The analysis of raw data in neuroimaging has become a computationally entrenched process with many intricate steps run on increasingly larger datasets. Many software packages exist that provide either complete analyse...
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The analysis of raw data in neuroimaging has become a computationally entrenched process with many intricate steps run on increasingly larger datasets. Many software packages exist that provide either complete analyses or specific steps in an analysis. These packages often possess diverse input and output requirements, utilize different file formats, run in particular environments, and have limited abilities with certain types of data. The combination of these packages to achieve more sensitive and accurate results has become a common tactic in brain mapping studies but requires much work to ensure valid interoperation between programs. The handling, organization, and storage of intermediate data can prove difficult as well. The LONI Pipeline Processing Environment is a simple, efficient, and distributed computing solution to these problems enabling software inclusion from different laboratories in different environments. It is used here to derive a T1-weighted MRI atlas of the human brain from 452 normal young adult subjects with fully automated processing. The LONI Pipeline Processing Environment's parallel processing efficiency using an integrated client/server dataflow model was 80.9% when running the atlas generation pipeline from a PC client (Acer TravelMate 340T) on 48 dedicated server processors (Silicon Graphics Inc. Origin 3000). The environment was 97.5% efficient when the same analysis was run on eight dedicated processors. (C) 2003 Elsevier Science (USA). All rights reserved.
In the fourth industrial revolution, programming promises to be a fundamental subject like mathematics, science, languages or the arts. Architects design more than buildings developing innovative methods and they are ...
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In the fourth industrial revolution, programming promises to be a fundamental subject like mathematics, science, languages or the arts. Architects design more than buildings developing innovative methods and they are among the pioneers in visual programming development. However, after more than 10 years of visual programming in architecture, despite the fast-learning curve, visual programming presents considerable limitations to solve complex problems. To overcome limitations, the authors propose to associate the advantages of visual and textual languages in Python. The article addresses an ongoing research study to implement Computational Methods in Architectural Education. The authors began by describing the general goal of this project, and of this article in particular. This article focuses on the implementation of two disciplines 'Computation for Architecture in Python' I and II. The first discipline uses programming based on the construction of functions in the imperative language, implemented in the text editor, in visual programming, using Grasshopper methods. The second discipline, which is under development, intends to teach object-oriented programming. The results of the first discipline are encouraging;despite reported difficulties in programming fundamentals, such as lists, loops and recursion. The development of the second discipline, in object-oriented programming, deals with the concepts of classes and objects, and more abstract principles such abstraction, inheritance, polymorphism or encapsulation. This paradigm allows building robust programs, but requires a more in-depth syntax. The article reports this ongoing research on this new paradigm of object-oriented language, expanding the application of a hybrid visual-textual language in Architecture.
Software reuse is inhibited by the many different ways in which equivalent data can be represented, We describe methods by which views can be constructed semi-automatically to describe how application data types corre...
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Software reuse is inhibited by the many different ways in which equivalent data can be represented, We describe methods by which views can be constructed semi-automatically to describe how application data types correspond to the abstract types that are used in numerical generic algorithms, Given such views, specialized versions of the generic algorithms that operate directly on the application data can be produced by compilation. This enables reuse of the generic algorithms for an application with minimal effort. Graphical user interfaces allow views to be specified easily and rapidly. Algorithms are presented for deriving, by symbolic algebra, equations that relate the variables used in the application data to the variables needed for the generic algorithms, Arbitrary application data structures are allowed, Units of measurement are converted as needed, These techniques allow reuse of a single version of a generic algorithm for a variety of possible data representations and programming languages. These techniques can also be applied in data conversion and in object-oriented, functional, and transformational programming.
Graphical visualisation plays an important role in parallel program development. Researchers have proposed and developed many visualisation tools that assist the development of parallel programs. A number of graph for...
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Graphical visualisation plays an important role in parallel program development. Researchers have proposed and developed many visualisation tools that assist the development of parallel programs. A number of graph formalisms or notations have been used to visualise various aspects of parallel programs and their executions. This paper attempts to classify and compare these graph formalisms and notations which provide different information at different stages of parallel program development. (C) 1999 Academic Press.
Due to its extensive potential applications, model management has attracted many research interests and gained great progress. To provide easy-to-use interfaces, we have proposed a graph transformation-based model man...
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Due to its extensive potential applications, model management has attracted many research interests and gained great progress. To provide easy-to-use interfaces, we have proposed a graph transformation-based model management approach that provides intuitive interfaces for manipulation of graphical data models. The approach consists of two levels of graphical operators: low-level customizable operators and high-level generic operators, both of which consist of a set of graph transformation rules. Users need to program or tune the low-level operators for desirable results. To further improve the ease-of-use of the graphical model management, automatic generation of low level of operators is highly desirable. The paper formalizes specifications of low- and high-level operators and proposes a generator to automatically transform high-level operators into low-level operators upon specific input data models. Based on graph transformation theoretical foundation, we design an algorithm for the generator to automatically produce low-level operators from input data models and mappings according to a high-level operator. The generator, called AutoGen, therefore eliminates many tedious specifications and thus eases the use of the graphical model management system. (C) 2006 Elsevier Ltd. All rights reserved.
This paper presents DocXS, a distributed computing environment for multimedia data processing, which was developed at the University of Munster, Germany. DocXS is platform independent due to its implementation in Java...
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ISBN:
(纸本)9789898111135
This paper presents DocXS, a distributed computing environment for multimedia data processing, which was developed at the University of Munster, Germany. DocXS is platform independent due to its implementation in Java, is freely available for non-commercial research, and can be installed on standard office computers. The main advantage of DocXS is that it does not require its users to care about code distribution or parallelization. Algorithms can be programmed using an Eclipse-based user interface and the resulting Matlab and Java operators can be visually connected to graphs representing complex data processing workflows. Experiments with DocXS show that it scales very well with only a small overhead.
The development of models for evaluating the performance of resource contention systems, such as manufacturing systems, computer systems, and communication networks, is often a difficult and complex task. This modelin...
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The development of models for evaluating the performance of resource contention systems, such as manufacturing systems, computer systems, and communication networks, is often a difficult and complex task. This modeling effort can be dramatically reduced by the use of appropriate software tools. The Research Queueing Package Modeling Environment (RESQME) provides a graphical environment for constructing, solving, and analyzing the results of extended queueing network models of resource contention systems. It supports a rich underlying modeling paradigm previously developed in the Research Queueing Package (RESQ) and provides a single integrated graphical interface throughout all tasks of the modeling lifecycle. In this paper we present a brief overview of RESQME and then focus on two of its most important features: the construction and analysis of hierarchically-structured models and the ability to extend and customize the RESQME environment for domain-specific modeling via the use of user-defined modeling elements. A manufacturing model is developed in order to illustrate these capabilities.
3D game development can be an enticing way to attract K-12 students to computer science, but designing and programming 3D games is far from trivial. Students need to achieve a certain level of 3D fluency in modeling, ...
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3D game development can be an enticing way to attract K-12 students to computer science, but designing and programming 3D games is far from trivial. Students need to achieve a certain level of 3D fluency in modeling, animation, and programming to be able to create compelling 3D content. The combination of innovative end-user development tools and standards-based curriculum that promotes IT fluency by shifting the pedagogical focus from programming to design, can address motivational aspects without sacrificing principled educational goals. The AgentCubes 3D game-authoring environment raises the ceiling of end-user development without raising the threshold. Our formal user study shows that with Incremental 3D, the gradual approach to transition from 2D to 3D authoring, middle school students can build sophisticated 3D games including 3D models, animations, and programming. (C) 2009 Elsevier Ltd. All rights reserved.
Real-time 3D graphics are being extensively used to build interactive virtual environments for a number of different applications. In many situations, virtual objects are required to exhibit complex behaviors and the ...
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Real-time 3D graphics are being extensively used to build interactive virtual environments for a number of different applications. In many situations, virtual objects are required to exhibit complex behaviors and the use of a versatile behavioral programming methodology is required. This paper presents a feature modeling approach to define behavioral information of virtual objects, giving special attention to their capabilities of interaction with virtual human actors. The proposed method is based on a complete definition and representation of interactive objects, which are called smart objects. This representation is based on the description of interaction features: parts, movements, graspable sites, functionalities, purposes, etc., including a behavioral automata based on scripts and graphical state machines. (C) 2002 Elsevier Science Ltd. All rights reserved.
The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle programming System that uses jigsaw puzzles as ...
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The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded.
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