9,647 research outputs found
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
GPU-based Image Analysis on Mobile Devices
With the rapid advances in mobile technology many mobile devices are capable
of capturing high quality images and video with their embedded camera. This
paper investigates techniques for real-time processing of the resulting images,
particularly on-device utilizing a graphical processing unit. Issues and
limitations of image processing on mobile devices are discussed, and the
performance of graphical processing units on a range of devices measured
through a programmable shader implementation of Canny edge detection.Comment: Proceedings of Image and Vision Computing New Zealand 201
Seeing Shapes in Clouds: On the Performance-Cost trade-off for Heterogeneous Infrastructure-as-a-Service
In the near future FPGAs will be available by the hour, however this new
Infrastructure as a Service (IaaS) usage mode presents both an opportunity and
a challenge: The opportunity is that programmers can potentially trade
resources for performance on a much larger scale, for much shorter periods of
time than before. The challenge is in finding and traversing the trade-off for
heterogeneous IaaS that guarantees increased resources result in the greatest
possible increased performance. Such a trade-off is Pareto optimal. The Pareto
optimal trade-off for clusters of heterogeneous resources can be found by
solving multiple, multi-objective optimisation problems, resulting in an
optimal allocation of tasks to the available platforms. Solving these
optimisation programs can be done using simple heuristic approaches or formal
Mixed Integer Linear Programming (MILP) techniques. When pricing 128 financial
options using a Monte Carlo algorithm upon a heterogeneous cluster of Multicore
CPU, GPU and FPGA platforms, the MILP approach produces a trade-off that is up
to 110% faster than a heuristic approach, and over 50% cheaper. These results
suggest that high quality performance-resource trade-offs of heterogeneous IaaS
are best realised through a formal optimisation approach.Comment: Presented at Second International Workshop on FPGAs for Software
Programmers (FSP 2015) (arXiv:1508.06320
A Domain Specific Approach to High Performance Heterogeneous Computing
Users of heterogeneous computing systems face two problems: firstly, in
understanding the trade-off relationships between the observable
characteristics of their applications, such as latency and quality of the
result, and secondly, how to exploit knowledge of these characteristics to
allocate work to distributed computing platforms efficiently. A domain specific
approach addresses both of these problems. By considering a subset of
operations or functions, models of the observable characteristics or domain
metrics may be formulated in advance, and populated at run-time for task
instances. These metric models can then be used to express the allocation of
work as a constrained integer program, which can be solved using heuristics,
machine learning or Mixed Integer Linear Programming (MILP) frameworks. These
claims are illustrated using the example domain of derivatives pricing in
computational finance, with the domain metrics of workload latency or makespan
and pricing accuracy. For a large, varied workload of 128 Black-Scholes and
Heston model-based option pricing tasks, running upon a diverse array of 16
Multicore CPUs, GPUs and FPGAs platforms, predictions made by models of both
the makespan and accuracy are generally within 10% of the run-time performance.
When these models are used as inputs to machine learning and MILP-based
workload allocation approaches, a latency improvement of up to 24 and 270 times
over the heuristic approach is seen.Comment: 14 pages, preprint draft, minor revisio
- …