3,060 research outputs found

    The analysis of time multiplexing systems for partial success

    Get PDF
    Time division multiplexing system analysis for partial succes

    Geometric aspects of ground station/satellite communications

    Get PDF
    Geometry aspects of communications between ground station and satellite in elliptical orbi

    Data Compression System with a Minimum Time Delay Unit-Patent

    Get PDF
    Minimum time delay unit for conventional time multiplexed data compression channel

    An Advanced, Three-Dimensional Plotting Library for Astronomy

    Get PDF
    We present a new, three-dimensional (3D) plotting library with advanced features, and support for standard and enhanced display devices. The library - S2PLOT - is written in C and can be used by C, C++ and FORTRAN programs on GNU/Linux and Apple/OSX systems. S2PLOT draws objects in a 3D (x,y,z) Cartesian space and the user interactively controls how this space is rendered at run time. With a PGPLOT inspired interface, S2PLOT provides astronomers with elegant techniques for displaying and exploring 3D data sets directly from their program code, and the potential to use stereoscopic and dome display devices. The S2PLOT architecture supports dynamic geometry and can be used to plot time-evolving data sets, such as might be produced by simulation codes. In this paper, we introduce S2PLOT to the astronomical community, describe its potential applications, and present some example uses of the library.Comment: 12 pages, 10 eps figures (higher resolution versions available from http://astronomy.swin.edu.au/s2plot/paperfigures). The S2PLOT library is available for download from http://astronomy.swin.edu.au/s2plo

    A Framework for Supporting Immersion in Commodity Gaming

    Get PDF
    Presented here is a case for a higher level ofengagement and immersion in gaming by proposing gamingsoftware support for displays that engage the players peripheralvision. It is widely accepted that the sense of “being there” or“presence” is heightened by “removing the frame”, that is, fillingthe viewers field of view with a virtual environment. Except for afew special cases this is almost entirely unsupported in currentcommodity games, and yet the importance is readily accepted asis illustrated by the widespread use in commercial simulators andvirtual reality environments. This paper will present the generalrequirements necessary to support a range of seamless immersivedisplays, that is, displays that engage a significant portion, if notall, of the users field of view. It will further outline a softwarepipeline split into two parts, a generic section that generates thenecessary visual information followed by a section that handlesthe device/display specific details.Part of the motivation stems from the realisation that there aremany possible hardware configurations for immersive displaysand it would be too high a burden on the software developer tosupport them all. Equally the installation supplier does not haveaccess to the underlying software engine or source code. Theproposed solution then is to separate the problem into two pieces,those that are the responsibility of the software developer andthose that are the responsibility of the display provider

    Systems comparison of direct and relay link data return modes for advanced planetary missions

    Get PDF
    Advanced planetary missions using direct and relay link data return mode

    Future Directions in Astronomy Visualisation

    Full text link
    Despite the large budgets spent annually on astronomical research equipment such as telescopes, instruments and supercomputers, the general trend is to analyse and view the resulting datasets using small, two-dimensional displays. We report here on alternative advanced image displays, with an emphasis on displays that we have constructed, including stereoscopic projection, multiple projector tiled displays and a digital dome. These displays can provide astronomers with new ways of exploring the terabyte and petabyte datasets that are now regularly being produced from all-sky surveys, high-resolution computer simulations, and Virtual Observatory projects. We also present a summary of the Advanced Image Displays for Astronomy (AIDA) survey which we conducted from March-May 2005, in order to raise some issues pertitent to the current and future level of use of advanced image displays.Comment: 13 pages, 2 figures, accepted for publication in PAS

    Capturing Hiproofs in HOL Light

    Full text link
    Hierarchical proof trees (hiproofs for short) add structure to ordinary proof trees, by allowing portions of trees to be hierarchically nested. The additional structure can be used to abstract away from details, or to label particular portions to explain their purpose. In this paper we present two complementary methods for capturing hiproofs in HOL Light, along with a tool to produce web-based visualisations. The first method uses tactic recording, by modifying tactics to record their arguments and construct a hierarchical tree; this allows a tactic proof script to be modified. The second method uses proof recording, which extends the HOL Light kernel to record hierachical proof trees alongside theorems. This method is less invasive, but requires care to manage the size of the recorded objects. We have implemented both methods, resulting in two systems: Tactician and HipCam
    corecore