We present novel techniques for simulating and visualizing ductile fracture with the Material Point Method (MPM). We utilize traditional particle-based MPM [Stomakhin et al. 2013; Sulsky et al. 1994] as well as the La...
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Terminal access to computer systems has long been and continues to be a problem of major significance. We foresee an increasing demand for access to data processing and storage facilities from interactive terminals, p...
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ISBN:
(纸本)9781450379199
Terminal access to computer systems has long been and continues to be a problem of major significance. We foresee an increasing demand for access to data processing and storage facilities from interactive terminals, point-of-sales terminals, real-time monitoring terminals, hand-held personal terminals, etc. What is it that distinguishes this problem from other data communication problems? It is simply that these terminals tend to generate demands at a very low duty cycle and are basically bursty sources of data; in addition, these terminals are often geographically distributed. In the computer-to-computer data transmission case, one often sees high utilization of the communication channels; this is just not the case with terminal traffic. Consequently, the cost of providing a dedicated channel to each terminal is often prohibitive. Instead, one seeks ways to merge the traffic from many terminal sources in a way which allows them to share the capacity of one or a few channels, thereby reducing the total cost. This cost savings comes about for two reasons: first, because of the economies of scale present in the communications tariff structure; and secondly, because of the averaging effect of large populations which permit one to provide a channel whose capacity is approximately equal to the sum of the average demands of the population, rather than equal to the sum of the peak demands (i.e., the law of large numbers). This merging of traffic and sharing of capacity has been accomplished in various ways such as: polling techniques, contention systems, multiplexing, concentrating, etc. Many of these are only weak solutions to the problem of gathering low data rate traffic from sources which are geographically dispersed.
Indexes for large collections are often divided into shards that are distributed across multiple computers and searched in parallel to provide rapid interactive search. Typically, all index shards are searched for eac...
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This paper will describe the multi-user interactive music system known as the Jam-O-Drum developed at Interval Research Corporation. By combining velocity sensitive input devices and computergraphics imagery into an ...
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This paper will describe the multi-user interactive music system known as the Jam-O-Drum developed at Interval Research Corporation. By combining velocity sensitive input devices and computergraphics imagery into an integrated tabletop surface, up to six simultaneous players are able to participate in a collaborative approach to musical improvisation. We demonstrate that this interactive music system embraces both the novice and musically trained participants by taking advantage of their intuitive abilities and social interaction skills. In this paper and accompanying video, we present conclusions from user testing of this device along with examples of interaction design methods and prototypes of interpretive musical and game-like development schemes. Our research was conducted in two phases with two different development teams and will accordingly be addressed herein as Phase One and Phase Two development.
We describe a technique for choosing multiple colours for use during data visualization. Our goal is a systematic method for maximizing the total number of colours available for use, while still allowing an observer t...
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ISBN:
(纸本)9780897918640
We describe a technique for choosing multiple colours for use during data visualization. Our goal is a systematic method for maximizing the total number of colours available for use, while still allowing an observer to rapidly and accurately search a display for any one of the given colours. Previous research suggests that we need to consider three separate effects during colour selection: colour distance, linear separation, and colour category. We describe a simple method for measuring and controlling all of these effects. Our method was tested by performing a set of target identification studies; we analysed the ability of thirty eight observers to find a colour target in displays that contained differently coloured background elements. Results showed our method can be used to select a group of colours that will provide good differentiation between data elements during data visualization.
The Multimedia Forum Kiosk (MFK) and its networked version SpeakEasy are discussion tools designed to facilitate scientific discourse and constructive conversation. These tools are of theoretical interest because they...
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ISBN:
(纸本)0201877740
The Multimedia Forum Kiosk (MFK) and its networked version SpeakEasy are discussion tools designed to facilitate scientific discourse and constructive conversation. These tools are of theoretical interest because they: 1, scaffold and structure the communication process, and 2. provide social context cues.
computergraphics (CG) is a key technology for producing visual contents. Currently computer generated imagery techniques are being developed and applied, particularly in the field of virtual reality applications, fil...
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computergraphics (CG) is a key technology for producing visual contents. Currently computer generated imagery techniques are being developed and applied, particularly in the field of virtual reality applications, film production, training and flight simulators, to provide total composition of realistic computer graphic images. Clouds are an integral feature of the sky without them synthetic outdoor scenes seems unrealistic. Modeling and animating clouds is a difficult task. Most systems are difficult to use, as they require adjustment of numerous, complex parameters, and are noninteractive. This paper presents an intuitive, interactive system to artistically model, animate, and render visually convincing clouds using modern graphics hardware. A high-level interface models clouds through the visual use of cubes. Clouds are rendered as textured billboards by making use of hardware accelerated API - OpenGL. The resulting interactive design and rendering system produces perceptually convincing cloud models that can be used in any interactive system.
PILE, the Polytechnic Instructional Language for Educators, is a consistent universal language designed to provide a simple, yet versatile, language that non-computer-oriented teachers can use to prepare computer aide...
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ISBN:
(纸本)0818600500
PILE, the Polytechnic Instructional Language for Educators, is a consistent universal language designed to provide a simple, yet versatile, language that non-computer-oriented teachers can use to prepare computer aided instruction (CAI) lessons. Developed under a grant from the Initial Teaching Alphabet Foundation, PILE supports the Initial Teaching Alphabet (and other character sets), graphics, and audio cues;further, PILE is designed to operate efficiently in microcomputer systems currently available and to be portable across vastly different hardware and software systems. However, the most important aspect of PILE is that it encourages more sophisticated use by hiding details of implementation, unlike Pilot which is simple by excluding abilities that do not have obvious implementations. This paper discusses the techniques used in PILE to achieve simplicity without sacrificing ability or portability.
Existing computer algebra systems relieve us of having to perform tedious mathematical computations manually, thus enabling us to gain insight on the abstract problems at hand. Often these systems suggest alternate so...
ISBN:
(纸本)0897913256
Existing computer algebra systems relieve us of having to perform tedious mathematical computations manually, thus enabling us to gain insight on the abstract problems at hand. Often these systems suggest alternate solution techniques directly. However, existing systems do little to help us manage the interactive computing environment as the scale of the problem grows: when the number of mathematical objects being studied increases, the complexity for a user to manage those objects in his environment seems to grow disproportionately. We need tools to relieve us of tedious organizational overhead every bit as much as we need the mathematical tools *** response to this need, we are constructing a management assistant that works in conjunction with existing symbolic computation systems. Called Minion, it allows users to express simple plans for solving large problems in the interactive environment, and then guides the user's interaction according to that plan. Key features of this assistant are that plans are easy to construct (whether statically or during the problem solving session); the assistant helps a user visualize progress towards solving the global problem; and individual steps within a plan can be executed by arbitrary software tools, whether symbolic-, numeric- or logic-based in their *** prototype of Minion is made possible by the Polylith software interconnection system [Purt85, Purt88]. Previously we showed how Polylith's general software tool-bus based organization could help overcome the so-called 'symbolic-numeric gap' [Purt86]. Our current work with Minion takes advantage of that interconnection technology in order to focus on the management problems inherent within large scale, mathematical problem solving *** paper briefly portrays the organizational problem that must be treated, and motivates the need for structure management tools in mathematical problem solving environments. We detail features of our Minion proto
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