as downward forces was 10 percent. The threshold for texture force discrimination represented as friction forces was 14.1 percent, when using dynamic coefficient of friction at any level of static coefficient of friction. On the other hand, the comparative experimental study to evaluate user experience of haptic product information indicated that haptic product evaluation does not change user performance significantly. However, although there was an increase in the time taken to complete the task, the number of button click actions tended to decrease. The results showed that haptic product evaluation could significantly increase the confidence of shopping decision. Nevertheless, the availability of haptic product evaluation does not necessarily impose different product choices but it complements other selection criteria such as price and appearance. The research findings from this work are a first step towards exploring haptic-based environments in e-commerce environments. The findings not only lay the foundation for designing online haptic shopping but also provide empirical support to research in this direction

    Representing archaeological uncertainty in cultural informatics

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    This thesis sets out to explore, describe, quantify, and visualise uncertainty in a cultural informatics context, with a focus on archaeological reconstructions. For quite some time, archaeologists and heritage experts have been criticising the often toorealistic appearance of three-dimensional reconstructions. They have been highlighting one of the unique features of archaeology: the information we have on our heritage will always be incomplete. This incompleteness should be reflected in digitised reconstructions of the past. This criticism is the driving force behind this thesis. The research examines archaeological theory and inferential process and provides insight into computer visualisation. It describes how these two areas, of archaeology and computer graphics, have formed a useful, but often tumultuous, relationship through the years. By examining the uncertainty background of disciplines such as GIS, medicine, and law, the thesis postulates that archaeological visualisation, in order to mature, must move towards archaeological knowledge visualisation. Three sequential areas are proposed through this thesis for the initial exploration of archaeological uncertainty: identification, quantification and modelling. The main contributions of the thesis lie in those three areas. Firstly, through the innovative design, distribution, and analysis of a questionnaire, the thesis identifies the importance of uncertainty in archaeological interpretation and discovers potential preferences among different evidence types. Secondly, the thesis uniquely analyses and evaluates, in relation to archaeological uncertainty, three different belief quantification models. The varying ways that these mathematical models work, are also evaluated through simulated experiments. Comparison of results indicates significant convergence between the models. Thirdly, a novel approach to archaeological uncertainty and evidence conflict visualisation is presented, influenced by information visualisation schemes. Lastly, suggestions for future semantic extensions to this research are presented through the design and development of new plugins to a search engine

    Utilising the grid for augmented reality

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    Advancing computational biophysics with Virtual Reality

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    Modelos computacionais são ferramentas poderosas para explorar as propriedades de sistemas biológicos complexos. Na neurociência computacional, permitir fácil exploração e visualização computacional desses modelos é crucial para o progresso do campo. Nos últimos anos, os sistemas de visualização 3D e o hardware de realidade virtual tornaram-se mais acessíveis e isso abre uma janela de oportunidade para os serviços de visualização. O principal problema atual da visualização 3D diz respeito à usabilidade (ou seja, navegação e seleção). Durante esta dissertação, hipotetizaremos que a substituição do 3D por VR irá (1) superar os problemas de usabilidade mencionados e, eventualmente, (2) aumentar a eficácia dos utilizadores em relação às questões do campo de estudo (neurociência). Para avaliar os resultados do trabalho desenvolvido nesta dissertação, será realizada uma experiência de duas partes, em que um grupo de indivíduos deverá executar um conjunto de tarefas pré-determinadas e avaliar sua experiência usando 3D na primeira e VR na última parte. Além da autoavaliação da experiência, dados como tempo de conclusão e correção da tarefa também serão usados para quantificar a eficácia do método de visualização. Dada a experiência mencionada, um protótipo de uma aplicação (baseada na Web) com visualização de Realidade Virtual deve ser desenvolvido. A visualização 3D será fornecida por uma framework de código aberto baseada na Web, chamada Geppetto. Cada uma das decisões tomadas no desenvolvimento do protótipo será analisada adequadamente neste documento, bem como a literatura científica que servirá de base quando necessário. Além do estudo da Realidade Virtual propriamente dita, também serão analisados métodos padronizados para a visualização de informações (neuro) científicas. A solução proposta procurará constituir uma base de trabalho sólida e suficientemente genérica a ser aplicada, não apenas no contexto da neurociência, mas também em vários outros contextos onde a visualização de modelos através de Realidade Virtual poderá ser bem-sucedida.Computational models are powerful tools for exploring the properties of complex biological systems. In computational neuroscience, allowing easy computational exploration and visualization of this models is crucial for the progress of the field. In recent years, Virtual Reality hardware and visualization systems have become more affordable and this opens a window of opportunity for visualization services. The current major problem of 3D visualization concerns usability (i.e., navigation and selection). During this dissertation, we will hypothesize that the replacement of 3D for VR will (1) overcome the usability issues mentioned and eventually (2) boost user effectiveness regarding field of study (neuroscience) concerns. In order to evaluate the results of the work developed under this dissertation, a two-part experiment will be carried out where a group of individuals must perform a set of predetermined tasks and evaluate their experience using 3D in the first and VR in the last part. Besides the self-evaluation of the experiment, data such as completion time and task correctness will also be used to quantify the effectiveness of the visualization method. Given the aforementioned experiment, a prototype of a (web-based) application with Virtual Reality visualization shall be developed. The 3D visualization will be provided by a web-based open-sourced framework called Geppetto. Each of the decisions made in the development of the prototype will be properly analyzed in this document, as well as the scientific literature that will serve as a basis when necessary. Besides the study of Virtual Reality itself, standard methods with respect to the visualization of (neuro)scientific information will also be analyzed. The proposed solution will seek to constitute a solid and sufficiently generic work base to be applied, not only in the scope of neuroscience, but also in several other contexts where visualization through VR might be successful

    3D City Models and urban information: Current issues and perspectives

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    Considering sustainable development of cities implies investigating cities in a holistic way taking into account many interrelations between various urban or environmental issues. 3D city models are increasingly used in different cities and countries for an intended wide range of applications beyond mere visualization. Could these 3D City models be used to integrate urban and environmental knowledge? How could they be improved to fulfill such role? We believe that enriching the semantics of current 3D city models, would extend their functionality and usability; therefore, they could serve as integration platforms of the knowledge related to urban and environmental issues allowing a huge and significant improvement of city sustainable management and development. But which elements need to be added to 3D city models? What are the most efficient ways to realize such improvement / enrichment? How to evaluate the usability of these improved 3D city models? These were the questions tackled by the COST Action TU0801 “Semantic enrichment of 3D city models for sustainable urban development”. This book gathers various materials developed all along the four year of the Action and the significant breakthroughs
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