We use a qualitative theory of spatial change and illustrate some of the key representational aspects of specifying such a theory using a formalism to reason about action & change;an effort that we regard to be es...
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The design and administration of a departmental computer network (Local Area Network) in anesthesiology and intensive care offer the opportunity to manage clinical information and control the work-flow. To improve the...
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In this paper, we propose a novel realistic simulation tool-set known as MyEvalvid-NT for evaluating video delivery over simulated networks. This tool-set integrates Evalvid and NS2. Though PSNR is most often used to ...
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In this paper, we propose a novel realistic simulation tool-set known as MyEvalvid-NT for evaluating video delivery over simulated networks. This tool-set integrates Evalvid and NS2. Though PSNR is most often used to measure the perceived quality by an end user, it is time-consuming to calculate PSNR when evaluating a long video sequence. To avoid overhead, in this paper, we used decodable frame rate (Q) as our performance metric to evaluate the received video quality. We use a video transmission over erroneous wireless network to demonstrate the simulation using this tool-set. We also showed that Q can measure perceived video quality adequately as PSNR. With this tool-set, researchers can easily analyze their designed mechanisms, such as network protocols or QoS control schemes in a realistic simulation environment. In brief, researchers who utilize our proposed QoS assessment framework will be benefited in verifying their designs regarding video transmission over simulated network
To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibr...
To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibrotactile feedback during users' training and control of EEG-based BCI applications. A protocol for delivering vibrotactile feedback, including specific hardware and software arrangements, was specified. In three studies with 33 subjects (including 3 with spinal cord injury), we compared vibrotactile and visual feedback, addressing: (I) the feasibility of subjects' training to master their EEG rhythms using tactile feedback;(II) the compatibility of this form of feedback in presence of a visual distracter;(III) the performance in presence of a complex visual task on the same (visual) or different (tactile) sensory channel. The stimulation protocol we developed supports a general usage of the tactors;preliminary experimentations. All studies indicated that the vibrotactile channel can function as a valuable feedback modality with reliability comparable to the classical visual feedback. Advantages of using a vibrotactile feedback emerged when the visual channel was highly loaded by a complex task. In all experiments, vibrotactile feedback felt, after some training, more natural for both controls and SCI users.
The need for QoS for multimedia traffic arouse from the fact that the current network is a best effort network where all packets are treated equally irrespective of their importance. Moreover when a video packet chang...
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The need for QoS for multimedia traffic arouse from the fact that the current network is a best effort network where all packets are treated equally irrespective of their importance. Moreover when a video packet changes its mode of transport from wired to wireless there arises a need to identify these packets and provide them with prioritized service to achieve end-to-end QoS. In this paper we used a DiffServ network model for the wired network where the INGRESS executed enhanced token bucket three marker system (ETBMS). The framework also describes a video differentiator present in the access point which identifies the video packets and maps it to corresponding IEEE 802.11e prioritized video service queue. We demonstrated via simulation the proposed concept and examined the QoS parameters like end-to-end delay and video quality. The results illustrate that the proposed scheme exhibits better video delivery and QoS in heterogeneous networks
One of the grand challenges in agent technology research is quasi-automatic development of heterogeneous and dynamic multiagent systems using agent oriented software engineering (AOSE) tools. This paper presents an in...
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One of the grand challenges in agent technology research is quasi-automatic development of heterogeneous and dynamic multiagent systems using agent oriented software engineering (AOSE) tools. This paper presents an innovative approach to developing and supporting multiagent systems at run-time. Multiagent systems (MASs) can and should be generated dynamically based on high-level user specifications which are transformed into a mission. Dynamically generating agents could also be offered as a pervasive service. Heterogeneity of MASs refers to diverse functionality and constituency of the system which include mobile as well as host associated software agents. This paper proposes and demonstrates on-demand and just-in-time agent generation approach which is combined with run-time support for MASs. Run-time support is based on mission cost-efficiency and objectives which enable termination, generation, injection and replacement of software agents as the mission evolves. We present the formal underpinning of our approach and describe the prototype tool - called eHermes, which has been implemented using specific agent platforms. Lessons and results of testing eHermes are reported and analyzed
In this paper we present a new framework for quality H.264 video delivery from wired to wireless networks. The proposed solution is an extension of ETBMS in conjunction with IEEE 802.11e wireless protocol in EDCF mode...
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In this paper we present a new framework for quality H.264 video delivery from wired to wireless networks. The proposed solution is an extension of ETBMS in conjunction with IEEE 802.11e wireless protocol in EDCF mode. The analysis of network delay and video quality shows that the proposed solution which redefines the DSCP fields in DiffServ network, uses AF mechanism with IEEE 802.11e protocol for H.264 video traffic, yields significant results. Thus a video data can be provided with better Quality of Service (QoS) in a heterogeneous network.
This paper presents a methodology (is called MHS) for analyzing, and designing pervasive systems starting from designing pervasive environments, entities to pervasive software components. Our MHS methodology is genera...
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This paper presents a methodology (is called MHS) for analyzing, and designing pervasive systems starting from designing pervasive environments, entities to pervasive software components. Our MHS methodology is general, in that it is not only specific to one particular domain, it is applicable to a wide range of pervasive environments, comprehensive, and in a way that it deals with pervasive environmental and contextual software related system aspects. One pervasive campus case study is introduced to illustrate the MHS methodology that supports modularity of context-aware system design and is applicable in different pervasive environments
computer graphics researchers have made significant progress in modelling clouds and light. However, for a model of atmospheric sunbeams to have any pseudo-physical basis, it is necessary for these two classes of mode...
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computer graphics researchers have made significant progress in modelling clouds and light. However, for a model of atmospheric sunbeams to have any pseudo-physical basis, it is necessary for these two classes of models to interact. In this paper we review each of these classes and design a model for offline rendering of sunbeams. Applications could include photorealistic rendering of outdoor scenes for computer generated movies using high-performance computing.
This paper presents a system for articulated object recognition. The system has been tested in the RoboCup domain (four-legged league), an international competition among autonomous dog-like robots playing soccer. Nev...
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This paper presents a system for articulated object recognition. The system has been tested in the RoboCup domain (four-legged league), an international competition among autonomous dog-like robots playing soccer. Nevertheless, the proposed method does not depend on any specific domain, but is thought to be applicable to generic objects composed of rigid subparts linked by rotational and/or translational joints.
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