9 research outputs found
theory and praxis
This paper offers a review of technological developments regarding massive
storage devices and the emergence of new streaming services for audio and
video on-demand. While the capacity of storage devices has been increasing
exponentially, the price of a stored bit has been falling at an even faster
rate. Audio and video files can be stored on-line in personal computers and
computer networks. Accessing this information requires new type of databases
capable of handling special types of queries: access through annotations and
metadata, access by similarity, and access by feature search. Databases with
in-built streaming capabilities would be extremely useful for transmitting the
information to the end user, while providing at the same time consistency
checks, indexing, reporting, and querying features. They should also be fast
and scalable. This paper reviews recent academic and industrial projects, and
describes an implementation of a streaming video servlet based on the Oracle
SQL database, its Binary Large Object storage data type, and the Java Database
Connectivity interface
Trends in hardware architecture for mobile devices
In the last ten years, two main factors have fueled the steady growth in sales
of mobile computing and communication devices: a) the reduction of the
footprint of the devices themselves, such as cellular handsets and small
computers; and b) the success in developing low-power hardware which allows
the devices to operate autonomously for hours or even days. In this review, I
show that the first generation of mobile devices was DSP centric – that is,
its architecture was based in fast processing of digitized signals using low-
power, yet numerically powerful DSPs. However, the next generation of mobile
devices will be built around DSPs and low power microprocessor cores for
general processing applications. Mobile devices will become data-centric. The
main challenge for designers of such hybrid architectures is to increase the
computational performance of the computing unit, while keeping power constant,
or even reducing it. This report shows that low-power mobile hardware
architectures design goes hand in hand with advances in compiling techniques.
We look at the synergy between hardware and software, and show that a good
balance between both can lead to innovative lowpower processor architectures
Streaming Databases for Audio and Video Theory and Praxis
This paper offers a review of technological developments regarding massive storage devices and the emergence of new streaming services for audio and video on-demand. While the capacity of storage devices has been increasing exponentially, the price of a stored bit has been falling at an even faster rate. Audio and video files can be stored on-line in personal computers and computer networks. Accessing this information requires new type of databases capable of handling special types of queries: access through annotations and metadata, access by similarity, and access by feature search. Databases with in-built streaming capabilities would be extremely useful for transmitting the information to the end user, while providing at the same time consistency checks, indexing, reporting, and querying features. They should also be fast and scalable. This paper reviews recent academic and industrial projects, and describes an implementation of a streaming video servlet based on the Oracle SQL database, its Binary Large Object storage data type, and the Java Database Connectivity interface. 1 Motivation: Th
An Algorithmic Animation Platform for the Web
This paper describes a system for generating animations of algorithms for use in the classroom. The animations emulate the individual steps of an algorithm in graphical form and can be posted to the Web. The system is based in Flash. In order to generate an animation the code of an algorithm is extended with annotations which generate the script code. We call our scripting language â??Flashdanc
Ein neues Algorithmenanimations-Rahmenwerk für den Klassenraum und das Internet
Title and Table of Contents
Preface and Acknowledgements
Introduction
1 Algorithmic Animation in Education
2 Survey of Algorithmic Animation Platforms
3 Principles of Algorithmic Animation
4 Chalk Animator - Algorithmic Animation for an Electronic Chalkboard
5 Interactive Computer Driven Animation of Sketches
6 Flashdance - An Algorithmic Animation Platform for the Web
7 Conclusions and Future Work
8 Summary of Contributions
ReferencesThis thesis describes a new approach to the generation of algorithmic
animations for computer science education. Two different rendering platforms
are used for the animations: the first is an electronic chalkboard in which
the user enters data and starts computations by using handwritten symbols and
letters; the second is a de-facto standard high quality animation engine for
the Web, i.e. Macromedia's Flash. The animations described in this thesis are
produced by generating commands in a special new script language which I have
called Flashdance. The commands are interpreted by one of my animation
engines: Chalk Animator is the animation interpreter I wrote for the
electronic chalk system (E-Chalk); Flashdance is the name of the animation
interpreter I wrote for Macromedia Flash (the interpreter and the script
language share the same name). Animation files can be played on any of these
two platforms. E-Chalk Animator is the first algorithmic animation system able
to process handwritten and sketched input. An instructor can explain an
algorithm using an electronic blackboard, sketch a graph or write numbers,
which are then consumed as input for the algorithm. The algorithm is animated
on the E-Chalk board. In this thesis, I explain how to adapt a handwriting
recognizer to the recognition of computer code, so that an instructor can
execute the code he or she just wrote in the electronic blackboard. In the
future, pseudocode will be also recognizable and will be executed on the fly.
Flashdance is the first algorithmic animation system based on a standard
animation engine. By adopting Flash, the interpreter of the script language
can be reduced to its essential algorithmic features, the animations are
portable, and they can be viewed on the Web. The graphic rendering is of high
quality. This thesis introduces also the concept of overlays in algorithmic
animations, providing additional information layers for the viewer.Diese Dissertation beschreibt einen neuen Ansatz für die Erzeugung von
Algorithmenanimationen für die Lehre. Zwei verschiedene Plattformen werden für
die Wiedergabe der Animationen verwendet. Die erste ist eine elektronische
Kreide, bei der die Dateneingabe und der Animationsbeginn mit Hilfe von
handgeschriebenen Symbolen erfolgt. Die zweite Plattform ist der stark
verbreitete Flashplayer von Macromedia. Die Animationen, die in dieser Arbeit
beschrieben werden, werden durch das Generieren von Animationsbefehlen in
einer speziell für diese Arbeit entwickelten Animationsskriptsprache
produziert. In Anlehnung an die Flash-Plattform habe ich diese
Animationssprache Flashdance genannt. Die Befehle der Animationssprache werden
von einem der zwei Interpreter ausgearbeitet: Chalk-Animator ist der
Animationsinterpreter für die elektronische Kreide; Flashdance ist der Name
des Interpreters für Macromedia-Flash (der Interpreter und die Skriptsprache
tragen den gleichen Namen). Das E-Chalk Animationssystem ist das erste System,
das in der Lage ist, handgeschriebene Symbole direkt zu verarbeiten und für
die Animation zu verwenden. Ein Dozent kann einen Algorithmus an einer
elektronischen Tafel erklären, Graphiken zeichnen oder Zahlen mit der Hand
schreiben; diese Daten werden dann als Eingabe für den Algorithmus
verarbeitet. In dieser Dissertation erkläre ich, wie Handschrifterkennung so
angepasst werden kann, dass Programmcode erkannt wird, so dass der Dozent
seinen gerade geschriebenen Programmcode an der elektronischen Tafel ausführen
kann. In der Zukunft wird auch Pseudocode erkennbar sein und direkt ausgeführt
werden können. Flashdance ist das erste Animationssystem, welches auf einer
Standard-Animationsumgebung basiert ist. Durch die Verwendung von Flash kann
der Interpreter der Skriptsprache auf seine essentiellen algorithmischen
Funktionen reduziert werden, die Animationen sind portabel und können ins
Internet gestellt werden. Die graphische Wiedergabe ist von hoher Qualität.
Diese Dissertation stellt weiterhin auch das Konzept der "overlays" in
Algorithmenanimationen vor, wodurch dem Betrachter zusätzliche
Informationsschichten geboten werden
Social Editing of Video Recordings of Lectures
In this paper we show how video recordings of lectures can be enhanced through “social editing”, a special sort of “human computation”. We record lectures using six cameras arranged to produce a panoramic view (360 degrees) of the classroom. After recording, viewers can replay the lectures on a computer and can navigate through them tilting and zooming a virtual camera. All user interactions are recorded by the system, and are later used to decide which views should be stored and their zoom level. The result is an automatically edited video as a result of the social navigation of the first few initial viewers of the lecture
Learning Algorithms with an Electronic Chalkboard over the Web
Abstract. This paper describes a system for the animation of algorithms on an electronic chalkboard. The instructor teaching an algorithm can enter data directly through a drawing- the algorithm then makes use of this data, for exampIe numbers, or the image of a graph. The drawing becomes alive. The result is a more natural way of teaching and starting algorithmic animations. The paper also describeshow to couple a sign and handwritingrecognitionengine with the animation system. The lecturer can then write programs using her own handwriting, and the prograrnsruns. All animations can be enriched with sound and explanationsfrom the lecturer and can be posted to the Web.
PowerChalk: An adaptive E-Learning application
Abstract This paper present a new interactive e-learning application called PowerChalk. PowerChalk arises as the result from the analysis of the evolution of Information Systems Design Theory for E-Learning; it was designed to resolve an important limitation of current design methods and e-learning systems: adaptability. Modular programming is the design technique used in PowerChalk to improve human computer interaction with the management of different types of data in order to have positive effect on both learning score and learning satisfaction. PowerChalk works like a Transaction Processing System in order to support collaboration, communication, creativity and learning through a collection of organized modules. The characteristics of PowerChalk facilitate developing of competencies for using multimedia technologies in any learning session taking into account the teacher and student perspective. The goal of PowerChalk is to provide a robust, reliable, usable and sustainable multimedia technology for collaborative learning