4,463 research outputs found

    PACS de patologia: uma plataforma centralizada para a gestão de imagem médica de patologia

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    The clinical area of digital Pathology is still giving its first steps in the development of interoperable solutions that enable the distributed acquisition, storage, and visualization of medical images, including diagnostic support tools. Nowadays, digital management solutions use proprietary image formats and communication protocols that are not compatible with the DICOM standard. Moreover, the available technologies are not mature enough to support the practice of medicine in an area where scanned images can reach several gigapixels, requiring new engineering approaches to support huge volumes of data, in the order of gigabytes per study, that need to be consumed in real time. This dissertation aims to research and develop new technologies and associated information systems, capable of supporting the digital acquisition of pathology images, their centralized archive, sharing, and collaborative review with decision support tools. The result is an innovative web solution, focused on increasing productivity, with safe diagnostics and based on normalized protocols. A common web browser was transformed into a professional workstation that is able to access the image repository at any place and time, regardless of the operating system and without any prior installation.A área de Patologia clínica digital ainda se encontra a dar os primeiros passos no desenvolvimento de soluções interoperáveis que permitam a aquisição, arquivo e visualização distribuída da imagem, incluindo ferramentas de suporte ao diagnóstico. Os atuais cenários de revisão à distância usam aplicações proprietárias que não são interoperáveis com a norma DICOM. Isto deve-se ao facto de a tecnologia não estar suficientemente madura para apoiar a prática clínica numa área em que uma imagem digitalizada pode atingir vários giga-pixels, requerendo novas soluções de engenharia para suportar grandes volumes de dados, da ordem de gigabyte por estudo, que necessitam de ser consumidos remotamente em tempo real. Esta dissertação teve como objetivo estudar e desenvolver tecnologias e sistemas de informação que permitam a aquisição digital da imagem de patologia, o seu arquivo centralizado, a partilha e revisão colaborativa com ferramentas de suporte à decisão. O resultado é uma solução Web inovadora, de elevada produtividade, diagnóstico seguro e baseada em processos e protocolos normalizados. Um Web-browser comum foi transformado numa estação de trabalho capaz de aceder ao arquivo em qualquer altura e qualquer lugar, independentemente do sistema operativo, computador ou dispositivo móvel.Mestrado em Engenharia Informátic

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Tuning Parallel Applications in Parallel

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    Auto-tuning has recently received significant attention from the High Performance Computing community. Most auto-tuning approaches are specialized to work either on specific domains such as dense linear algebra and stencil computations, or only at certain stages of program execution such as compile time and runtime. Real scientific applications, however, demand a cohesive environment that can efficiently provide auto-tuning solutions at all stages of application development and deployment. Towards that end, we describe a unified end-to-end approach to auto-tuning scientific applications. Our system, Active Harmony, takes a search-based collaborative approach to auto-tuning. Application programmers, library writers and compilers collaborate to describe and export a set of performance related tunable parameters to the Active Harmony system. These parameters define a tuning search-space. The auto-tuner monitors the program performance and suggests adaptation decisions. The decisions are made by a central controller using a parallel search algorithm. The algorithm leverages parallel architectures to search across a set of optimization parameter values. Different nodes of a parallel system evaluate different configurations at each timestep. Active Harmony supports runtime adaptive code-generation and tuning for parameters that require new code (e.g. unroll factors). Effectively, we merge traditional feedback directed optimization and just-in-time compilation. This feature also enables application developers to write applications once and have the auto-tuner adjust the application behavior automatically when run on new systems. We evaluated our system on multiple large-scale parallel applications and showed that our system can improve the execution time by up to 46% compared to the original version of the program. Finally, we believe that the success of any auto-tuning research depends on how effectively application developers, domain-experts and auto-tuners communicate and work together. To that end, we have developed and released a simple and extensible language that standardizes the parameter space representation. Using this language, developers and researchers can collaborate to export tunable parameters to the tuning frameworks. Relationships (e.g. ordering, dependencies, constraints, ranking) between tunable parameters and search-hints can also be expressed

    Introducing Collaboration in Single-user Applications through the Centralized Control Architecture

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    In this paper we describe a novel Model-View­ Controller based architecture, Centralized Control, that intro­duces collaboration in single-users applications. The architecture is able to add collaboration with no need to modify the source code of the original single-user application, and providing also the capability to introduce group semantics into the new, collab­orative application that is obtained. The architecture is shown in practice, by introducing CollabXMind, a collaborative mind map tool, that is based on a well-known single-user tool, XMind

    D5.3 European funded activities interoperability public engineering report

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    This deliverable explains the WaterInnEU approach to standardization and interoperability issues in the water domain and it exposes the proposal solution for integrating data from different heterogeneous sources into a centralized hydrological model execution. This deliverable describes the final implemented into the RiBaSE OGC Pilot

    Network slicing to enable scalability and flexibility in 5G mobile networks

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    We argue for network slicing as an efficient solution that addresses the diverse requirements of 5G mobile networks, thus provid-ing the necessary flexibility and scalability associated with future network implementations. We elaborate on the challenges that emerge when we design 5G networks based on network slicing. We focus on the architectural aspects associated with the coexistence of dedicated as well as shared slices in the network. In particular, we analyze the realization options of a flexible radio access network with focus on network slicing and their impact on the design of 5G mobile networks. In addition to the technical study, this paper provides an investigation of the revenue potential of network slicing, where the applications that originate from such concept and the profit capabilities from the network operator's perspective are put forward.This work has been performed in the framework of the H2020-ICT-2014-2 project 5G NORMA

    Creating a Public Space for Georeferencing Sanborn Maps: A Louisiana Case Study

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    As institutional archives digitize their historical map collections and make them publicly available online, new methods for engaging with these materials emerge. Georeferencing the maps transforms their content from static images to dynamic map overlays, and allows for the extraction of geographic data like building footprints or place name coordinates. Many organizations have turned to crowdsourcing to georeference their large holdings, and this thesis approaches crowdsourced georeferencing from the perspective of participatory heritage, taking much inspiration from the idea of the archival commons. To test these ideas, a new extension was created for GeoNode—an open source geospatial content management system—that allows users to georeference map documents in a web browser. Further augmentation facilitated direct ingestion of digital content from the Library of Congress Sanborn Map collection, and a pilot project was conducted to engage the public in georeferencing maps of towns and cities across Louisiana. By the end of the project, 66 participants—from within Louisiana and without—had georeferenced all or a portion of 267 different Sanborn map volumes, creating over 1,500 new layers. These layers combine to create mosaics of 138 different communities across the state, including comprehensive coverage of the city of New Orleans in the years between 1885 and 1893—an especially valuable dataset in its own right. Seamless mosaics will be made from these layers and published via the LSU Atlas data portal for long-term public access. This experience led to new ideas for how to better engage citizens with historical maps of their communities, while the underlying construction of the georeferencing system itself provided insight into how users participated in the work. Ultimately, this thesis lays a conceptual foundation for future efforts of a similar nature, whether they pursue exactly the same technological approach or not

    Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials

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    Current research is inspired by the impact of digital media on disciplinary division. Sim- ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani- ties as fundamental contributors in the process of making. Steaming from a design perspective, the intersection between art (design) and science, questions if these relations can open per- spectives on the matter of designing within a U.C. context, and fundamentally, introduces the question on how this can be done Furthermore, the motivation for this research arises from considering that innovation in technology is happening in the fields typically identified as engineering. And, despite this, the in-corporation of these inventions in life, considering some discussed exceptions, has not typ- ically been present in the concerns of design action and methods. Therefore, the challenge of current research is to contribute to the realm of ubiquitous computing, routed by design, to some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there is the realization that there is minority presence of the humanities in the discussion of U.C. (Dourish and Bell, 2011). Technological disruption offers continuous inspiration for design innovation within U.C. Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano- technology and traditional materials. Nanotechnology is applied to project development, while considering a human centred design approach. This focus is present throughout this disserta- tion. The research proposal describes SuberSkin, as a responsive surface that works as a screen. The exploration of aesthetical effects is focused on visual properties – using high con- trast between natural cork colors, dark and light brown. The proposal is highly experimental, and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus, recreating and transforming this material into an intelligent surface. In sum, this thesis discusses displacement of disciplines suggested as having a positive impact in interdisciplinary thought and for future design. Therefore a methodology, "research through techne" is presented that illustrates this intention.A presente pesquisa é inspirada pelo impacto exercido pelos media digitais na divisão disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciência aplicada) em considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo de uma perspectiva de design e da interseção entre arte (design) e ciência, questiona-se se essas relações poderão abrir perspectivas na criação no âmbito da Computação Ubíqua. Fun- damentalmente, introduz a questão de como poderá ser feito. A motivação para esta pesquisa decorre de considerar que a inovação tecnológica acontece nas áreas normalmente identificadas como engenharia. E, apesar disso, a incor- poração dessas invenções na vida, considerando as exceções discutidas, normalmente não está presente nas preocupações, ação e métodos de design. Portanto, o desafio da pesquisa é con- tribuir para o domínio da Computação Ubíqua, orientada pelo design. Uma análise mais pro- funda sobre o tema da Computação Ubiqua, constata que há na sua discussão uma presença minoritária das humanidades (Dourish e Bell, 2011). A disrupção tecnológica oferece inspiração contínua para inovação de design, e o mesmo se aplica no âmbito da Computação Ubíqua. Além disso, a pesquisa intitulada como “material turn” contextualiza um diálogo entre a nanotecnologia e os materiais tradicionais. A nanotecnologia é aplicada ao desenvolvimento de projetos, considerando uma abordagem de design centrada no ser humano. Este foco está presente ao longo desta dissertação. O projecto de pesquisa descreve SuberSkin, uma superfície responsiva. A exploração centra-se nos efeitos estéticos da cortiça, recorrendo a um contraste entre as suas cores natu- rais: castanho escuro e claro. A proposta é experimental e, em última análise, visa explorar potenciais linhas de investigação ligando a cortiça à Computação Ubíqua. E assim, recriar e transformar este material numa superfície inteligente. Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi- tivo no pensamento interdisciplinar e no futuro da prática do design. Consequentemente, apresenta uma metodologia, "investigação através da techne" que a exemplifica
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