437,962 research outputs found

    Comparative analysis of the availability of cinema websites, taking into account the principles of universal design

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    The subject of this study is to conduct a comparative analysis of cinema websites, taking into account the principles of universal design. The universal designing is a philosophy which central assumption is to create products, including graphic interfaces so that they are accessible to as many users as possible. An accessibility is a term that describes the extent to which users of different ages, with varying degrees of physical or mental fitness, can use it. Therefore, it is essential to adapt the interface to the largest possible audience when designing the interface. In the paper the following hypothesis has been defined: "The application of universal design principles increases the accessibility of websites”. The "Multikino" website has been selected for the research, which does not require the universal design, and the website created for the purpose of this study that meets these requirements. The research methods used in the study include eye-tracking, checking compliance with WCAG (ang. Web Content Accessibility Guidelines) guidelines using the WAVE (ang. Web Accessibility Evaluation Tool) tool, and conducting an interface assessment survey

    Instrumentalization of origami in construction of folded plate structures: Design, research and education

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    The paper deals with the origami used as an abstract tool to describe and represent the form and the structure of physical objects. In that respect, the potentials of this interdisciplinary technique as a medium of exploration of structural forms was introduced in the semester project done within the course Structural Systems at the Belgrade University, Faculty of Architecture. The technique was used as an interface to gain cognitive experience on spatial transformation and computational design. Throughout the intensive project period divided into three successive stages, the objective was to test method which enabled students to analyze geometrical principles of folding in order to apply these principles in the development of new designs. The generative algorithm inspired by the technique of paper folding assisted form-finding. Resulting shapes were verified by a production of small scale prototype models. The applied method, as a guiding design principle, facilitated formal exploration and augmentation of the design process. At the end of the course, students got cognitive experience on structural forms, while this simple technique delivered richness in terms of design solutions

    Scalable RAN Virtualization in Multi-Tenant LTE-A Heterogeneous Networks (Extended version)

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    Cellular communications are evolving to facilitate the current and expected increasing needs of Quality of Service (QoS), high data rates and diversity of offered services. Towards this direction, Radio Access Network (RAN) virtualization aims at providing solutions of mapping virtual network elements onto radio resources of the existing physical network. This paper proposes the Resources nEgotiation for NEtwork Virtualization (RENEV) algorithm, suitable for application in Heterogeneous Networks (HetNets) in Long Term Evolution-Advanced (LTE-A) environments, consisting of a macro evolved NodeB (eNB) overlaid with small cells. By exploiting Radio Resource Management (RRM) principles, RENEV achieves slicing and on demand delivery of resources. Leveraging the multi-tenancy approach, radio resources are transferred in terms of physical radio Resource Blocks (RBs) among multiple heterogeneous base stations, interconnected via the X2 interface. The main target is to deal with traffic variations in geographical dimension. All signaling design considerations under the current Third Generation Partnership Project (3GPP) LTE-A architecture are also investigated. Analytical studies and simulation experiments are conducted to evaluate RENEV in terms of network's throughput as well as its additional signaling overhead. Moreover we show that RENEV can be applied independently on top of already proposed schemes for RAN virtualization to improve their performance. The results indicate that significant merits are achieved both from network's and users' perspective as well as that it is a scalable solution for different number of small cells.Comment: 40 pages (including Appendices), Accepted for publication in the IEEE Transactions on Vehicular Technolog

    SKIRT: an Advanced Dust Radiative Transfer Code with a User-Friendly Architecture

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    We discuss the architecture and design principles that underpin the latest version of SKIRT, a state-of-the-art open source code for simulating continuum radiation transfer in dusty astrophysical systems, such as spiral galaxies and accretion disks. SKIRT employs the Monte Carlo technique to emulate the relevant physical processes including scattering, absorption and emission by the dust. The code features a wealth of built-in geometries, radiation source spectra, dust characterizations, dust grids, and detectors, in addition to various mechanisms for importing snapshots generated by hydrodynamical simulations. The configuration for a particular simulation is defined at run-time through a user-friendly interface suitable for both occasional and power users. These capabilities are enabled by careful C++ code design. The programming interfaces between components are well defined and narrow. Adding a new feature is usually as simple as adding another class; the user interface automatically adjusts to allow configuring the new options. We argue that many scientific codes, like SKIRT, can benefit from careful object-oriented design and from a friendly user interface, even if it is not a graphical user interface.Comment: Accepted for publication in Astronomy and Computing; the SKIRT source code and manual are publicly available, respectively at https://github.com/skirt/skirt and http://www.skirt.ugent.b

    A FORMAL REPRESENTATION OF MECHANICAL FUNCTIONS TO SUPPORT PHYSICS-BASED COMPUTATIONAL REASONING IN EARLY MECHANICAL DESIGN

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    The lack of computational support to the conceptual phase of mechanical engineering design is well recognized. Function-based modeling and thinking is widely recommended in design texts as useful means for describing design concepts and using them in tasks such as solution search, problem decomposition, and design archival. Graph-based function structure models that describe a product as a network of transformative actions of material, energy, and information, are discussed as a potential tool for this purpose, but in the current state of the art, function structures are not formalized as a computational representation. Consequently, no computer tool exists with which a designer can construct grammatically controlled function structure models, explore design ideas by model editing, and perform automated reasoning on the model against the laws of nature to draw analytical inferences on the design. This research presents, verifies, and validates a formal representation of mechanical functions that supports consistent computer-aided modeling of early design and reasoning on those models based on two universal principles of physics: (1) conservation and (2) irreversibility. The representation is complete in three layers. The first layer--the Conservation Layer--is defined with nine entities, five relations, five attributes, and 33 grammar rules that together formalize the construction of function structure graphs and support conservation-based qualitative validation of design concepts. The second layer--the Irreversibility Layer--includes three additional attributes that support both conservation-based and irreversibility-based reasoning at qualitative and quantitative levels. The third layer--the Semantic Layer--is an extension of the previous two, where a vocabulary of nine verbs that describe mechanical devices and physical principles as functions is proposed. This layer supports feature-based modeling and semantic reasoning of function structures. The internal consistency of the representation is verified by logical examination and ontological consistency checking using Protégé-OWL. The coverage of the verbs is examined by constructing descriptive function structure models of a variety of existing physical principles and devices. The research is validated by incorporating the representation in a software tool using an object-oriented language and graphic user-interface, and by using the tool to construct models and demonstrate conservation-based and irreversibility-based reasoning

    Multi-domain Modeling and Simulation

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    One starting point for the analysis and design of a control system is the block diagram representation of a plant. Since it is nontrivial to convert a physical model of a plant into a blockk diagram, this can be performed manually only for small models. Based on reseach from the last 40 years, more andmore mature tools are available to achieve this transformation fully automatically. As a result, multi-domain plants, for example, systems with electrical, mechanical, thermal, and fluid parts, can be modled in a unified way and can be used directly as input-output blocks for control system design. An overview of the basic principles of this approach is given, and it is shown how to utilize nonlinear, multidomain plant models directly in a controller. Finally, the low-level "Functional Mockup Interface" standard is sketched to exchang multi-domain models between many different modeling and simulation environments

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
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