133,777 research outputs found

    Computer Mediated Communication and the Connection between Virtual Utopias and Actual Realities

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    People have generally been very ambivalent about the potential future roles of new technologies (and the internet specifically) and their possible effects on human society. Indeed, there has been a tendency for polarization between attitudes or perceptions of naive enthusiasm and cynical resistance towards the use of computers and computer networks, and for such related concepts as ‘the information superhighway’ and ‘cyberspace’. The projection of such ambivalent perceptions into naively utopian (or even ironically dystopian) images and narratives might be seen as the latest and uniquely global permutation of a basic function of human culture - that is, to imagine ‘a better future’ or represent ‘an ideal past’. This paper will consider the extent to which the kinds of virtual utopias made possible by computer-mediated communications are\ud ‘connected’ to the actual individual and social realities of human participants. In other words, how important might it be to recognise a distinction between the use of virtual utopias (and utopian representations in any culture) as merely escapist, self-indulgent fantasy on one hand, and\ud as a useful, transformative media for reinventing the human condition on the other? Whether we live in a Panoptic or democratic Net ten years from now depends, in no small measure, on what you and I know and do now. Howard Rheingold, Afterword to The Virtual Community (1994, p. 310

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

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    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    Development of a Myoelectric Detection Circuit Platform for Computer Interface Applications

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    Personal computers and portable electronics continue to rapidly advance and integrate into our lives as tools that facilitate efficient communication and interaction with the outside world. Now with a multitude of different devices available, personal computers are accessible to a wider audience than ever before. To continue to expand and reach new users, novel user interface technologies have been developed, such as touch input and gyroscopic motion, in which enhanced control fidelity can be achieved. For users with limited-to-no use of their hands, or for those who seek additional means to intuitively use and command a computer, novel sensory systems can be employed that interpret the natural electric signals produced by the human body as command inputs. One of these novel sensor systems is the myoelectric detection circuit, which can measure electromyographic (EMG) signals produced by contracting muscles through specialized electrodes, and convert the signals into a usable form through an analog circuit. With the goal of making a general-purpose myoelectric detection circuit platform for computer interface applications, several electrical circuit designs were iterated using OrCAD software, manufactured using PCB fabrication techniques, and tested with electrical measurement equipment and in a computer simulation. The analog circuit design culminated in a 1.35” x 0.8” manufactured analog myoelectric detection circuit unit that successfully converts a measured EMG input signal from surface skin electrodes to a clean and usable 0-5 V DC output that seamlessly interfaces with an Arduino Leonardo microcontroller for further signal processing and logic operations. Multiple input channels were combined with a microcontroller to create an EMG interface device that was used to interface with a PC, where simulated mouse cursor movement was controlled through the voluntary EMG signals provided by a user. Functional testing of the interface device was performed, which showed a long battery life of 44.6 hours, and effectiveness in using a PC to type with an on-screen keyboard

    Supporting simulation in industry through the application of grid computing

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    An increased need for collaborative research, together with continuing advances in communication technology and computer hardware, has facilitated the development of distributed systems that can provide users access to geographically dispersed computing resources that are administered in multiple computer domains. The term grid computing, or grids, is popularly used to refer to such distributed systems. Simulation is characterized by the need to run multiple sets of computationally intensive experiments. Large scale scientific simulations have traditionally been the primary benefactor of grid computing. The application of this technology to simulation in industry has, however, been negligible. This research investigates how grid technology can be effectively exploited by users to model simulations in industry. It introduces our desktop grid, WinGrid, and presents a case study conducted at a leading European investment bank. Results indicate that grid computing does indeed hold promise for simulation in industry

    A low-cost parallel implementation of direct numerical simulation of wall turbulence

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    A numerical method for the direct numerical simulation of incompressible wall turbulence in rectangular and cylindrical geometries is presented. The distinctive feature resides in its design being targeted towards an efficient distributed-memory parallel computing on commodity hardware. The adopted discretization is spectral in the two homogeneous directions; fourth-order accurate, compact finite-difference schemes over a variable-spacing mesh in the wall-normal direction are key to our parallel implementation. The parallel algorithm is designed in such a way as to minimize data exchange among the computing machines, and in particular to avoid taking a global transpose of the data during the pseudo-spectral evaluation of the non-linear terms. The computing machines can then be connected to each other through low-cost network devices. The code is optimized for memory requirements, which can moreover be subdivided among the computing nodes. The layout of a simple, dedicated and optimized computing system based on commodity hardware is described. The performance of the numerical method on this computing system is evaluated and compared with that of other codes described in the literature, as well as with that of the same code implementing a commonly employed strategy for the pseudo-spectral calculation.Comment: To be published in J. Comp. Physic

    PC-CUBE: A Personal Computer Based Hypercube

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    PC-CUBE is an ensemble of IBM PCs or close compatibles connected in the hypercube topology with ordinary computer cables. Communication occurs at the rate of 115.2 K-band via the RS-232 serial links. Available for PC-CUBE is the Crystalline Operating System III (CrOS III), Mercury Operating System, CUBIX and PLOTIX which are parallel I/O and graphics libraries. A CrOS performance monitor was developed to facilitate the measurement of communication and computation time of a program and their effects on performance. Also available are CXLISP, a parallel version of the XLISP interpreter; GRAFIX, some graphics routines for the EGA and CGA; and a general execution profiler for determining execution time spent by program subroutines. PC-CUBE provides a programming environment similar to all hypercube systems running CrOS III, Mercury and CUBIX. In addition, every node (personal computer) has its own graphics display monitor and storage devices. These allow data to be displayed or stored at every processor, which has much instructional value and enables easier debugging of applications. Some application programs which are taken from the book Solving Problems on Concurrent Processors (Fox 88) were implemented with graphics enhancement on PC-CUBE. The applications range from solving the Mandelbrot set, Laplace equation, wave equation, long range force interaction, to WaTor, an ecological simulation

    Moving Multimedia Simulations into the Cloud: a Cost-Effective Solution

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    Researchers often demand bursts of computing power to quickly obtain the results of certain simulation activities. Multimedia communication simulations usually belong to such category. They may require several days on a generic PC to test a comprehensive set of conditions depending on the complexity of the scenario. This paper proposes to use a cloud computing framework to accelerate these simulations and, consequently, research activities, while at the same time reducing the overall costs. A practical simulation example is shown, representative of a typical simulation of H.264/AVC video communications over a wireless channel. This work shows that, by means of a commercial cloud computing provider, the gains of the proposed technique compared to more traditional solutions using dedicated computers can be significant in terms of speed and cost reductio

    Reviews

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    Integrating Information Technology into Education edited by Deryn Watson and David Tinsley, London, Chapman & Hall, 1995, ISBN: 0–412–62250–5, 316 pages

    Scalability of broadcast performance in wireless network-on-chip

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    Networks-on-Chip (NoCs) are currently the paradigm of choice to interconnect the cores of a chip multiprocessor. However, conventional NoCs may not suffice to fulfill the on-chip communication requirements of processors with hundreds or thousands of cores. The main reason is that the performance of such networks drops as the number of cores grows, especially in the presence of multicast and broadcast traffic. This not only limits the scalability of current multiprocessor architectures, but also sets a performance wall that prevents the development of architectures that generate moderate-to-high levels of multicast. In this paper, a Wireless Network-on-Chip (WNoC) where all cores share a single broadband channel is presented. Such design is conceived to provide low latency and ordered delivery for multicast/broadcast traffic, in an attempt to complement a wireline NoC that will transport the rest of communication flows. To assess the feasibility of this approach, the network performance of WNoC is analyzed as a function of the system size and the channel capacity, and then compared to that of wireline NoCs with embedded multicast support. Based on this evaluation, preliminary results on the potential performance of the proposed hybrid scheme are provided, together with guidelines for the design of MAC protocols for WNoC.Peer ReviewedPostprint (published version
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