915 research outputs found

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie

    Automated GUI performance testing

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    A significant body of prior work has devised approaches for automating the functional testing of interactive applications. However, little work exists for automatically testing their performance. Performance testing imposes additional requirements upon GUI test automation tools: the tools have to be able to replay complex interactive sessions, and they have to avoid perturbing the application's performance. We study the feasibility of using five Java GUI capture and replay tools for GUI performance test automation. Besides confirming the severity of the previously known GUI element identification problem, we also describe a related problem, the temporal synchronization problem, which is of increasing importance for GUI applications that use timer-driven activity. We find that most of the tools we study have severe limitations when used for recording and replaying realistic sessions of real-world Java applications and that all of them suffer from the temporal synchronization problem. However, we find that the most reliable tool, Pounder, causes only limited perturbation and thus can be used to automate performance testing. Based on an investigation of Pounder's approach, we further improve its robustness and reduce its perturbation. Finally, we demonstrate in a set of case studies that the conclusions about perceptible performance drawn from manual tests still hold when using automated tests driven by Pounder. Besides the significance of our findings to GUI performance testing, the results are also relevant to capture and replay-based functional GUI test automation approache

    Operator interfaces for the lifecycle support of component based automation systems

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    Current manufacturing automation systems (specifically the powertrain sector) have been facing challenges with constant pressures of globalisation, environmental concerns and ICT (Information and Communication Technology) innovations. These challenges instigate new demands for shorter product lifecycles and require customised products to be manufactured as efficiently as possible. Manufacturing systems must therefore be agile to remain competitive by supporting frequent reconfigurations involving distributed engineering activities. [Continues.

    Seedemu: The Seed Internet Emulator

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    I studied and experimented with the idea of building an emulator for the Internet. While there are various already available options for such a task, none of them takes the emulation of the entire Internet as an important feature in mind. Those emulators and simulators can handle small-scale networks pretty well, but lacks the ability to handle large-size networks, mainly due to: - Not being able to run many nodes, or requires very powerful hardware to do so,- Lacks convenient ways to build a large emulation, and - Lacks reusability: once something is built, it is very hard to re-use them in another emulation I explored, in the context of for-education Internet emulators, different ways to overcome the above limitations. I came up with a framework that enables one to create emulation using code. The framework provides basic components of the Internet. Some examples include routers, servers, networks, Internet exchanges, autonomous systems, and DNS infrastructure. Building emulation with code means it is easy to build emulation with complex topologies since one can make use of the common control structures like loops, subroutines, and functions. The framework exploits the idea of ``layers.\u27\u27 The idea of ``\emph{layers}\u27\u27 can be seen as an analogy of the idea of ``layers\u27\u27 in image processing software, in the sense that each layer contains parts of the image (in this case, part of the emulation), and need to be ``rendered\u27\u27 to obtain the resulting image. There are two types of layers, base layers and service layers. Base layers describe the ``base\u27\u27 of the topologies, like how routers, servers, and networks are connected, how autonomous systems are peered with each other; service layers describe the high-level services on the Internet. Examples of services layers are web servers, DNS servers, ethereum nodes, and botnet nodes. No layers are tied to any other layers, meaning each layer can be individually manipulated, exported, and re-used in another emulation. One can build an entire DNS infrastructure, complete with root DNS, TLD DNS, and deploy it on any base layer, even with vastly different underlying topologies. The result of the rendered layer is a set of data structures that represents the objects in a network emulation, like host, router, and networks. These representations can then be ``compiled\u27\u27 into something that one can execute using a compiler. The main target platform of the framework is Docker. The source of the SEEDEMU project is publicly available on Github: https://github.com/seed-labs/seed-emulator

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    ATOM : a distributed system for video retrieval via ATM networks

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    The convergence of high speed networks, powerful personal computer processors and improved storage technology has led to the development of video-on-demand services to the desktop that provide interactive controls and deliver Client-selected video information on a Client-specified schedule. This dissertation presents the design of a video-on-demand system for Asynchronous Transfer Mode (ATM) networks, incorporating an optimised topology for the nodes in the system and an architecture for Quality of Service (QoS). The system is called ATOM which stands for Asynchronous Transfer Mode Objects. Real-time video playback over a network consumes large bandwidth and requires strict bounds on delay and error in order to satisfy the visual and auditory needs of the user. Streamed video is a fundamentally different type of traffic to conventional IP (Internet Protocol) data since files are viewed in real-time, not downloaded and then viewed. This streaming data must arrive at the Client decoder when needed or it loses its interactive value. Characteristics of multimedia data are investigated including the use of compression to reduce the excessive bit rates and storage requirements of digital video. The suitability of MPEG-1 for video-on-demand is presented. Having considered the bandwidth, delay and error requirements of real-time video, the next step in designing the system is to evaluate current models of video-on-demand. The distributed nature of four such models is considered, focusing on how Clients discover Servers and locate videos. This evaluation eliminates a centralized approach in which Servers have no logical or physical connection to any other Servers in the network and also introduces the concept of a selection strategy to find alternative Servers when Servers are fully loaded. During this investigation, it becomes clear that another entity (called a Broker) could provide a central repository for Server information. Clients have logical access to all videos on every Server simply by connecting to a Broker. The ATOM Model for distributed video-on-demand is then presented by way of a diagram of the topology showing the interconnection of Servers, Brokers and Clients; a description of each node in the system; a list of the connectivity rules; a description of the protocol; a description of the Server selection strategy and the protocol if a Broker fails. A sample network is provided with an example of video selection and design issues are raised and solved including how nodes discover each other, a justification for using a mesh topology for the Broker connections, how Connection Admission Control (CAC) is achieved, how customer billing is achieved and how information security is maintained. A calculation of the number of Servers and Brokers required to service a particular number of Clients is presented. The advantages of ATOM are described. The underlying distributed connectivity is abstracted away from the Client. Redundant Server/Broker connections are eliminated and the total number of connections in the system are minimized by the rule stating that Clients and Servers may only connect to one Broker at a time. This reduces the total number of Switched Virtual Circuits (SVCs) which are a performance hindrance in ATM. ATOM can be easily scaled by adding more Servers which increases the total system capacity in terms of storage and bandwidth. In order to transport video satisfactorily, a guaranteed end-to-end Quality of Service architecture must be in place. The design methodology for such an architecture is investigated starting with a review of current QoS architectures in the literature which highlights important definitions including a flow, a service contract and flow management. A flow is a single media source which traverses resource modules between Server and Client. The concept of a flow is important because it enables the identification of the areas requiring consideration when designing a QoS architecture. It is shown that ATOM adheres to the principles motivating the design of a QoS architecture, namely the Integration, Separation and Transparency principles. The issue of mapping human requirements to network QoS parameters is investigated and the action of a QoS framework is introduced, including several possible causes of QoS degradation. The design of the ATOM Quality of Service Architecture (AQOSA) is then presented. AQOSA consists of 11 modules which interact to provide end-to-end QoS guarantees for each stream. Several important results arise from the design. It is shown that intelligent choice of stored videos in respect of peak bandwidth can improve overall system capacity. The concept of disk striping over a disk array is introduced and a Data Placement Strategy is designed which eliminates disk hot spots (i.e. Overuse of some disks whilst others lie idle.) A novel parameter (the B-P Ratio) is presented which can be used by the Server to predict future bursts from each video stream. The use of Traffic Shaping to decrease the load on the network from each stream is presented. Having investigated four algorithms for rewind and fast-forward in the literature, a rewind and fast-forward algorithm is presented. The method produces a significant decrease in bandwidth, and the resultant stream is very constant, reducing the chance that the stream will add to network congestion. The C++ classes of the Server, Broker and Client are described emphasizing the interaction between classes. The use of ATOM in the Virtual Private Network and the multimedia teaching laboratory is considered. Conclusions and recommendations for future work are presented. It is concluded that digital video applications require high bandwidth, low error, low delay networks; a video-on-demand system to support large Client volumes must be distributed, not centralized; control and operation (transport) must be separated; the number of ATM Switched Virtual Circuits (SVCs) must be minimized; the increased connections caused by the Broker mesh is justified by the distributed information gain; a Quality of Service solution must address end-to-end issues. It is recommended that a web front-end for Brokers be developed; the system be tested in a wide area A TM network; the Broker protocol be tested by forcing failure of a Broker and that a proprietary file format for disk striping be implemented

    Enhancing a Neurosurgical Imaging System with a PC-based Video Processing Solution

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    This work presents a PC-based prototype video processing application developed to be used with a specific neurosurgical imaging device, the OPMI® PenteroTM operating microscope, in the Department of Neurosurgery of Helsinki University Central Hospital at Töölö, Helsinki. The motivation for implementing the software was the lack of some clinically important features in the imaging system provided by the microscope. The imaging system is used as an online diagnostic aid during surgery. The microscope has two internal video cameras; one for regular white light imaging and one for near-infrared fluorescence imaging, used for indocyanine green videoangiography. The footage of the microscope’s current imaging mode is accessed via the composite auxiliary output of the device. The microscope also has an external high resolution white light video camera, accessed via a composite output of a separate video hub. The PC was chosen as the video processing platform for its unparalleled combination of prototyping and high-throughput video processing capabilities. A thorough analysis of the platform and efficient video processing methods was conducted in the thesis and the results were used in the design of the imaging station. The features found feasible during the project were incorporated into a video processing application running on a GNU/Linux distribution Ubuntu. The clinical usefulness of the implemented features was ensured beforehand by consulting the neurosurgeons using the original system. The most significant shortcomings of the original imaging system were mended in this work. The key features of the developed application include: live streaming, simultaneous streaming and recording, and playing back of upto two video streams. The playback mode provides full media player controls, with a frame-by-frame precision rewinding, in an intuitive and responsive interface. A single view and a side-by-side comparison mode are provided for the streams. The former gives more detail, while the latter can be used, for example, for before-after and anatomic-angiographic comparisons.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format
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