14,533 research outputs found

    Deep Space Network information system architecture study

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    The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control

    The AURORA Gigabit Testbed

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    AURORA is one of five U.S. networking testbeds charged with exploring applications of, and technologies necessary for, networks operating at gigabit per second or higher bandwidths. The emphasis of the AURORA testbed, distinct from the other four testbeds, BLANCA, CASA, NECTAR, and VISTANET, is research into the supporting technologies for gigabit networking. Like the other testbeds, AURORA itself is an experiment in collaboration, where government initiative (in the form of the Corporation for National Research Initiatives, which is funded by DARPA and the National Science Foundation) has spurred interaction among pre-existing centers of excellence in industry, academia, and government. AURORA has been charged with research into networking technologies that will underpin future high-speed networks. This paper provides an overview of the goals and methodologies employed in AURORA, and points to some preliminary results from our first year of research, ranging from analytic results to experimental prototype hardware. This paper enunciates our targets, which include new software architectures, network abstractions, and hardware technologies, as well as applications for our work

    Video summarisation: A conceptual framework and survey of the state of the art

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    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc.Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distinguishes between video summarisation techniques (the methods used to process content from a source video stream to achieve a summarisation of that stream) and video summaries (outputs of video summarisation techniques). Video summarisation techniques are considered within three broad categories: internal (analyse information sourced directly from the video stream), external (analyse information not sourced directly from the video stream) and hybrid (analyse a combination of internal and external information). Video summaries are considered as a function of the type of content they are derived from (object, event, perception or feature based) and the functionality offered to the user for their consumption (interactive or static, personalised or generic). It is argued that video summarisation would benefit from greater incorporation of external information, particularly user based information that is unobtrusively sourced, in order to overcome longstanding challenges such as the semantic gap and providing video summaries that have greater relevance to individual users

    Common Spaces: Multi-Modal-Media Ecosystem for Live Performances

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    Common Spaces is an interface for real-time media convergence and live performance combining media, applications and devices. A multimodal media ecosystem was designed to respond to the requirement of a specific performance — how to mix multiple applications into a single environment. This collaborative environment provides a flexible interface for performers to negotiate, share, and mix media, applications, and devices. Common Spaces is a framework based on interoperability and data flow, a network of virtual wires connecting applications that “talk” to each other sharing resources through technologies such as OSC or Syphon. With this approach, media designers have the freedom to choose a set of applications and devices that best suit their needs and are not restricted to a unique environment. We have implemented and performed with this ecosystem in live events, demonstrating its feasibility. In our paper we describe the project's concept and methodology. In the proposed performance we will use the Digital Archive of Portuguese Experimental Literature (www.po-ex.net) as a framework, appropriating its database assets, remixing its contents, as well as the techniques and methods they imply, stimulating the understanding of the archive as variable and adaptable. These digital re-readings and re-codings of experimental poems further highlight the importance of the materialities of experimental writing, integrating self-awareness in the modes of exchanges between literature, music, animation, performance, and technology.info:eu-repo/semantics/publishedVersio

    Supporting multimedia user interface design using mental models and representational expressiveness

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    This thesis addresses the problem of output media allocation in the design of multimedia user interfaces. The literature survey identifies a formal definition of the representational capabilities of different media.as important in this task. Equally important, though less prominent in the literature, is that the correct mental model of a domain is paramount for the successful completion of tasks. The thesis proposes an original linguistic and cognitive based descriptive framework, in two parts. The first part defines expressiveness, the amount of representational abstraction a medium provides over any domain. The second part describes how this expressiveness is linked to the mental models that media induce, and how this in turn affects task performance. It is postulated that the mental models induced by different media, will reflect the abstractive representation those media offer over the task domain. This must then be matched to the abstraction required by tasks to allow them to be effectively accomplished. A 34 subject experiment compares five media, of two levels of expressiveness, over a range of tasks, in a complex and dynamic domain. The results indicate that expressiveness may allow media to be matched more closely to tasks, if the mental models they are known to induce are considered. Finally, the thesis proposes a tentative framework for media allocation, and two example interfaces are designed using this framework. This framework is based on the matching of expressiveness to the abstraction of a domain required by tasks. The need for the methodology to take account of the user's cognitive capabilities is stressed, and the experimental results are seen as the beginning of this procedure

    Common Spaces: Multi-Modal-Media Ecosystem for Live Performances

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    Common Spaces is an interface for real-time media convergence and live performance combining media, applications and devices. A multimodal media ecosystem was designed to respond to the requirement of a specific performance — how to mix multiple applications into a single environment. This collaborative environment provides a flexible interface for performers to negotiate, share, and mix media, applications, and devices. Common Spaces is a framework based on interoperability and data flow, a network of virtual wires connecting applications that “talk” to each other sharing resources through technologies such as OSC or Syphon. With this approach, media designers have the freedom to choose a set of applications and devices that best suit their needs and are not restricted to a unique environment. We have implemented and performed with this ecosystem in live events, demonstrating its feasibility. In our paper we describe the project's concept and methodology. In the proposed performance we will use the Digital Archive of Portuguese Experimental Literature (www.po-ex.net) as a framework, appropriating its database assets, remixing its contents, as well as the techniques and methods they imply, stimulating the understanding of the archive as variable and adaptable. These digital re-readings and re-codings of experimental poems further highlight the importance of the materialities of experimental writing, integrating self-awareness in the modes of exchanges between literature, music, animation, performance, and technology.info:eu-repo/semantics/publishedVersio

    Sound for Fantasy and Freedom

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    Sound is an integral part of our everyday lives. Sound tells us about physical events in the environ- ment, and we use our voices to share ideas and emotions through sound. When navigating the world on a day-to-day basis, most of us use a balanced mix of stimuli from our eyes, ears and other senses to get along. We do this totally naturally and without effort. In the design of computer game experiences, traditionally, most attention has been given to vision rather than the balanced mix of stimuli from our eyes, ears and other senses most of us use to navigate the world on a day to day basis. The risk is that this emphasis neglects types of interaction with the game needed to create an immersive experience. This chapter summarizes the relationship between sound properties, GameFlow and immersive experience and discusses two projects in which Interactive Institute, Sonic Studio has balanced perceptual stimuli and game mechanics to inspire and create new game concepts that liberate users and their imagination

    Framework for proximal personified interfaces

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