395 research outputs found

    Animation of a process for identifying and merging raster polygon areas

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    Archive and Market Dynamics: (History of) Library, (Digital) Humanities, and “Cultural Memory Institutions”

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    This work introduces the idea of memory practices in consumption processes and in market system dynamics through the role of archives and digital practice of archiving. From a historical institutionalism perspective, listed in digital humanities in terms of media archaeology, the historical evolution of the library allows to introduce the notion of archive as: (i) category of objects, standards, classification systems and cataloguing mechanisms (from Science and Technology Studies); (ii) and cultural artefact (à la Foucault). From mnemonic devices (digital archive) mnemonic practices emerge (digital archiving practices) whose collective memories help “to generate” and “take shape from” markets as mnemonic communities (cultural memory institutions). The work suggests a research agenda on market system dynamics based on different ways of conceiving the mnemonic dimension of social phenomena

    CLiFF Notes: Research In Natural Language Processing at the University of Pennsylvania

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    CLIFF is the Computational Linguists\u27 Feedback Forum. We are a group of students and faculty who gather once a week to hear a presentation and discuss work currently in progress. The \u27feedback\u27 in the group\u27s name is important: we are interested in sharing ideas, in discussing ongoing research, and in bringing together work done by the students and faculty in Computer Science and other departments. However, there are only so many presentations which we can have in a year. We felt that it would be beneficial to have a report which would have, in one place, short descriptions of the work in Natural Language Processing at the University of Pennsylvania. This report then, is a collection of abstracts from both faculty and graduate students, in Computer Science, Psychology and Linguistics. We want to stress the close ties between these groups, as one of the things that we pride ourselves on here at Penn is the communication among different departments and the inter-departmental work. Rather than try to summarize the varied work currently underway at Penn, we suggest reading the abstracts to see how the students and faculty themselves describe their work. The report illustrates the diversity of interests among the researchers here, as well as explaining the areas of common interest. In addition, since it was our intent to put together a document that would be useful both inside and outside of the university, we hope that this report will explain to everyone some of what we are about

    GPU Computing for Cognitive Robotics

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    This thesis presents the first investigation of the impact of GPU computing on cognitive robotics by providing a series of novel experiments in the area of action and language acquisition in humanoid robots and computer vision. Cognitive robotics is concerned with endowing robots with high-level cognitive capabilities to enable the achievement of complex goals in complex environments. Reaching the ultimate goal of developing cognitive robots will require tremendous amounts of computational power, which was until recently provided mostly by standard CPU processors. CPU cores are optimised for serial code execution at the expense of parallel execution, which renders them relatively inefficient when it comes to high-performance computing applications. The ever-increasing market demand for high-performance, real-time 3D graphics has evolved the GPU into a highly parallel, multithreaded, many-core processor extraordinary computational power and very high memory bandwidth. These vast computational resources of modern GPUs can now be used by the most of the cognitive robotics models as they tend to be inherently parallel. Various interesting and insightful cognitive models were developed and addressed important scientific questions concerning action-language acquisition and computer vision. While they have provided us with important scientific insights, their complexity and application has not improved much over the last years. The experimental tasks as well as the scale of these models are often minimised to avoid excessive training times that grow exponentially with the number of neurons and the training data. This impedes further progress and development of complex neurocontrollers that would be able to take the cognitive robotics research a step closer to reaching the ultimate goal of creating intelligent machines. This thesis presents several cases where the application of the GPU computing on cognitive robotics algorithms resulted in the development of large-scale neurocontrollers of previously unseen complexity enabling the conducting of the novel experiments described herein.European Commission Seventh Framework Programm

    Human factors in the design of parallel program performance tuning tools

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    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue AnsĂ€tze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die ProduktivitĂ€t der KĂŒnstler zu erhöhen. Diese Anforderungen werden hĂ€ufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle ĂŒber Regeln. Existierende AnsĂ€tze fĂŒr BĂ€ume, GebĂ€ude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache fĂŒr prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgefĂŒhrt, um interaktiv neue Geometrie fĂŒr das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihĂ€ndigen Editierens mit der MĂ€chtigkeit der prozeduralen Modellierung. DarĂŒber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor fĂŒr botanische BĂ€ume wird ebenfalls vorgestellt. Im Gegensatz zu frĂŒheren AnsĂ€tzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen EntitĂ€ten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. DarĂŒber hinaus werden die EntitĂ€ten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgefĂŒhrt werden. Dem Benutzer werden Selektionsoptionen zur VerfĂŒgung gestellt, ĂŒber die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den BedĂŒrfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der ProduktivitĂ€t zu erreichen. Interaktive EditieransĂ€tze fĂŒr 3D-Modelle erlauben hĂ€ufig eine prĂ€zisere Kontrolle ĂŒber ein Modell als ein globaler Parametersatz, der fĂŒr die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, wĂ€hrend interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, wĂ€hrend weitere Skripte diesen Status verĂ€ndern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mĂ€chtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie fĂŒr synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, mĂŒssen aufwendig vom Benutzer ĂŒberwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, wĂ€hrend sich der Betrachter interaktiv durch die Szene bewegt. Das System kann ĂŒber Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der FlĂŒsse. Dennoch wĂ€re es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    Petri net modelling of a communications protocol

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    The Petri net is a formal modelling tool applicable to distributed systems and communication protocols. Two methods of analysis are applied to formal models of the "Alternating Bit Protocol". (i) A timed Petri net model is simulated to measure protocol performance. (ii) A modular numeric Petri net model is validated by reachability analysis. The simulation and validation tools are programmed in (i) "C" language and (ii) Prolog. A specification language "Needle" is developed. It describes the model system as a hierarchy of modular state transition networks. The model is searched for all possible event sequences, and the result displayed as a reachability tree. The specification language is capable of describing models which execute backwards in simulation time. The modular numeric Petri net is the basis of a powerful computer architecture, capable of parsing its own specification language to build complex models. Attention is drawn to the similarities between Petri net theory and quantum mechanics

    CLiFF Notes: Research in the Language Information and Computation Laboratory of The University of Pennsylvania

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    This report takes its name from the Computational Linguistics Feedback Forum (CLIFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania. It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science, Psychology, and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition. With 48 individual contributors and six projects represented, this is the largest LINC Lab collection to date, and the most diverse

    Beyond the lens : communicating context through sensing, video, and visualization

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 101-103).Responding to rapid growth in sensor network deployments that outpaces research efforts to understand or relate the new data streams, this thesis presents a collection of interfaces to sensor network data that encourage open-ended browsing while emphasizing saliency of representation. These interfaces interpret, visualize, and communicate context from sensors, through control panels and virtual environments that synthesize multimodal sensor data into interactive visualizations. This work extends previous efforts in cross-reality to incorporate augmented video as well as complex interactive animations, making use of sensor fusion to saliently represent contextual information to users in a variety of application domains, from building information management to real-time risk assessment to personal privacy. Three applications were developed as part of this work and are discussed here: DoppelLab, an immersive, cross-reality browsing environment for sensor network data; Flurry, an installation that composites video from multiple sources throughout a building in real time, to create an interactive and incorporative view of activity; and Tracking Risk with Ubiquitous Smart Sensing (TRUSS), an ongoing research effort aimed at applying real-time sensing, sensor fusion, and interactive visual analytic interfaces to construction site safety and decision support. Another project in active development, called the Disappearing Act, allows users to remove themselves from a set of live video streams using wearable sensor tags. Though these examples may seem disconnected, they share underlying technologies and research developments, as well as a common set of design principles, which are elucidated in this thesis. Building on developments in sensor networks, computer vision, and graphics, this work aims to create interfaces and visualizations that fuse perspectives, broaden contextual understanding, and encourage exploration of real-time sensor network data.by Gershon Dublon.S.M
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