Neuromorphic engineers aim to mimic the precise and efficient mechanisms of the nervous system to process information using spikes from sensors to actuators. There are many available works that sense and process infor...
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Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces....
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ISBN:
(纸本)9781450311052
Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants? interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage. Copyright 2012 ACM.
作者:
Tom WypychVid PetrovicJames StrawsonMaurizio SeraciniThomas E. LevyFalko KuesterDepartment of Computer Science & Engineering
Center of Interdisciplinary Science for Art Architecture and Archaeology (CISA3) at the University of California San Diego's Qualcomm Institute the UCSD branch of the California Institute of Telecommunications and Information Technology (Calit2) Department of Mechanical Engineering
Center of Interdisciplinary Science for Art Architecture and Archaeology (CISA3) at the University of California San Diego's Qualcomm Institute the UCSD branch of the California Institute of Telecommunications and Information Technology (Calit2) Department of Structural Engineering
Center of Interdisciplinary Science for Art Architecture and Archaeology (CISA3) at the University of California San Diego's Qualcomm Institute the UCSD branch of the California Institute of Telecommunications and Information Technology (Calit2) Department of Anthropology
Center of Interdisciplinary Science for Art Architecture and Archaeology (CISA3) at the University of California San Diego's Qualcomm Institute the UCSD branch of the California Institute of Telecommunications and Information Technology (Calit2)
Overview We present a functional implementation of an unmanned aerial vehicle complete with image acquisition payloads for the documentation and virtual reconstruction of cultural heritage sites. We discuss technologi...
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Overview We present a functional implementation of an unmanned aerial vehicle complete with image acquisition payloads for the documentation and virtual reconstruction of cultural heritage sites. We discuss technological advances in unmanned aerial vehicles, as well as contemporary practices in implementation, which have evolved in the direction of reducing costs, enabling new functionalities, and emerging applications in cultural heritage fieldwork. These advances are the basis for the design and execution of our unmanned aircraft, which we develop to collect unique and comprehensive datasets in challenging acquisition scenarios at active cultural heritage sites. Our platform is able to perform visual imaging, using a variety of acquisition triggers and mechanisms to enable high-resolution in-plane site photogrammetry, oblique aerial examinations of large sites, and sequence acquisitions for use in structure from motion based volumetric reconstructions of specific areas of interest. This data is in turn suitable for exploration with or without volumetric post processing techniques using visual analysis techniques using interactive high resolution tiled display inspection environments.
Multiple sequence alignment (MSA) is one of the most studied approach in Bioinformatics to carry out other outstanding tasks like structural predictions, biological function analysis or next-generation sequencing. How...
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Multiple sequence alignment (MSA) is one of the most studied approach in Bioinformatics to carry out other outstanding tasks like structural predictions, biological function analysis or next-generation sequencing. However, MSA algorithms do not achieve consistent results in all cases, as alignments become difficult when sequences have low similarity. In other words, each algorithm is focused in specific features of sequences and their results depend on them. For this reason, each approach could align better those sections of sequences that include such features, obtaining partially optimal solutions. In this work, a multiobjective evolutionary algorithm based on NSGA-II will be implemented in order to assemble previously aligned sequences, trying to avoid suboptimal alignments.
This paper explores the scalability and performance of pool and island based evolutionary algorithms, both of them using as a mean of interaction an object store, we call this family of algorithms SofEA. This object s...
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In this article, we present some architectures to carry out the convolution computation based on carry-save adders and circular buffers implemented on FPGAs. Carry-save adders are not frequent in the implementation in...
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The popularisation of Networked Virtual Environment (NVE) applications in several context, including social interaction and e-Health fields, makes them an interesting subject of study. The proper estimation of their n...
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The popularisation of Networked Virtual Environment (NVE) applications in several context, including social interaction and e-Health fields, makes them an interesting subject of study. The proper estimation of their network requirements are key to ensure a good user experience, an important factor that determines the acceptance and success of the applications. The studies focused on NVE with an important social component are relatively scarce. This paper presents the design, implementation and validation of a simulation tool to assist in the study of the requirements of a NVE application, Open Wonderland. This tool will facilitate the study of several parameters that define the user experience. The study describes the overall structure, development framework and models that define the traffic generation patterns and validates the simulation results by comparing its traces with real traffic from previous studies.
Several works in the literature have recently addressed the study of different Networked Virtual Environments (NVE) due to their increasing popularity and widespread use in fields ranging from entertainment to e-Healt...
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ISBN:
(纸本)9781618399823;1618399829
Several works in the literature have recently addressed the study of different Networked Virtual Environments (NVE) due to their increasing popularity and widespread use in fields ranging from entertainment to e-Health. Open Wonderland is one of these NVEs which has been the subject of several studies mainly focused on the client side. This paper aims to cover the server-side performance issues to provide complementary results that can be useful for properly sizing Open Wonderland systems according to the number of expected users. An experimental testbed is used, which provides real data that shows that CPU and outgoing bandwidth are the most critical parameters when the number of clients increase.
The paper presents a ubiquitous system that uses semantic information to manage dynamic changes in system elements. We design the system using the Context-Controller-Action architecture that covers the main parts of u...
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ISBN:
(纸本)9789898565006
The paper presents a ubiquitous system that uses semantic information to manage dynamic changes in system elements. We design the system using the Context-Controller-Action architecture that covers the main parts of ubiquitous environments, including: environment devices (such as sensors and actuators), contexts and actions, all of which may be dynamically configured during system operation. A graphical user interface for the system is supplied, which enables non-expert users to perform changes in system configuration. Internally, semantic information is used throughout the system to define a common language between devices, contexts and services. A Web services interface is used in services that handle environment devices to support their integration with the system regardless of internally used communication protocols. The architecture was implemented as a framework for developing and running applications in ubiquitous environments. We integrated a number of devices in the framework, including, RFID sensors, digital displays, cameras, electronic door locks and others. We also defined exemplary contexts and actions in the environment.
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