12 research outputs found

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    Experimental Object-Oriented Modelling

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    This thesis examines object-oriented modelling in experimental system development. Object-oriented modelling aims at representing concepts and phenomena of a problem domain in terms of classes and objects. Experimental system development seeks active experimentation in a system development project through, e.g., technical prototyping and active user involvement. We introduce and examine "experimental object-oriented modelling" as the intersection of these practices

    Programming a paintable computer

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.Includes bibliographical references (p. 163-169).A paintable computer is defined as an agglomerate of numerous, finely dispersed, ultra-miniaturized computing particles; each positioned randomly, running asynchronously and communicating locally. Individual particles are tightly resource bound, and processing is necessarily distributed. Yet computing elements are vanishingly cheap and are regarded as freely expendable. In this regime, a limiting problem is the distribution of processing over a particle ensemble whose topology can vary unexpectedly. The principles of material self-assembly are employed to guide the positioning of "process fragments" - autonomous, mobile pieces of a larger process. These fragments spatially position themselves and reaggregate into a running process. We present the results of simulations to show that "process self-assembly" is viable, robust and supports a variety of useful applications on a paintable computer. We describe a hardware reference platform as an initial guide to the application domain. We describe a programming model which normatively defines the term process fragment and which provides environmental support for the fragment's mobility, scheduling and data exchange. The programming model is embodied in a simulator that supports development, test and visualization on a 2D particle ensemble. Experiments on simple combinations of fragments demonstrate robustness and explore the limits of scale invariance. Process fragments are shown interacting to approximate conservative fields, and using these fields to implement scaffolded and thermodynamic self-assembly.(cont.) Four applications demonstrate practical relevance, delineate the application domain and collectively illustrate the paintable's capacity for storage, communication and signal processing. These four applications are Audio Streaming, Holistic Data Storage, Surface Bus and Image Segmentation.by William Joseph Butera.Ph.D

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    The development and evaluation of a prototyping environment for context-sensitive mobile computing interaction

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    Recent developments in wireless communication, mobile computing, and sensor technologies have prompted a new vision of the world in which we live. As witnesses the effects of Moore's law, which are evident in many aspects of innovative technical opportunity, such as cost, size, capacity, bandwidth, etc. These advances allow us to build new types of human-computer-environment interaction in augmented physical spaces. Ideally, mobile computing devices can go with people so that they can access information on the move as being constantly connected to the digital space. Sensor technologies enable mobile computing devices to sense their users and environments. This increases the interaction bandwidth between a human and a mobile computing device. The development of context-sensitive mobile computing systems requires considerable engineering skills. None of the existing approaches provides an effective means of obtaining location and environmental information using "standard" hardware and software. This raises the entry level of discovering more about this type of interaction to the designers. In addition, it is important to stress that relatively little is known about the usability problems that might arise from interaction with these different context-sensitive mobile computing applications. The focus of this thesis is on the development of a prototyping environment for context-sensitive mobile computing. This thesis makes two contributions. The most significant contribution is the presentation of the Glasgow Context Server (GCS). It has been specifically designed to address the concerns mentioned above. It successfully integrates an off-the-shelf radio Local Area Network (LAN) with the infrared sensors that have been a feature of many previous context-sensitive mobile computing applications. The GCS is intended to help interface designers validate the claimed benefits of location sensing, location disclosing and environment sensing applications. The second contribution is the working applications, in particular, a web-based annotation system for physical objects and a shopping assistant built upon the GCS environment. These demonstrations are used to evaluate the GCS approach and point out the challenging issues in computing technology as well as usability concern. The hope is that this research can provide interface designers with an in-depth reference to a prototyping environment for context-sensitive mobile computing applications

    Technology 2003: The Fourth National Technology Transfer Conference and Exposition, volume 2

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    Proceedings from symposia of the Technology 2003 Conference and Exposition, Dec. 7-9, 1993, Anaheim, CA, are presented. Volume 2 features papers on artificial intelligence, CAD&E, computer hardware, computer software, information management, photonics, robotics, test and measurement, video and imaging, and virtual reality/simulation

    The memory glasses : wearable computing for just-in-time memory support

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 173-181).This thesis documents a body of wearable computing research surrounding the development of the Memory Glasses, a new type of proactive memory support technology. The Memory Glasses combines features of existing memory support technologies (such as PDAs) with a context aware delivery system and a low-attention cuing interface. The goal of the Memory Glasses is to provide effective just-in-time memory support while mitigating some of the distraction and over-reliance problems that can result from the use of more conventional memory support technology. The Memory Glasses research is a synthesis of the author's six years of work on wearable computing. This thesis documents the author's intellectual contributions in the areas of wearable computing hardware architectures, software architectures, and human-computer interaction. Specific topics include the MIThril wearable computing research platform, the Enchantment middlewear, the MIThril Real-Time Context Engine, the author's modified Seven Stages of Action model and five principles of low-attention wearable human computer interaction, as well as the author's research in the use of subliminal cuing for just-in-time memory support. Although memory support is the unifying theme of this dissertation, the author's research has seen application in a number of other areas, including the mapping of social networks, research in human physiology and biomedical applications, and group situation awareness and command, control, and communications. A selection of these applications is briefly presented as support for the importance of the author's intellectual contributions.by Richard W. DeVaul.Ph.D

    Guidelines and infrastructure for the design and implementation of highly adaptive, context-aware, mobile, peer-to-peer systems

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    Through a thorough review of existing literature, and extensive study of two large ubicomp systems, problems are identified with current mobile design practices, infrastructures and a lack of required software. From these problems, a set of guidelines for the design of mobile, peer-to-peer, context-aware systems are derived. Four key items of software infrastructure that are desirable but currently unavailable for mobile systems are identified. Each of these items of software are subsequently implemented, and the thesis describes each one, and at least one system in which each was used and trialled. These four items of mobile software infrastructure are: An 802.11 wireless driver that is capable of automatically switching between ad hoc and infrastructure networks when appropriate, combined with a peer discovery mechanism that can be used to identify peers and the services running and available on them. A hybrid positioning system that combines GPS, 802.11 and GSM positioning techniques to deliver location information that is almost constantly available, and can collect further 802.11 and GSM node samples during normal use of the system. A distributed recommendation system that, in addition to providing standard recommendations, can determine the relevance of data stored on the mobile device. This information is used by the same system to prioritise data when exchanging information with peers and to determine data that may be culled when the system is low on storage space without greatly affecting overall system performance. An infrastructure for creating highly adaptive, context-aware mobile applications. The Domino infrastructure allows software functionality to be recommended, exchanged between peers, installed, and executed, at runtime
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