Sample records for virtual interface architecture

  1. Open multi-agent control architecture to support virtual-reality-based man-machine interfaces

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen; Brasch, Marcel

    2001-10-01

    Projective Virtual Reality is a new and promising approach to intuitively operable man machine interfaces for the commanding and supervision of complex automation systems. The user interface part of Projective Virtual Reality heavily builds on latest Virtual Reality techniques, a task deduction component and automatic action planning capabilities. In order to realize man machine interfaces for complex applications, not only the Virtual Reality part has to be considered but also the capabilities of the underlying robot and automation controller are of great importance. This paper presents a control architecture that has proved to be an ideal basis for the realization of complex robotic and automation systems that are controlled by Virtual Reality based man machine interfaces. The architecture does not just provide a well suited framework for the real-time control of a multi robot system but also supports Virtual Reality metaphors and augmentations which facilitate the user's job to command and supervise a complex system. The developed control architecture has already been used for a number of applications. Its capability to integrate sensor information from sensors of different levels of abstraction in real-time helps to make the realized automation system very responsive to real world changes. In this paper, the architecture will be described comprehensively, its main building blocks will be discussed and one realization that is built based on an open source real-time operating system will be presented. The software design and the features of the architecture which make it generally applicable to the distributed control of automation agents in real world applications will be explained. Furthermore its application to the commanding and control of experiments in the Columbus space laboratory, the European contribution to the International Space Station (ISS), is only one example which will be described.

  2. The Multimission Image Processing Laboratory's virtual frame buffer interface

    NASA Technical Reports Server (NTRS)

    Wolfe, T.

    1984-01-01

    Large image processing systems use multiple frame buffers with differing architectures and vendor supplied interfaces. This variety of architectures and interfaces creates software development, maintenance and portability problems for application programs. Several machine-dependent graphics standards such as ANSI Core and GKS are available, but none of them are adequate for image processing. Therefore, the Multimission Image Processing laboratory project has implemented a programmer level virtual frame buffer interface. This interface makes all frame buffers appear as a generic frame buffer with a specified set of characteristics. This document defines the virtual frame uffer interface and provides information such as FORTRAN subroutine definitions, frame buffer characteristics, sample programs, etc. It is intended to be used by application programmers and system programmers who are adding new frame buffers to a system.

  3. Virtual environment architecture for rapid application development

    NASA Technical Reports Server (NTRS)

    Grinstein, Georges G.; Southard, David A.; Lee, J. P.

    1993-01-01

    We describe the MITRE Virtual Environment Architecture (VEA), a product of nearly two years of investigations and prototypes of virtual environment technology. This paper discusses the requirements for rapid prototyping, and an architecture we are developing to support virtual environment construction. VEA supports rapid application development by providing a variety of pre-built modules that can be reconfigured for each application session. The modules supply interfaces for several types of interactive I/O devices, in addition to large-screen or head-mounted displays.

  4. VIRTUAL FRAME BUFFER INTERFACE

    NASA Technical Reports Server (NTRS)

    Wolfe, T. L.

    1994-01-01

    Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.

  5. Lessons learned from an Ada conversion project

    NASA Technical Reports Server (NTRS)

    Porter, Tim

    1988-01-01

    Background; SAVVAS architecture; software portability; history of Ada; isolation of non-portable code; simple terminal interface package; constraints of language features; and virtual interfaces are outlined. This presentation is represented by viewgraphs only.

  6. Architecture, Design, and Development of an HTML/JavaScript Web-Based Group Support System.

    ERIC Educational Resources Information Center

    Romano, Nicholas C., Jr.; Nunamaker, Jay F., Jr.; Briggs, Robert O.; Vogel, Douglas R.

    1998-01-01

    Examines the need for virtual workspaces and describes the architecture, design, and development of GroupSystems for the World Wide Web (GSWeb), an HTML/JavaScript Web-based Group Support System (GSS). GSWeb, an application interface similar to a Graphical User Interface (GUI), is currently used by teams around the world and relies on user…

  7. Virtually-augmented interfaces for tactical aircraft.

    PubMed

    Haas, M W

    1995-05-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and non-virtual concepts and devices across the visual, auditory and haptic sensory modalities. A fusion interface is a multi-sensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion-interface concepts. One of the virtual concepts to be investigated in the Fusion Interfaces for Tactical Environments facility (FITE) is the application of EEG and other physiological measures for virtual control of functions within the flight environment. FITE is a specialized flight simulator which allows efficient concept development through the use of rapid prototyping followed by direct experience of new fusion concepts. The FITE facility also supports evaluation of fusion concepts by operational fighter pilots in a high fidelity simulated air combat environment. The facility was utilized by a multi-disciplinary team composed of operational pilots, human-factors engineers, electronics engineers, computer scientists, and experimental psychologists to prototype and evaluate the first multi-sensory, virtually-augmented cockpit. The cockpit employed LCD-based head-down displays, a helmet-mounted display, three-dimensionally localized audio displays, and a haptic display. This paper will endeavor to describe the FITE facility architecture, some of the characteristics of the FITE virtual display and control devices, and the potential application of EEG and other physiological measures within the FITE facility.

  8. Interfacing laboratory instruments to multiuser, virtual memory computers

    NASA Technical Reports Server (NTRS)

    Generazio, Edward R.; Stang, David B.; Roth, Don J.

    1989-01-01

    Incentives, problems and solutions associated with interfacing laboratory equipment with multiuser, virtual memory computers are presented. The major difficulty concerns how to utilize these computers effectively in a medium sized research group. This entails optimization of hardware interconnections and software to facilitate multiple instrument control, data acquisition and processing. The architecture of the system that was devised, and associated programming and subroutines are described. An example program involving computer controlled hardware for ultrasonic scan imaging is provided to illustrate the operational features.

  9. Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA).

    PubMed

    Lee, Yong-Gu; Lyons, Kevin W; Feng, Shaw C

    2004-01-01

    A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design.

  10. Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA)

    PubMed Central

    Lee, Yong-Gu; Lyons, Kevin W.; Feng, Shaw C.

    2004-01-01

    A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design. PMID:27366610

  11. Research and realization of signal simulation on virtual instrument

    NASA Astrophysics Data System (ADS)

    Zhao, Qi; He, Wenting; Guan, Xiumei

    2010-02-01

    In the engineering project, arbitrary waveform generator controlled by software interface is needed by simulation and test. This article discussed the program using the SCPI (Standard Commands For Programmable Instruments) protocol and the VISA (Virtual Instrument System Architecture) library to control the Agilent signal generator (Agilent N5182A) by instrument communication over the LAN interface. The program can conduct several signal generations such as CW (continuous wave), AM (amplitude modulation), FM (frequency modulation), ΦM (phase modulation), Sweep. As the result, the program system has good operability and portability.

  12. Fusion interfaces for tactical environments: An application of virtual reality technology

    NASA Technical Reports Server (NTRS)

    Haas, Michael W.

    1994-01-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

  13. RASSP Benchmark 4 Technical Description.

    DTIC Science & Technology

    1998-01-09

    be carried out. Based on results of the study, an implementation of all, or part, of the system described in this benchmark technical description...validate interface and timing constraints. The ISA level of modeling defines the limit of detail expected in the VHDL virtual prototype. It does not...develop a set of candidate architectures and perform an architecture trade-off study. Candidate proces- sor implementations must then be examined for

  14. Design of an efficient framework for fast prototyping of customized human-computer interfaces and virtual environments for rehabilitation.

    PubMed

    Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe

    2013-06-01

    Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  15. Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)

    1998-01-01

    Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.

  16. Rapid prototyping 3D virtual world interfaces within a virtual factory environment

    NASA Technical Reports Server (NTRS)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

  17. Current Status of VO Compliant Data Service in Japanese Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Shirasaki, Y.; Komiya, Y.; Ohishi, M.; Mizumoto, Y.; Ishihara, Y.; Tsutsumi, J.; Hiyama, T.; Nakamoto, H.; Sakamoto, M.

    2012-09-01

    In these years, standards to build a Virtual Observatory (VO) data service have been established with the efforts in the International Virtual Observatory Alliance (IVOA). We applied these newly established standards (SSAP, TAP) to our VO service toolkit which was developed to implement earlier VO standards SIAP and (deprecated) SkyNode. The toolkit can be easily installed and provides a GUI interface to construct and manage VO service. In this paper, we describes the architecture of our toolkit and how it is used to start hosting VO service.

  18. Evaluation of the Next-Gen Exercise Software Interface in the NEEMO Analog

    NASA Technical Reports Server (NTRS)

    Hanson, Andrea; Kalogera, Kent; Sandor, Aniko; Hardy, Marc; Frank, Andrew; English, Kirk; Williams, Thomas; Perera, Jeevan; Amonette, William

    2017-01-01

    NSBRI (National Space Biomedical Research Institute) funded research grant to develop the 'NextGen' exercise software for the NEEMO (NASA Extreme Environment Mission Operations) analog. Develop a software architecture to integrate instructional, motivational and socialization techniques into a common portal to enhance exercise countermeasures in remote environments. Increase user efficiency and satisfaction, and institute commonality across multiple exercise systems. Utilized GUI (Graphical User Interface) design principals focused on intuitive ease of use to minimize training time and realize early user efficiency. Project requirement to test the software in an analog environment. Top Level Project Aims: 1) Improve the usability of crew interface software to exercise CMS (Crew Management System) through common app-like interfaces. 2) Introduce virtual instructional motion training. 3) Use virtual environment to provide remote socialization with family and friends, improve exercise technique, adherence, motivation and ultimately performance outcomes.

  19. Shared virtual environments for telerehabilitation.

    PubMed

    Popescu, George V; Burdea, Grigore; Boian, Rares

    2002-01-01

    Current VR telerehabilitation systems use offline remote monitoring from the clinic and patient-therapist videoconferencing. Such "store and forward" and video-based systems cannot implement medical services involving patient therapist direct interaction. Real-time telerehabilitation applications (including remote therapy) can be developed using a shared Virtual Environment (VE) architecture. We developed a two-user shared VE for hand telerehabilitation. Each site has a telerehabilitation workstation with a videocamera and a Rutgers Master II (RMII) force feedback glove. Each user can control a virtual hand and interact hapticly with virtual objects. Simulated physical interactions between therapist and patient are implemented using hand force feedback. The therapist's graphic interface contains several virtual panels, which allow control over the rehabilitation process. These controls start a videoconferencing session, collect patient data, or apply therapy. Several experimental telerehabilitation scenarios were successfully tested on a LAN. A Web-based approach to "real-time" patient telemonitoring--the monitoring portal for hand telerehabilitation--was also developed. The therapist interface is implemented as a Java3D applet that monitors patient hand movement. The monitoring portal gives real-time performance on off-the-shelf desktop workstations.

  20. Distributed virtual environment for emergency medical training

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.

    1997-07-01

    In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.

  1. Multi-degree of freedom joystick for virtual reality simulation.

    PubMed

    Head, M J; Nelson, C A; Siu, K C

    2013-11-01

    A modular control interface and simulated virtual reality environment were designed and created in order to determine how the kinematic architecture of a control interface affects minimally invasive surgery training. A user is able to selectively determine the kinematic configuration of an input device (number, type and location of degrees of freedom) for a specific surgical simulation through the use of modular joints and constraint components. Furthermore, passive locking was designed and implemented through the use of inflated latex tubing around rotational joints in order to allow a user to step away from a simulation without unwanted tool motion. It is believed that these features will facilitate improved simulation of a variety of surgical procedures and, thus, improve surgical skills training.

  2. Enterprise Cloud Architecture for Chinese Ministry of Railway

    NASA Astrophysics Data System (ADS)

    Shan, Xumei; Liu, Hefeng

    Enterprise like PRC Ministry of Railways (MOR), is facing various challenges ranging from highly distributed computing environment and low legacy system utilization, Cloud Computing is increasingly regarded as one workable solution to address this. This article describes full scale cloud solution with Intel Tashi as virtual machine infrastructure layer, Hadoop HDFS as computing platform, and self developed SaaS interface, gluing virtual machine and HDFS with Xen hypervisor. As a result, on demand computing task application and deployment have been tackled per MOR real working scenarios at the end of article.

  3. Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia

    PubMed Central

    Segkouli, Sofia; Tzovaras, Dimitrios; Tsakiris, Thanos; Tsolaki, Magda; Karagiannidis, Charalampos

    2015-01-01

    Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI) such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs) requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM) simulating mild cognitive impairment (MCI) through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users' cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces' design supported by increased tasks' complexity to capture a more detailed profile of users' capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces' evaluation through simulation on the basis of virtual models of MCI users. PMID:26339282

  4. Efficient operating system level virtualization techniques for cloud resources

    NASA Astrophysics Data System (ADS)

    Ansu, R.; Samiksha; Anju, S.; Singh, K. John

    2017-11-01

    Cloud computing is an advancing technology which provides the servcies of Infrastructure, Platform and Software. Virtualization and Computer utility are the keys of Cloud computing. The numbers of cloud users are increasing day by day. So it is the need of the hour to make resources available on demand to satisfy user requirements. The technique in which resources namely storage, processing power, memory and network or I/O are abstracted is known as Virtualization. For executing the operating systems various virtualization techniques are available. They are: Full System Virtualization and Para Virtualization. In Full Virtualization, the whole architecture of hardware is duplicated virtually. No modifications are required in Guest OS as the OS deals with the VM hypervisor directly. In Para Virtualization, modifications of OS is required to run in parallel with other OS. For the Guest OS to access the hardware, the host OS must provide a Virtual Machine Interface. OS virtualization has many advantages such as migrating applications transparently, consolidation of server, online maintenance of OS and providing security. This paper briefs both the virtualization techniques and discusses the issues in OS level virtualization.

  5. Virtual Sensor Test Instrumentation

    NASA Technical Reports Server (NTRS)

    Wang, Roy

    2011-01-01

    Virtual Sensor Test Instrumentation is based on the concept of smart sensor technology for testing with intelligence needed to perform sell-diagnosis of health, and to participate in a hierarchy of health determination at sensor, process, and system levels. A virtual sensor test instrumentation consists of five elements: (1) a common sensor interface, (2) microprocessor, (3) wireless interface, (4) signal conditioning and ADC/DAC (analog-to-digital conversion/ digital-to-analog conversion), and (5) onboard EEPROM (electrically erasable programmable read-only memory) for metadata storage and executable software to create powerful, scalable, reconfigurable, and reliable embedded and distributed test instruments. In order to maximize the efficient data conversion through the smart sensor node, plug-and-play functionality is required to interface with traditional sensors to enhance their identity and capabilities for data processing and communications. Virtual sensor test instrumentation can be accessible wirelessly via a Network Capable Application Processor (NCAP) or a Smart Transducer Interlace Module (STIM) that may be managed under real-time rule engines for mission-critical applications. The transducer senses the physical quantity being measured and converts it into an electrical signal. The signal is fed to an A/D converter, and is ready for use by the processor to execute functional transformation based on the sensor characteristics stored in a Transducer Electronic Data Sheet (TEDS). Virtual sensor test instrumentation is built upon an open-system architecture with standardized protocol modules/stacks to interface with industry standards and commonly used software. One major benefit for deploying the virtual sensor test instrumentation is the ability, through a plug-and-play common interface, to convert raw sensor data in either analog or digital form, to an IEEE 1451 standard-based smart sensor, which has instructions to program sensors for a wide variety of functions. The sensor data is processed in a distributed fashion across the network, providing a large pool of resources in real time to meet stringent latency requirements.

  6. Software architecture and design of the web services facilitating climate model diagnostic analysis

    NASA Astrophysics Data System (ADS)

    Pan, L.; Lee, S.; Zhang, J.; Tang, B.; Zhai, C.; Jiang, J. H.; Wang, W.; Bao, Q.; Qi, M.; Kubar, T. L.; Teixeira, J.

    2015-12-01

    Climate model diagnostic analysis is a computationally- and data-intensive task because it involves multiple numerical model outputs and satellite observation data that can both be high resolution. We have built an online tool that facilitates this process. The tool is called Climate Model Diagnostic Analyzer (CMDA). It employs the web service technology and provides a web-based user interface. The benefits of these choices include: (1) No installation of any software other than a browser, hence it is platform compatable; (2) Co-location of computation and big data on the server side, and small results and plots to be downloaded on the client side, hence high data efficiency; (3) multi-threaded implementation to achieve parallel performance on multi-core servers; and (4) cloud deployment so each user has a dedicated virtual machine. In this presentation, we will focus on the computer science aspects of this tool, namely the architectural design, the infrastructure of the web services, the implementation of the web-based user interface, the mechanism of provenance collection, the approach to virtualization, and the Amazon Cloud deployment. As an example, We will describe our methodology to transform an existing science application code into a web service using a Python wrapper interface and Python web service frameworks (i.e., Flask, Gunicorn, and Tornado). Another example is the use of Docker, a light-weight virtualization container, to distribute and deploy CMDA onto an Amazon EC2 instance. Our tool of CMDA has been successfully used in the 2014 Summer School hosted by the JPL Center for Climate Science. Students had positive feedbacks in general and we will report their comments. An enhanced version of CMDA with several new features, some requested by the 2014 students, will be used in the 2015 Summer School soon.

  7. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence

    NASA Astrophysics Data System (ADS)

    Cohen, Michael; Newton Fernando, Owen Noel

    The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.

  8. A study of System Interface Sets (SIS) for the host, target and integration environments of the Space Station Program (SSP)

    NASA Technical Reports Server (NTRS)

    Mckay, Charles; Auty, David; Rogers, Kathy

    1987-01-01

    System interface sets (SIS) for large, complex, non-stop, distributed systems are examined. The SIS of the Space Station Program (SSP) was selected as the focus of this study because an appropriate virtual interface specification of the SIS is believed to have the most potential to free the project from four life cycle tyrannies which are rooted in a dependance on either a proprietary or particular instance of: operating systems, data management systems, communications systems, and instruction set architectures. The static perspective of the common Ada programming support environment interface set (CAIS) and the portable common execution environment (PCEE) activities are discussed. Also, the dynamic perspective of the PCEE is addressed.

  9. Facilitating Co-Design for Extreme-Scale Systems Through Lightweight Simulation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Engelmann, Christian; Lauer, Frank

    This work focuses on tools for investigating algorithm performance at extreme scale with millions of concurrent threads and for evaluating the impact of future architecture choices to facilitate the co-design of high-performance computing (HPC) architectures and applications. The approach focuses on lightweight simulation of extreme-scale HPC systems with the needed amount of accuracy. The prototype presented in this paper is able to provide this capability using a parallel discrete event simulation (PDES), such that a Message Passing Interface (MPI) application can be executed at extreme scale, and its performance properties can be evaluated. The results of an initial prototype aremore » encouraging as a simple 'hello world' MPI program could be scaled up to 1,048,576 virtual MPI processes on a four-node cluster, and the performance properties of two MPI programs could be evaluated at up to 16,384 virtual MPI processes on the same system.« less

  10. Hardware/software codesign for embedded RISC core

    NASA Astrophysics Data System (ADS)

    Liu, Peng

    2001-12-01

    This paper describes hardware/software codesign method of the extendible embedded RISC core VIRGO, which based on MIPS-I instruction set architecture. VIRGO is described by Verilog hardware description language that has five-stage pipeline with shared 32-bit cache/memory interface, and it is controlled by distributed control scheme. Every pipeline stage has one small controller, which controls the pipeline stage status and cooperation among the pipeline phase. Since description use high level language and structure is distributed, VIRGO core has highly extension that can meet the requirements of application. We take look at the high-definition television MPEG2 MPHL decoder chip, constructed the hardware/software codesign virtual prototyping machine that can research on VIRGO core instruction set architecture, and system on chip memory size requirements, and system on chip software, etc. We also can evaluate the system on chip design and RISC instruction set based on the virtual prototyping machine platform.

  11. Virtual Observatory Interfaces to the Chandra Data Archive

    NASA Astrophysics Data System (ADS)

    Tibbetts, M.; Harbo, P.; Van Stone, D.; Zografou, P.

    2014-05-01

    The Chandra Data Archive (CDA) plays a central role in the operation of the Chandra X-ray Center (CXC) by providing access to Chandra data. Proprietary interfaces have been the backbone of the CDA throughout the Chandra mission. While these interfaces continue to provide the depth and breadth of mission specific access Chandra users expect, the CXC has been adding Virtual Observatory (VO) interfaces to the Chandra proposal catalog and observation catalog. VO interfaces provide standards-based access to Chandra data through simple positional queries or more complex queries using the Astronomical Data Query Language. Recent development at the CDA has generalized our existing VO services to create a suite of services that can be configured to provide VO interfaces to any dataset. This approach uses a thin web service layer for the individual VO interfaces, a middle-tier query component which is shared among the VO interfaces for parsing, scheduling, and executing queries, and existing web services for file and data access. The CXC VO services provide Simple Cone Search (SCS), Simple Image Access (SIA), and Table Access Protocol (TAP) implementations for both the Chandra proposal and observation catalogs within the existing archive architecture. Our work with the Chandra proposal and observation catalogs, as well as additional datasets beyond the CDA, illustrates how we can provide configurable VO services to extend core archive functionality.

  12. Guidelines for developing distributed virtual environment applications

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.

    1998-08-01

    We have conducted a variety of projects that served to investigate the limits of virtual environments and distributed virtual environment (DVE) technology for the military and medical professions. The projects include an application that allows the user to interactively explore a high-fidelity, dynamic scale model of the Solar System and a high-fidelity, photorealistic, rapidly reconfigurable aircraft simulator. Additional projects are a project for observing, analyzing, and understanding the activity in a military distributed virtual environment, a project to develop a distributed threat simulator for training Air Force pilots, a virtual spaceplane to determine user interface requirements for a planned military spaceplane system, and an automated wingman for use in supplementing or replacing human-controlled systems in a DVE. The last two projects are a virtual environment user interface framework; and a project for training hospital emergency department personnel. In the process of designing and assembling the DVE applications in support of these projects, we have developed rules of thumb and insights into assembling DVE applications and the environment itself. In this paper, we open with a brief review of the applications that were the source for our insights and then present the lessons learned as a result of these projects. The lessons we have learned fall primarily into five areas. These areas are requirements development, software architecture, human-computer interaction, graphical database modeling, and construction of computer-generated forces.

  13. Evolution of the architecture of the ATLAS Metadata Interface (AMI)

    NASA Astrophysics Data System (ADS)

    Odier, J.; Aidel, O.; Albrand, S.; Fulachier, J.; Lambert, F.

    2015-12-01

    The ATLAS Metadata Interface (AMI) is now a mature application. Over the years, the number of users and the number of provided functions has dramatically increased. It is necessary to adapt the hardware infrastructure in a seamless way so that the quality of service re - mains high. We describe the AMI evolution since its beginning being served by a single MySQL backend database server to the current state having a cluster of virtual machines at French Tier1, an Oracle database at Lyon with complementary replication to the Oracle DB at CERN and AMI back-up server.

  14. Distributed Object Technology with CORBA and Java: Key Concepts and Implications.

    DTIC Science & Technology

    1997-06-01

    commercial use should be addressed to the SEI Licensing Agent. NO WARRANTY THIS CARNEGIE MELLON UNIVERSITY AND SOFTWARE ENGINEERING INSTITUTE MATERIAL...retrieval. This power is not derived from the language per se, but from the architecture-neutral approach used by Java. The Java Virtual Machine...pattern that is focused on performance considerations, the PCo archi- tecture also uses CORBA interface definition language (IDL) to model the

  15. Computational memory architectures for autobiographic agents interacting in a complex virtual environment: a working model

    NASA Astrophysics Data System (ADS)

    Ho, Wan Ching; Dautenhahn, Kerstin; Nehaniv, Chrystopher

    2008-03-01

    In this paper, we discuss the concept of autobiographic agent and how memory may extend an agent's temporal horizon and increase its adaptability. These concepts are applied to an implementation of a scenario where agents are interacting in a complex virtual artificial life environment. We present computational memory architectures for autobiographic virtual agents that enable agents to retrieve meaningful information from their dynamic memories which increases their adaptation and survival in the environment. The design of the memory architectures, the agents, and the virtual environment are described in detail. Next, a series of experimental studies and their results are presented which show the adaptive advantage of autobiographic memory, i.e. from remembering significant experiences. Also, in a multi-agent scenario where agents can communicate via stories based on their autobiographic memory, it is found that new adaptive behaviours can emerge from an individual's reinterpretation of experiences received from other agents whereby higher communication frequency yields better group performance. An interface is described that visualises the memory contents of an agent. From an observer perspective, the agents' behaviours can be understood as individually structured, and temporally grounded, and, with the communication of experience, can be seen to rely on emergent mixed narrative reconstructions combining the experiences of several agents. This research leads to insights into how bottom-up story-telling and autobiographic reconstruction in autonomous, adaptive agents allow temporally grounded behaviour to emerge. The article concludes with a discussion of possible implications of this research direction for future autobiographic, narrative agents.

  16. A Mediator-Based Approach to Resolving Interface Heterogeneity of Web Services

    NASA Astrophysics Data System (ADS)

    Leitner, Philipp; Rosenberg, Florian; Michlmayr, Anton; Huber, Andreas; Dustdar, Schahram

    In theory, service-oriented architectures are based on the idea of increasing flexibility in the selection of internal and external business partners using loosely-coupled services. However, in practice this flexibility is limited by the fact that partners need not only to provide the same service, but to do so via virtually the same interface in order to actually be interchangeable easily. Invocation-level mediation may be used to overcome this issue — by using mediation interface differences can be resolved transparently at runtime. In this chapter we discuss the basic ideas of mediation, with a focus on interface-level mediation. We show how interface mediation is integrated into our dynamic Web service invocation framework DAIOS, and present three different mediation strategies, one based on structural message similarity, one based on semantically annotated WSDL, and one which is embedded into the VRESCo SOA runtime, a larger research project with explicit support for service mediation.

  17. Interactive exploration of coastal restoration modeling in virtual environments

    NASA Astrophysics Data System (ADS)

    Gerndt, Andreas; Miller, Robert; Su, Simon; Meselhe, Ehab; Cruz-Neira, Carolina

    2009-02-01

    Over the last decades, Louisiana has lost a substantial part of its coastal region to the Gulf of Mexico. The goal of the project depicted in this paper is to investigate the complex ecological and geophysical system not only to find solutions to reverse this development but also to protect the southern landscape of Louisiana for disastrous impacts of natural hazards like hurricanes. This paper sets a focus on the interactive data handling of the Chenier Plain which is only one scenario of the overall project. The challenge addressed is the interactive exploration of large-scale time-depending 2D simulation results and of terrain data with a high resolution that is available for this region. Besides data preparation, efficient visualization approaches optimized for the usage in virtual environments are presented. These are embedded in a complex framework for scientific visualization of time-dependent large-scale datasets. To provide a straightforward interface for rapid application development, a software layer called VRFlowVis has been developed. Several architectural aspects to encapsulate complex virtual reality aspects like multi-pipe vs. cluster-based rendering are discussed. Moreover, the distributed post-processing architecture is investigated to prove its efficiency for the geophysical domain. Runtime measurements conclude this paper.

  18. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Turner, John A., E-mail: turnerja@ornl.gov; Clarno, Kevin; Sieger, Matt

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL). CASL was established for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both software and numerical perspectives, along with the goalsmore » and constraints that drove major design decisions, and their implications. We explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the use of VERA tools for a variety of challenging applications within the nuclear industry.« less

  19. The Virtual Brain: a simulator of primate brain network dynamics.

    PubMed

    Sanz Leon, Paula; Knock, Stuart A; Woodman, M Marmaduke; Domide, Lia; Mersmann, Jochen; McIntosh, Anthony R; Jirsa, Viktor

    2013-01-01

    We present The Virtual Brain (TVB), a neuroinformatics platform for full brain network simulations using biologically realistic connectivity. This simulation environment enables the model-based inference of neurophysiological mechanisms across different brain scales that underlie the generation of macroscopic neuroimaging signals including functional MRI (fMRI), EEG and MEG. Researchers from different backgrounds can benefit from an integrative software platform including a supporting framework for data management (generation, organization, storage, integration and sharing) and a simulation core written in Python. TVB allows the reproduction and evaluation of personalized configurations of the brain by using individual subject data. This personalization facilitates an exploration of the consequences of pathological changes in the system, permitting to investigate potential ways to counteract such unfavorable processes. The architecture of TVB supports interaction with MATLAB packages, for example, the well known Brain Connectivity Toolbox. TVB can be used in a client-server configuration, such that it can be remotely accessed through the Internet thanks to its web-based HTML5, JS, and WebGL graphical user interface. TVB is also accessible as a standalone cross-platform Python library and application, and users can interact with the scientific core through the scripting interface IDLE, enabling easy modeling, development and debugging of the scientific kernel. This second interface makes TVB extensible by combining it with other libraries and modules developed by the Python scientific community. In this article, we describe the theoretical background and foundations that led to the development of TVB, the architecture and features of its major software components as well as potential neuroscience applications.

  20. The Virtual Brain: a simulator of primate brain network dynamics

    PubMed Central

    Sanz Leon, Paula; Knock, Stuart A.; Woodman, M. Marmaduke; Domide, Lia; Mersmann, Jochen; McIntosh, Anthony R.; Jirsa, Viktor

    2013-01-01

    We present The Virtual Brain (TVB), a neuroinformatics platform for full brain network simulations using biologically realistic connectivity. This simulation environment enables the model-based inference of neurophysiological mechanisms across different brain scales that underlie the generation of macroscopic neuroimaging signals including functional MRI (fMRI), EEG and MEG. Researchers from different backgrounds can benefit from an integrative software platform including a supporting framework for data management (generation, organization, storage, integration and sharing) and a simulation core written in Python. TVB allows the reproduction and evaluation of personalized configurations of the brain by using individual subject data. This personalization facilitates an exploration of the consequences of pathological changes in the system, permitting to investigate potential ways to counteract such unfavorable processes. The architecture of TVB supports interaction with MATLAB packages, for example, the well known Brain Connectivity Toolbox. TVB can be used in a client-server configuration, such that it can be remotely accessed through the Internet thanks to its web-based HTML5, JS, and WebGL graphical user interface. TVB is also accessible as a standalone cross-platform Python library and application, and users can interact with the scientific core through the scripting interface IDLE, enabling easy modeling, development and debugging of the scientific kernel. This second interface makes TVB extensible by combining it with other libraries and modules developed by the Python scientific community. In this article, we describe the theoretical background and foundations that led to the development of TVB, the architecture and features of its major software components as well as potential neuroscience applications. PMID:23781198

  1. An information model for a virtual private optical network (OVPN) using virtual routers (VRs)

    NASA Astrophysics Data System (ADS)

    Vo, Viet Minh Nhat

    2002-05-01

    This paper describes a virtual private optical network architecture (Optical VPN - OVPN) based on virtual router (VR). It improves over architectures suggested for virtual private networks by using virtual routers with optical networks. The new things in this architecture are necessary changes to adapt to devices and protocols used in optical networks. This paper also presents information models for the OVPN: at the architecture level and at the service level. These are extensions to the DEN (directory enable network) and CIM (Common Information Model) for OVPNs using VRs. The goal is to propose a common management model using policies.

  2. Design of virtual display and testing system for moving mass electromechanical actuator

    NASA Astrophysics Data System (ADS)

    Gao, Zhigang; Geng, Keda; Zhou, Jun; Li, Peng

    2015-12-01

    Aiming at the problem of control, measurement and movement virtual display of moving mass electromechanical actuator(MMEA), the virtual testing system of MMEA was developed based on the PC-DAQ architecture and the software platform of LabVIEW, and the comprehensive test task such as drive control of MMEA, tests of kinematic parameter, measurement of centroid position and virtual display of movement could be accomplished. The system could solve the alignment for acquisition time between multiple measurement channels in different DAQ cards, then on this basis, the researches were focused on the dynamic 3D virtual display by the LabVIEW, and the virtual display of MMEA were realized by the method of calling DLL and the method of 3D graph drawing controls. Considering the collaboration with the virtual testing system, including the hardware drive, the measurement software of data acquisition, and the 3D graph drawing controls method was selected, which could obtained the synchronization measurement, control and display. The system can measure dynamic centroid position and kinematic position of movable mass block while controlling the MMEA, and the interface of 3D virtual display has realistic effect and motion smooth, which can solve the problem of display and playback about MMEA in the closed shell.

  3. TRENCADIS - secure architecture to share and manage DICOM objects in a ontological framework based on OGSA.

    PubMed

    Blanquer, Ignacio; Hernandez, Vicente; Segrelles, Damià; Torres, Erik

    2007-01-01

    Today most European healthcare centers use the digital format for their databases of images. TRENCADIS is a software architecture comprising a set of services as a solution for interconnecting, managing and sharing selected parts of medical DICOM data for the development of training and decision support tools. The organization of the distributed information in virtual repositories is based on semantic criteria. Different groups of researchers could organize themselves to propose a Virtual Organization (VO). These VOs will be interested in specific target areas, and will share information concerning each area. Although the private part of the information to be shared will be removed, special considerations will be taken into account to avoid the access by non-authorized users. This paper describes the security model implemented as part of TRENCADIS. The paper is organized as follows. First introduces the problem and presents our motivations. Section 1 defines the objectives. Section 2 presents an overview of the existing proposals per objective. Section 3 outlines the overall architecture. Section 4 describes how TRENCADIS is architected to realize the security goals discussed in the previous sections. The different security services and components of the infrastructure are briefly explained, as well as the exposed interfaces. Finally, Section 5 concludes and gives some remarks on our future work.

  4. General-purpose interface bus for multiuser, multitasking computer system

    NASA Technical Reports Server (NTRS)

    Generazio, Edward R.; Roth, Don J.; Stang, David B.

    1990-01-01

    The architecture of a multiuser, multitasking, virtual-memory computer system intended for the use by a medium-size research group is described. There are three central processing units (CPU) in the configuration, each with 16 MB memory, and two 474 MB hard disks attached. CPU 1 is designed for data analysis and contains an array processor for fast-Fourier transformations. In addition, CPU 1 shares display images viewed with the image processor. CPU 2 is designed for image analysis and display. CPU 3 is designed for data acquisition and contains 8 GPIB channels and an analog-to-digital conversion input/output interface with 16 channels. Up to 9 users can access the third CPU simultaneously for data acquisition. Focus is placed on the optimization of hardware interfaces and software, facilitating instrument control, data acquisition, and processing.

  5. Virtual Instrumentation for a Fiber-Optics-Based Artificial Nerve

    NASA Technical Reports Server (NTRS)

    Lyons, Donald R.; Kyaw, Thet Mon; Griffin, DeVon (Technical Monitor)

    2001-01-01

    A LabView-based computer interface for fiber-optic artificial nerves has been devised as a Masters thesis project. This project involves the use of outputs from wavelength multiplexed optical fiber sensors (artificial nerves), which are capable of producing dense optical data outputs for physical measurements. The potential advantages of using optical fiber sensors for sensory function restoration is the fact that well defined WDM-modulated signals can be transmitted to and from the sensing region allowing networked units to replace low-level nerve functions for persons desirous of "intelligent artificial limbs." Various FO sensors can be designed with high sensitivity and the ability to be interfaced with a wide range of devices including miniature shielded electrical conversion units. Our Virtual Instrument (VI) interface software package was developed using LabView's "Laboratory Virtual Instrument Engineering Workbench" package. The virtual instrument has been configured to arrange and encode the data to develop an intelligent response in the form of encoded digitized signal outputs. The architectural layout of our nervous system is such that different touch stimuli from different artificial fiber-optic nerve points correspond to gratings of a distinct resonant wavelength and physical location along the optical fiber. Thus, when an automated, tunable diode laser sends scans, the wavelength spectrum of the artificial nerve, it triggers responses that are encoded with different touch stimuli by way wavelength shifts in the reflected Bragg resonances. The reflected light is detected and a resulting analog signal is fed into ADC1 board and DAQ card. Finally, the software has been written such that the experimenter is able to set the response range during data acquisition.

  6. Distributed chemical computing using ChemStar: an open source java remote method invocation architecture applied to large scale molecular data from PubChem.

    PubMed

    Karthikeyan, M; Krishnan, S; Pandey, Anil Kumar; Bender, Andreas; Tropsha, Alexander

    2008-04-01

    We present the application of a Java remote method invocation (RMI) based open source architecture to distributed chemical computing. This architecture was previously employed for distributed data harvesting of chemical information from the Internet via the Google application programming interface (API; ChemXtreme). Due to its open source character and its flexibility, the underlying server/client framework can be quickly adopted to virtually every computational task that can be parallelized. Here, we present the server/client communication framework as well as an application to distributed computing of chemical properties on a large scale (currently the size of PubChem; about 18 million compounds), using both the Marvin toolkit as well as the open source JOELib package. As an application, for this set of compounds, the agreement of log P and TPSA between the packages was compared. Outliers were found to be mostly non-druglike compounds and differences could usually be explained by differences in the underlying algorithms. ChemStar is the first open source distributed chemical computing environment built on Java RMI, which is also easily adaptable to user demands due to its "plug-in architecture". The complete source codes as well as calculated properties along with links to PubChem resources are available on the Internet via a graphical user interface at http://moltable.ncl.res.in/chemstar/.

  7. Architecture of web services in the enhancement of real-time 3D video virtualization in cloud environment

    NASA Astrophysics Data System (ADS)

    Bada, Adedayo; Wang, Qi; Alcaraz-Calero, Jose M.; Grecos, Christos

    2016-04-01

    This paper proposes a new approach to improving the application of 3D video rendering and streaming by jointly exploring and optimizing both cloud-based virtualization and web-based delivery. The proposed web service architecture firstly establishes a software virtualization layer based on QEMU (Quick Emulator), an open-source virtualization software that has been able to virtualize system components except for 3D rendering, which is still in its infancy. The architecture then explores the cloud environment to boost the speed of the rendering at the QEMU software virtualization layer. The capabilities and inherent limitations of Virgil 3D, which is one of the most advanced 3D virtual Graphics Processing Unit (GPU) available, are analyzed through benchmarking experiments and integrated into the architecture to further speed up the rendering. Experimental results are reported and analyzed to demonstrate the benefits of the proposed approach.

  8. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Turner, John A.; Clarno, Kevin; Sieger, Matt

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL), the first DOE Hub, which was established in July 2010 for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both amore » software and a numerical perspective, along with the goals and constraints that drove the major design decisions and their implications. As a result, we explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the application of VERA tools for a variety of challenging problems within the nuclear industry.« less

  9. A spatially augmented reality sketching interface for architectural daylighting design.

    PubMed

    Sheng, Yu; Yapo, Theodore C; Young, Christopher; Cutler, Barbara

    2011-01-01

    We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation. © 2011 IEEE Published by the IEEE Computer Society

  10. The Virtual Environment for Reactor Applications (VERA): Design and architecture

    DOE PAGES

    Turner, John A.; Clarno, Kevin; Sieger, Matt; ...

    2016-09-08

    VERA, the Virtual Environment for Reactor Applications, is the system of physics capabilities being developed and deployed by the Consortium for Advanced Simulation of Light Water Reactors (CASL), the first DOE Hub, which was established in July 2010 for the modeling and simulation of commercial nuclear reactors. VERA consists of integrating and interfacing software together with a suite of physics components adapted and/or refactored to simulate relevant physical phenomena in a coupled manner. VERA also includes the software development environment and computational infrastructure needed for these components to be effectively used. We describe the architecture of VERA from both amore » software and a numerical perspective, along with the goals and constraints that drove the major design decisions and their implications. As a result, we explain why VERA is an environment rather than a framework or toolkit, why these distinctions are relevant (particularly for coupled physics applications), and provide an overview of results that demonstrate the application of VERA tools for a variety of challenging problems within the nuclear industry.« less

  11. Virtual Sensors in a Web 2.0 Digital Watershed

    NASA Astrophysics Data System (ADS)

    Liu, Y.; Hill, D. J.; Marini, L.; Kooper, R.; Rodriguez, A.; Myers, J. D.

    2008-12-01

    The lack of rainfall data in many watersheds is one of the major barriers for modeling and studying many environmental and hydrological processes and supporting decision making. There are just not enough rain gages on the ground. To overcome this data scarcity issue, a Web 2.0 digital watershed is developed at NCSA(National Center for Supercomputing Applications), where users can point-and-click on a web-based google map interface and create new precipitation virtual sensors at any location within the same coverage region as a NEXRAD station. A set of scientific workflows are implemented to perform spatial, temporal and thematic transformations to the near-real-time NEXRAD Level II data. Such workflows can be triggered by the users' actions and generate either rainfall rate or rainfall accumulation streaming data at a user-specified time interval. We will discuss some underlying components of this digital watershed, which consists of a semantic content management middleware, a semantically enhanced streaming data toolkit, virtual sensor management functionality, and RESTful (REpresentational State Transfer) web service that can trigger the workflow execution. Such loosely coupled architecture presents a generic framework for constructing a Web 2.0 style digital watershed. An implementation of this architecture at the Upper Illinois Rive Basin will be presented. We will also discuss the implications of the virtual sensor concept for the broad environmental observatory community and how such concept will help us move towards a participatory digital watershed.

  12. A Dependable Massive Storage Service for Medical Imaging.

    PubMed

    Núñez-Gaona, Marco Antonio; Marcelín-Jiménez, Ricardo; Gutiérrez-Martínez, Josefina; Aguirre-Meneses, Heriberto; Gonzalez-Compean, José Luis

    2018-05-18

    We present the construction of Babel, a distributed storage system that meets stringent requirements on dependability, availability, and scalability. Together with Babel, we developed an application that uses our system to store medical images. Accordingly, we show the feasibility of our proposal to provide an alternative solution for massive scientific storage and describe the software architecture style that manages the DICOM images life cycle, utilizing Babel like a virtual local storage component for a picture archiving and communication system (PACS-Babel Interface). Furthermore, we describe the communication interface in the Unified Modeling Language (UML) and show how it can be extended to manage the hard work associated with data migration processes on PACS in case of updates or disaster recovery.

  13. High-Performance Integrated Virtual Environment (HIVE) Tools and Applications for Big Data Analysis.

    PubMed

    Simonyan, Vahan; Mazumder, Raja

    2014-09-30

    The High-performance Integrated Virtual Environment (HIVE) is a high-throughput cloud-based infrastructure developed for the storage and analysis of genomic and associated biological data. HIVE consists of a web-accessible interface for authorized users to deposit, retrieve, share, annotate, compute and visualize Next-generation Sequencing (NGS) data in a scalable and highly efficient fashion. The platform contains a distributed storage library and a distributed computational powerhouse linked seamlessly. Resources available through the interface include algorithms, tools and applications developed exclusively for the HIVE platform, as well as commonly used external tools adapted to operate within the parallel architecture of the system. HIVE is composed of a flexible infrastructure, which allows for simple implementation of new algorithms and tools. Currently, available HIVE tools include sequence alignment and nucleotide variation profiling tools, metagenomic analyzers, phylogenetic tree-building tools using NGS data, clone discovery algorithms, and recombination analysis algorithms. In addition to tools, HIVE also provides knowledgebases that can be used in conjunction with the tools for NGS sequence and metadata analysis.

  14. High-Performance Integrated Virtual Environment (HIVE) Tools and Applications for Big Data Analysis

    PubMed Central

    Simonyan, Vahan; Mazumder, Raja

    2014-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a high-throughput cloud-based infrastructure developed for the storage and analysis of genomic and associated biological data. HIVE consists of a web-accessible interface for authorized users to deposit, retrieve, share, annotate, compute and visualize Next-generation Sequencing (NGS) data in a scalable and highly efficient fashion. The platform contains a distributed storage library and a distributed computational powerhouse linked seamlessly. Resources available through the interface include algorithms, tools and applications developed exclusively for the HIVE platform, as well as commonly used external tools adapted to operate within the parallel architecture of the system. HIVE is composed of a flexible infrastructure, which allows for simple implementation of new algorithms and tools. Currently, available HIVE tools include sequence alignment and nucleotide variation profiling tools, metagenomic analyzers, phylogenetic tree-building tools using NGS data, clone discovery algorithms, and recombination analysis algorithms. In addition to tools, HIVE also provides knowledgebases that can be used in conjunction with the tools for NGS sequence and metadata analysis. PMID:25271953

  15. iSERVO: Implementing the International Solid Earth Research Virtual Observatory by Integrating Computational Grid and Geographical Information Web Services

    NASA Astrophysics Data System (ADS)

    Aktas, Mehmet; Aydin, Galip; Donnellan, Andrea; Fox, Geoffrey; Granat, Robert; Grant, Lisa; Lyzenga, Greg; McLeod, Dennis; Pallickara, Shrideep; Parker, Jay; Pierce, Marlon; Rundle, John; Sayar, Ahmet; Tullis, Terry

    2006-12-01

    We describe the goals and initial implementation of the International Solid Earth Virtual Observatory (iSERVO). This system is built using a Web Services approach to Grid computing infrastructure and is accessed via a component-based Web portal user interface. We describe our implementations of services used by this system, including Geographical Information System (GIS)-based data grid services for accessing remote data repositories and job management services for controlling multiple execution steps. iSERVO is an example of a larger trend to build globally scalable scientific computing infrastructures using the Service Oriented Architecture approach. Adoption of this approach raises a number of research challenges in millisecond-latency message systems suitable for internet-enabled scientific applications. We review our research in these areas.

  16. Launching an EarthCube Interoperability Workbench for Constructing Workflows and Employing Service Interfaces

    NASA Astrophysics Data System (ADS)

    Fulker, D. W.; Pearlman, F.; Pearlman, J.; Arctur, D. K.; Signell, R. P.

    2016-12-01

    A major challenge for geoscientists—and a key motivation for the National Science Foundation's EarchCube initiative—is to integrate data across disciplines, as is necessary for complex Earth-system studies such as climate change. The attendant technical and social complexities have led EarthCube participants to devise a system-of-systems architectural concept. Its centerpiece is a (virtual) interoperability workbench, around which a learning community can coalesce, supported in their evolving quests to join data from diverse sources, to synthesize new forms of data depicting Earth phenomena, and to overcome immense obstacles that arise, for example, from mismatched nomenclatures, projections, mesh geometries and spatial-temporal scales. The full architectural concept will require significant time and resources to implement, but this presentation describes a (minimal) starter kit. With a keep-it-simple mantra this workbench starter kit can fulfill the following four objectives: 1) demonstrate the feasibility of an interoperability workbench by mid-2017; 2) showcase scientifically useful examples of cross-domain interoperability, drawn, e.g., from funded EarthCube projects; 3) highlight selected aspects of EarthCube's architectural concept, such as a system of systems (SoS) linked via service interfaces; 4) demonstrate how workflows can be designed and used in a manner that enables sharing, promotes collaboration and fosters learning. The outcome, despite its simplicity, will embody service interfaces sufficient to construct—from extant components—data-integration and data-synthesis workflows involving multiple geoscience domains. Tentatively, the starter kit will build on the Jupyter Notebook web application, augmented with libraries for interfacing current services (at data centers involved in EarthCube's Council of Data Facilities, e.g.) and services developed specifically for EarthCube and spanning most geoscience domains.

  17. Spaceborne Processor Array

    NASA Technical Reports Server (NTRS)

    Chow, Edward T.; Schatzel, Donald V.; Whitaker, William D.; Sterling, Thomas

    2008-01-01

    A Spaceborne Processor Array in Multifunctional Structure (SPAMS) can lower the total mass of the electronic and structural overhead of spacecraft, resulting in reduced launch costs, while increasing the science return through dynamic onboard computing. SPAMS integrates the multifunctional structure (MFS) and the Gilgamesh Memory, Intelligence, and Network Device (MIND) multi-core in-memory computer architecture into a single-system super-architecture. This transforms every inch of a spacecraft into a sharable, interconnected, smart computing element to increase computing performance while simultaneously reducing mass. The MIND in-memory architecture provides a foundation for high-performance, low-power, and fault-tolerant computing. The MIND chip has an internal structure that includes memory, processing, and communication functionality. The Gilgamesh is a scalable system comprising multiple MIND chips interconnected to operate as a single, tightly coupled, parallel computer. The array of MIND components shares a global, virtual name space for program variables and tasks that are allocated at run time to the distributed physical memory and processing resources. Individual processor- memory nodes can be activated or powered down at run time to provide active power management and to configure around faults. A SPAMS system is comprised of a distributed Gilgamesh array built into MFS, interfaces into instrument and communication subsystems, a mass storage interface, and a radiation-hardened flight computer.

  18. Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

    NASA Technical Reports Server (NTRS)

    Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam

    1996-01-01

    Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

  19. Requirements for plug and play information infrastructure frameworks and architectures to enable virtual enterprises

    NASA Astrophysics Data System (ADS)

    Bolton, Richard W.; Dewey, Allen; Horstmann, Paul W.; Laurentiev, John

    1997-01-01

    This paper examines the role virtual enterprises will have in supporting future business engagements and resulting technology requirements. Two representative end-user scenarios are proposed that define the requirements for 'plug-and-play' information infrastructure frameworks and architectures necessary to enable 'virtual enterprises' in US manufacturing industries. The scenarios provide a high- level 'needs analysis' for identifying key technologies, defining a reference architecture, and developing compliant reference implementations. Virtual enterprises are short- term consortia or alliances of companies formed to address fast-changing opportunities. Members of a virtual enterprise carry out their tasks as if they all worked for a single organization under 'one roof', using 'plug-and-play' information infrastructure frameworks and architectures to access and manage all information needed to support the product cycle. 'Plug-and-play' information infrastructure frameworks and architectures are required to enhance collaboration between companies corking together on different aspects of a manufacturing process. This new form of collaborative computing will decrease cycle-time and increase responsiveness to change.

  20. 3D mechanical stratigraphy of a deformed multi-layer: Linking sedimentary architecture and strain partitioning

    NASA Astrophysics Data System (ADS)

    Cawood, Adam J.; Bond, Clare E.

    2018-01-01

    Stratigraphic influence on structural style and strain distribution in deformed sedimentary sequences is well established, in models of 2D mechanical stratigraphy. In this study we attempt to refine existing models of stratigraphic-structure interaction by examining outcrop scale 3D variations in sedimentary architecture and the effects on subsequent deformation. At Monkstone Point, Pembrokeshire, SW Wales, digital mapping and virtual scanline data from a high resolution virtual outcrop have been combined with field observations, sedimentary logs and thin section analysis. Results show that significant variation in strain partitioning is controlled by changes, at a scale of tens of metres, in sedimentary architecture within Upper Carboniferous fluvio-deltaic deposits. Coupled vs uncoupled deformation of the sequence is defined by the composition and lateral continuity of mechanical units and unit interfaces. Where the sedimentary sequence is characterized by gradational changes in composition and grain size, we find that deformation structures are best characterized by patterns of distributed strain. In contrast, distinct compositional changes vertically and in laterally equivalent deposits results in highly partitioned deformation and strain. The mechanical stratigraphy of the study area is inherently 3D in nature, due to lateral and vertical compositional variability. Consideration should be given to 3D variations in mechanical stratigraphy, such as those outlined here, when predicting subsurface deformation in multi-layers.

  1. Kinematic evaluation of virtual walking trajectories.

    PubMed

    Cirio, Gabriel; Olivier, Anne-Hélène; Marchal, Maud; Pettré, Julien

    2013-04-01

    Virtual walking, a fundamental task in Virtual Reality (VR), is greatly influenced by the locomotion interface being used, by the specificities of input and output devices, and by the way the virtual environment is represented. No matter how virtual walking is controlled, the generation of realistic virtual trajectories is absolutely required for some applications, especially those dedicated to the study of walking behaviors in VR, navigation through virtual places for architecture, rehabilitation and training. Previous studies focused on evaluating the realism of locomotion trajectories have mostly considered the result of the locomotion task (efficiency, accuracy) and its subjective perception (presence, cybersickness). Few focused on the locomotion trajectory itself, but in situation of geometrically constrained task. In this paper, we study the realism of unconstrained trajectories produced during virtual walking by addressing the following question: did the user reach his destination by virtually walking along a trajectory he would have followed in similar real conditions? To this end, we propose a comprehensive evaluation framework consisting on a set of trajectographical criteria and a locomotion model to generate reference trajectories. We consider a simple locomotion task where users walk between two oriented points in space. The travel path is analyzed both geometrically and temporally in comparison to simulated reference trajectories. In addition, we demonstrate the framework over a user study which considered an initial set of common and frequent virtual walking conditions, namely different input devices, output display devices, control laws, and visualization modalities. The study provides insight into the relative contributions of each condition to the overall realism of the resulting virtual trajectories.

  2. NASA Sea Level Change Portal - It not just another portal site

    NASA Astrophysics Data System (ADS)

    Huang, T.; Quach, N.; Abercrombie, S. P.; Boening, C.; Brennan, H. P.; Gill, K. M.; Greguska, F. R., III; Jackson, R.; Larour, E. Y.; Shaftel, H.; Tenenbaum, L. F.; Zlotnicki, V.; Moore, B.; Moore, J.; Boeck, A.

    2017-12-01

    The NASA Sea Level Change Portal (https://sealevel.nasa.gov) is designed as a "one-stop" source for current sea level change information, including interactive tools for accessing and viewing regional data, a virtual dashboard of sea level indicators, and ongoing updates through a suite of editorial products that include content articles, graphics, videos, and animations. With increasing global temperatures warming the ocean and melting ice sheets and glaciers, there is an immediate need both for accelerating sea level change research and for making this research accessible to scientists in disparate discipline, to the general public, to policy makers and business. The immersive and innovative NASA portal debuted at the 2015 AGU attracts thousands of daily visitors and over 30K followers on Facebook®. Behind its intuitive interface is an extensible architecture that integrates site contents, data for various sources, visualization, horizontal-scale geospatial data analytic technology (called NEXUS), and an interactive 3D simulation platform (called the Virtual Earth System Laboratory). We will present an overview of our NASA portal and some of our architectural decisions along with discussion on our open-source, cloud-based data analytic technology that enables on-the-fly analysis of heterogeneous data.

  3. Virtual Business Operating Environment in the Cloud: Conceptual Architecture and Challenges

    NASA Astrophysics Data System (ADS)

    Nezhad, Hamid R. Motahari; Stephenson, Bryan; Singhal, Sharad; Castellanos, Malu

    Advances in service oriented architecture (SOA) have brought us close to the once imaginary vision of establishing and running a virtual business, a business in which most or all of its business functions are outsourced to online services. Cloud computing offers a realization of SOA in which IT resources are offered as services that are more affordable, flexible and attractive to businesses. In this paper, we briefly study advances in cloud computing, and discuss the benefits of using cloud services for businesses and trade-offs that they have to consider. We then present 1) a layered architecture for the virtual business, and 2) a conceptual architecture for a virtual business operating environment. We discuss the opportunities and research challenges that are ahead of us in realizing the technical components of this conceptual architecture. We conclude by giving the outlook and impact of cloud services on both large and small businesses.

  4. 10 Management Controller for Time and Space Partitioning Architectures

    NASA Astrophysics Data System (ADS)

    Lachaize, Jerome; Deredempt, Marie-Helene; Galizzi, Julien

    2015-09-01

    The Integrated Modular Avionics (IMA) has been industrialized in aeronautical domain to enable the independent qualification of different application softwares from different suppliers on the same generic computer, this latter computer being a single terminal in a deterministic network. This concept allowed to distribute efficiently and transparently the different applications across the network, sizing accurately the HW equipments to embed on the aircraft, through the configuration of the virtual computers and the virtual network. , This concept has been studied for space domain and requirements issued [D04],[D05]. Experiments in the space domain have been done, for the computer level, through ESA and CNES initiatives [D02] [D03]. One possible IMA implementation may use Time and Space Partitioning (TSP) technology. Studies on Time and Space Partitioning [D02] for controlling resources access such as CPU and memories and studies on hardware/software interface standardization [D01] showed that for space domain technologies where I/O components (or IP) do not cover advanced features such as buffering, descriptors or virtualization, CPU overhead in terms of performances is mainly due to shared interface management in the execution platform, and to the high frequency of I/O accesses, these latter leading to an important number of context switches. This paper will present a solution to reduce this execution overhead with an open, modular and configurable controller.

  5. Large-Scale Networked Virtual Environments: Architecture and Applications

    ERIC Educational Resources Information Center

    Lamotte, Wim; Quax, Peter; Flerackers, Eddy

    2008-01-01

    Purpose: Scalability is an important research topic in the context of networked virtual environments (NVEs). This paper aims to describe the ALVIC (Architecture for Large-scale Virtual Interactive Communities) approach to NVE scalability. Design/methodology/approach: The setup and results from two case studies are shown: a 3-D learning environment…

  6. Design and Implementation of an Intelligent Virtual Environment for Improving Speaking and Listening Skills

    ERIC Educational Resources Information Center

    Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali

    2016-01-01

    In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…

  7. Work/control stations in Space Station weightlessness

    NASA Technical Reports Server (NTRS)

    Willits, Charles

    1990-01-01

    An ergonomic integration of controls, displays, and associated interfaces with an operator, whose body geometry and dynamics may be altered by the state of weightlessness, is noted to rank in importance with the optimal positioning of controls relative to the layout and architecture of 'body-ported' work/control stations applicable to the NASA Space Station Freedom. A long-term solution to this complex design problem is envisioned to encompass the following features: multiple imaging, virtual optics, screen displays controlled by a keyboard ergonomically designed for weightlessness, cursor control, a CCTV camera, and a hand-controller featuring 'no-grip' vernier/tactile positioning. This controller frees all fingers for multiple-switch actuations, while retaining index/register determination with the hand controller. A single architectural point attachment/restraint may be used which requires no residual muscle tension in either brief or prolonged operation.

  8. Scalable Visual Analytics of Massive Textual Datasets

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Krishnan, Manoj Kumar; Bohn, Shawn J.; Cowley, Wendy E.

    2007-04-01

    This paper describes the first scalable implementation of text processing engine used in Visual Analytics tools. These tools aid information analysts in interacting with and understanding large textual information content through visual interfaces. By developing parallel implementation of the text processing engine, we enabled visual analytics tools to exploit cluster architectures and handle massive dataset. The paper describes key elements of our parallelization approach and demonstrates virtually linear scaling when processing multi-gigabyte data sets such as Pubmed. This approach enables interactive analysis of large datasets beyond capabilities of existing state-of-the art visual analytics tools.

  9. Personal pervasive environments: practice and experience.

    PubMed

    Ballesteros, Francisco J; Guardiola, Gorka; Soriano, Enrique

    2012-01-01

    In this paper we present our experience designing and developing two different systems to enable personal pervasive computing environments, Plan B and the Octopus. These systems were fully implemented and have been used on a daily basis for years. Both are based on synthetic (virtual) file system interfaces and provide mechanisms to adapt to changes in the context and reconfigure the system to support pervasive applications. We also present the main differences between them, focusing on architectural and reconfiguration aspects. Finally, we analyze the pitfalls and successes of both systems and review the lessons we learned while designing, developing, and using them.

  10. Personal Pervasive Environments: Practice and Experience

    PubMed Central

    Ballesteros, Francisco J.; Guardiola, Gorka; Soriano, Enrique

    2012-01-01

    In this paper we present our experience designing and developing two different systems to enable personal pervasive computing environments, Plan B and the Octopus. These systems were fully implemented and have been used on a daily basis for years. Both are based on synthetic (virtual) file system interfaces and provide mechanisms to adapt to changes in the context and reconfigure the system to support pervasive applications. We also present the main differences between them, focusing on architectural and reconfiguration aspects. Finally, we analyze the pitfalls and successes of both systems and review the lessons we learned while designing, developing, and using them. PMID:22969340

  11. Software architecture standard for simulation virtual machine, version 2.0

    NASA Technical Reports Server (NTRS)

    Sturtevant, Robert; Wessale, William

    1994-01-01

    The Simulation Virtual Machine (SBM) is an Ada architecture which eases the effort involved in the real-time software maintenance and sustaining engineering. The Software Architecture Standard defines the infrastructure which all the simulation models are built from. SVM was developed for and used in the Space Station Verification and Training Facility.

  12. An e-consent-based shared EHR system architecture for integrated healthcare networks.

    PubMed

    Bergmann, Joachim; Bott, Oliver J; Pretschner, Dietrich P; Haux, Reinhold

    2007-01-01

    Virtual integration of distributed patient data promises advantages over a consolidated health record, but raises questions mainly about practicability and authorization concepts. Our work aims on specification and development of a virtual shared health record architecture using a patient-centred integration and authorization model. A literature survey summarizes considerations of current architectural approaches. Complemented by a methodical analysis in two regional settings, a formal architecture model was specified and implemented. Results presented in this paper are a survey of architectural approaches for shared health records and an architecture model for a virtual shared EHR, which combines a patient-centred integration policy with provider-oriented document management. An electronic consent system assures, that access to the shared record remains under control of the patient. A corresponding system prototype has been developed and is currently being introduced and evaluated in a regional setting. The proposed architecture is capable of partly replacing message-based communications. Operating highly available provider repositories for the virtual shared EHR requires advanced technology and probably means additional costs for care providers. Acceptance of the proposed architecture depends on transparently embedding document validation and digital signature into the work processes. The paradigm shift from paper-based messaging to a "pull model" needs further evaluation.

  13. Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness

    DTIC Science & Technology

    2017-08-08

    Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness Dr. Syed Adeel Ahmed, Xavier University of...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...navigate through a virtual environment. The wand interface provides a significantly improved means of interaction. This study quantitatively measures the

  14. Development of Virtual Airspace Simulation Technology - Real-Time (VAST-RT) Capability 2 and Experimental Plans

    NASA Technical Reports Server (NTRS)

    Lehmer, R.; Ingram, C.; Jovic, S.; Alderete, J.; Brown, D.; Carpenter, D.; LaForce, S.; Panda, R.; Walker, J.; Chaplin, P.; hide

    2006-01-01

    The Virtual Airspace Simulation Technology - Real-Time (VAST-RT) Project, an element cf NASA's Virtual Airspace Modeling and Simulation (VAMS) Project, has been developing a distributed simulation capability that supports an extensible and expandable real-time, human-in-the-loop airspace simulation environment. The VAST-RT system architecture is based on DoD High Level Architecture (HLA) and the VAST-RT HLA Toolbox, a common interface implementation that incorporates a number of novel design features. The scope of the initial VAST-RT integration activity (Capability 1) included the high-fidelity human-in-the-loop simulation facilities located at NASA/Ames Research Center and medium fidelity pseudo-piloted target generators, such as the Airspace Traffic Generator (ATG) being developed as part of VAST-RT, as well as other real-time tools. This capability has been demonstrated in a gate-to-gate simulation. VAST-RT's (Capability 2A) has been recently completed, and this paper will discuss the improved integration of the real-time assets into VAST-RT, including the development of tools to integrate data collected across the simulation environment into a single data set for the researcher. Current plans for the completion of the VAST-RT distributed simulation environment (Capability 2B) and its use to evaluate future airspace capacity enhancing concepts being developed by VAMS will be discussed. Additionally, the simulation environment's application to other airspace and airport research projects is addressed.

  15. Integrating Virtual Worlds with Tangible User Interfaces for Teaching Mathematics: A Pilot Study.

    PubMed

    Guerrero, Graciela; Ayala, Andrés; Mateu, Juan; Casades, Laura; Alamán, Xavier

    2016-10-25

    This article presents a pilot study of the use of two new tangible interfaces and virtual worlds for teaching geometry in a secondary school. The first tangible device allows the user to control a virtual object in six degrees of freedom. The second tangible device is used to modify virtual objects, changing attributes such as position, size, rotation and color. A pilot study on using these devices was carried out at the "Florida Secundaria" high school. A virtual world was built where students used the tangible interfaces to manipulate geometrical figures in order to learn different geometrical concepts. The pilot experiment results suggest that the use of tangible interfaces and virtual worlds allowed a more meaningful learning (concepts learnt were more durable).

  16. Agent-Based Intelligent Interface for Wheelchair Movement Control

    PubMed Central

    Barriuso, Alberto L.; De Paz, Juan F.

    2018-01-01

    People who suffer from any kind of motor difficulty face serious complications to autonomously move in their daily lives. However, a growing number research projects which propose different powered wheelchairs control systems are arising. Despite of the interest of the research community in the area, there is no platform that allows an easy integration of various control methods that make use of heterogeneous sensors and computationally demanding algorithms. In this work, an architecture based on virtual organizations of agents is proposed that makes use of a flexible and scalable communication protocol that allows the deployment of embedded agents in computationally limited devices. In order to validate the proper functioning of the proposed system, it has been integrated into a conventional wheelchair and a set of alternative control interfaces have been developed and deployed, including a portable electroencephalography system, a voice interface or as specifically designed smartphone application. A set of tests were conducted to test both the platform adequacy and the accuracy and ease of use of the proposed control systems yielding positive results that can be useful in further wheelchair interfaces design and implementation. PMID:29751603

  17. A specification of 3D manipulation in virtual environments

    NASA Technical Reports Server (NTRS)

    Su, S. Augustine; Furuta, Richard

    1994-01-01

    In this paper we discuss the modeling of three basic kinds of 3-D manipulations in the context of a logical hand device and our virtual panel architecture. The logical hand device is a useful software abstraction representing hands in virtual environments. The virtual panel architecture is the 3-D component of the 2-D window systems. Both of the abstractions are intended to form the foundation for adaptable 3-D manipulation.

  18. A Prototype SSVEP Based Real Time BCI Gaming System

    PubMed Central

    Martišius, Ignas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414

  19. A Prototype SSVEP Based Real Time BCI Gaming System.

    PubMed

    Martišius, Ignas; Damaševičius, Robertas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  20. A multiscale framework based on the physiome markup languages for exploring the initiation of osteoarthritis at the bone-cartilage interface.

    PubMed

    Shim, Vickie B; Hunter, Peter J; Pivonka, Peter; Fernandez, Justin W

    2011-12-01

    The initiation of osteoarthritis (OA) has been linked to the onset and progression of pathologic mechanisms at the cartilage-bone interface. Most importantly, this degenerative disease involves cross-talk between the cartilage and subchondral bone environments, so an informative model should contain the complete complex. In order to evaluate this process, we have developed a multiscale model using the open-source ontologies developed for the Physiome Project with cartilage and bone descriptions at the cellular, micro, and macro levels. In this way, we can effectively model the influence of whole body loadings at the macro level and the influence of bone organization and architecture at the micro level, and have cell level processes that determine bone and cartilage remodeling. Cell information is then passed up the spatial scales to modify micro architecture and provide a macro spatial characterization of cartilage inflammation. We evaluate the framework by linking a common knee injury (anterior cruciate ligament deficiency) to proinflammatory mediators as a possible pathway to initiate OA. This framework provides a "virtual bone-cartilage" tool for evaluating hypotheses, treatment effects, and disease onset to inform and strengthen clinical studies.

  1. A Distributed Laboratory for Event-Driven Coastal Prediction and Hazard Planning

    NASA Astrophysics Data System (ADS)

    Bogden, P.; Allen, G.; MacLaren, J.; Creager, G. J.; Flournoy, L.; Sheng, Y. P.; Graber, H.; Graves, S.; Conover, H.; Luettich, R.; Perrie, W.; Ramakrishnan, L.; Reed, D. A.; Wang, H. V.

    2006-12-01

    The 2005 Atlantic hurricane season was the most active in recorded history. Collectively, 2005 hurricanes caused more than 2,280 deaths and record damages of over 100 billion dollars. Of the storms that made landfall, Dennis, Emily, Katrina, Rita, and Wilma caused most of the destruction. Accurate predictions of storm-driven surge, wave height, and inundation can save lives and help keep recovery costs down, provided the information gets to emergency response managers in time. The information must be available well in advance of landfall so that responders can weigh the costs of unnecessary evacuation against the costs of inadequate preparation. The SURA Coastal Ocean Observing and Prediction (SCOOP) Program is a multi-institution collaboration implementing a modular, distributed service-oriented architecture for real time prediction and visualization of the impacts of extreme atmospheric events. The modular infrastructure enables real-time prediction of multi- scale, multi-model, dynamic, data-driven applications. SURA institutions are working together to create a virtual and distributed laboratory integrating coastal models, simulation data, and observations with computational resources and high speed networks. The loosely coupled architecture allows teams of computer and coastal scientists at multiple institutions to innovate complex system components that are interconnected with relatively stable interfaces. The operational system standardizes at the interface level to enable substantial innovation by complementary communities of coastal and computer scientists. This architectural philosophy solves a long-standing problem associated with the transition from research to operations. The SCOOP Program thereby implements a prototype laboratory consistent with the vision of a national, multi-agency initiative called the Integrated Ocean Observing System (IOOS). Several service- oriented components of the SCOOP enterprise architecture have already been designed and implemented, including data archive and transport services, metadata registry and retrieval (catalog), resource management, and portal interfaces. SCOOP partners are integrating these at the service level and implementing reconfigurable workflows for several kinds of user scenarios, and are working with resource providers to prototype new policies and technologies for on-demand computing.

  2. Space Generic Open Avionics Architecture (SGOAA) reference model technical guide

    NASA Technical Reports Server (NTRS)

    Wray, Richard B.; Stovall, John R.

    1993-01-01

    This report presents a full description of the Space Generic Open Avionics Architecture (SGOAA). The SGOAA consists of a generic system architecture for the entities in spacecraft avionics, a generic processing architecture, and a six class model of interfaces in a hardware/software system. The purpose of the SGOAA is to provide an umbrella set of requirements for applying the generic architecture interface model to the design of specific avionics hardware/software systems. The SGOAA defines a generic set of system interface points to facilitate identification of critical interfaces and establishes the requirements for applying appropriate low level detailed implementation standards to those interface points. The generic core avionics system and processing architecture models provided herein are robustly tailorable to specific system applications and provide a platform upon which the interface model is to be applied.

  3. Integrating Virtual Worlds with Tangible User Interfaces for Teaching Mathematics: A Pilot Study

    PubMed Central

    Guerrero, Graciela; Ayala, Andrés; Mateu, Juan; Casades, Laura; Alamán, Xavier

    2016-01-01

    This article presents a pilot study of the use of two new tangible interfaces and virtual worlds for teaching geometry in a secondary school. The first tangible device allows the user to control a virtual object in six degrees of freedom. The second tangible device is used to modify virtual objects, changing attributes such as position, size, rotation and color. A pilot study on using these devices was carried out at the “Florida Secundaria” high school. A virtual world was built where students used the tangible interfaces to manipulate geometrical figures in order to learn different geometrical concepts. The pilot experiment results suggest that the use of tangible interfaces and virtual worlds allowed a more meaningful learning (concepts learnt were more durable). PMID:27792132

  4. Experimental demonstration of bandwidth on demand (BoD) provisioning based on time scheduling in software-defined multi-domain optical networks

    NASA Astrophysics Data System (ADS)

    Zhao, Yongli; Li, Yajie; Wang, Xinbo; Chen, Bowen; Zhang, Jie

    2016-09-01

    A hierarchical software-defined networking (SDN) control architecture is designed for multi-domain optical networks with the Open Daylight (ODL) controller. The OpenFlow-based Control Virtual Network Interface (CVNI) protocol is deployed between the network orchestrator and the domain controllers. Then, a dynamic bandwidth on demand (BoD) provisioning solution is proposed based on time scheduling in software-defined multi-domain optical networks (SD-MDON). Shared Risk Link Groups (SRLG)-disjoint routing schemes are adopted to separate each tenant for reliability. The SD-MDON testbed is built based on the proposed hierarchical control architecture. Then the proposed time scheduling-based BoD (Ts-BoD) solution is experimentally demonstrated on the testbed. The performance of the Ts-BoD solution is evaluated with respect to blocking probability, resource utilization, and lightpath setup latency.

  5. Towards multi-platform software architecture for Collaborative Teleoperation

    NASA Astrophysics Data System (ADS)

    Domingues, Christophe; Otmane, Samir; Davesne, Frederic; Mallem, Malik

    2009-03-01

    Augmented Reality (AR) can provide to a Human Operator (HO) a real help in achieving complex tasks, such as remote control of robots and cooperative teleassistance. Using appropriate augmentations, the HO can interact faster, safer and easier with the remote real world. In this paper, we present an extension of an existing distributed software and network architecture for collaborative teleoperation based on networked human-scaled mixed reality and mobile platform. The first teleoperation system was composed by a VR application and a Web application. However the 2 systems cannot be used together and it is impossible to control a distant robot simultaneously. Our goal is to update the teleoperation system to permit a heterogeneous collaborative teleoperation between the 2 platforms. An important feature of this interface is based on the use of different Virtual Reality platforms and different Mobile platforms to control one or many robots.

  6. Towards multi-platform software architecture for Collaborative Teleoperation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Domingues, Christophe; Otmane, Samir; Davesne, Frederic

    2009-03-05

    Augmented Reality (AR) can provide to a Human Operator (HO) a real help in achieving complex tasks, such as remote control of robots and cooperative teleassistance. Using appropriate augmentations, the HO can interact faster, safer and easier with the remote real world. In this paper, we present an extension of an existing distributed software and network architecture for collaborative teleoperation based on networked human-scaled mixed reality and mobile platform. The first teleoperation system was composed by a VR application and a Web application. However the 2 systems cannot be used together and it is impossible to control a distant robotmore » simultaneously. Our goal is to update the teleoperation system to permit a heterogeneous collaborative teleoperation between the 2 platforms. An important feature of this interface is based on the use of different Virtual Reality platforms and different Mobile platforms to control one or many robots.« less

  7. Towards a Global Service Registry for the World-Wide LHC Computing Grid

    NASA Astrophysics Data System (ADS)

    Field, Laurence; Alandes Pradillo, Maria; Di Girolamo, Alessandro

    2014-06-01

    The World-Wide LHC Computing Grid encompasses a set of heterogeneous information systems; from central portals such as the Open Science Grid's Information Management System and the Grid Operations Centre Database, to the WLCG information system, where the information sources are the Grid services themselves. Providing a consistent view of the information, which involves synchronising all these informations systems, is a challenging activity that has lead the LHC virtual organisations to create their own configuration databases. This experience, whereby each virtual organisation's configuration database interfaces with multiple information systems, has resulted in the duplication of effort, especially relating to the use of manual checks for the handling of inconsistencies. The Global Service Registry aims to address this issue by providing a centralised service that aggregates information from multiple information systems. It shows both information on registered resources (i.e. what should be there) and available resources (i.e. what is there). The main purpose is to simplify the synchronisation of the virtual organisation's own configuration databases, which are used for job submission and data management, through the provision of a single interface for obtaining all the information. By centralising the information, automated consistency and validation checks can be performed to improve the overall quality of information provided. Although internally the GLUE 2.0 information model is used for the purpose of integration, the Global Service Registry in not dependent on any particular information model for ingestion or dissemination. The intention is to allow the virtual organisation's configuration databases to be decoupled from the underlying information systems in a transparent way and hence simplify any possible future migration due to the evolution of those systems. This paper presents the Global Service Registry architecture, its advantages compared to the current situation and how it can support the evolution of information systems.

  8. Mobile access to virtual randomization for investigator-initiated trials.

    PubMed

    Deserno, Thomas M; Keszei, András P

    2017-08-01

    Background/aims Randomization is indispensable in clinical trials in order to provide unbiased treatment allocation and a valid statistical inference. Improper handling of allocation lists can be avoided using central systems, for example, human-based services. However, central systems are unaffordable for investigator-initiated trials and might be inaccessible from some places, where study subjects need allocations. We propose mobile access to virtual randomization, where the randomization lists are non-existent and the appropriate allocation is computed on demand. Methods The core of the system architecture is an electronic data capture system or a clinical trial management system, which is extended by an R interface connecting the R server using the Java R Interface. Mobile devices communicate via the representational state transfer web services. Furthermore, a simple web-based setup allows configuring the appropriate statistics by non-statisticians. Our comprehensive R script supports simple randomization, restricted randomization using a random allocation rule, block randomization, and stratified randomization for un-blinded, single-blinded, and double-blinded trials. For each trial, the electronic data capture system or the clinical trial management system stores the randomization parameters and the subject assignments. Results Apps are provided for iOS and Android and subjects are randomized using smartphones. After logging onto the system, the user selects the trial and the subject, and the allocation number and treatment arm are displayed instantaneously and stored in the core system. So far, 156 subjects have been allocated from mobile devices serving five investigator-initiated trials. Conclusion Transforming pre-printed allocation lists into virtual ones ensures the correct conduct of trials and guarantees a strictly sequential processing in all trial sites. Covering 88% of all randomization models that are used in recent trials, virtual randomization becomes available for investigator-initiated trials and potentially for large multi-center trials.

  9. Natural gesture interfaces

    NASA Astrophysics Data System (ADS)

    Starodubtsev, Illya

    2017-09-01

    The paper describes the implementation of the system of interaction with virtual objects based on gestures. The paper describes the common problems of interaction with virtual objects, specific requirements for the interfaces for virtual and augmented reality.

  10. Virtual odors to transmit emotions in virtual agents

    NASA Astrophysics Data System (ADS)

    Delgado-Mata, Carlos; Aylett, Ruth

    2003-04-01

    In this paper we describe an emotional-behvioral architecture. The emotional engine sits at a higher layer than the behavior system, and can alter behavior patterns, the engine is designed to simulate Emotionally-Intelligent Agents in a Virtual Environment, where each agent senses its own emotions, and other creature emotions through a virtual smell sensor; senses obstacles and other moving creatures in the environment and reacts to them. The architecture consists of an emotion engine, behavior synthesis system, a motor layer and a library of sensors.

  11. Functional Interface Considerations within an Exploration Life Support System Architecture

    NASA Technical Reports Server (NTRS)

    Perry, Jay L.; Sargusingh, Miriam J.; Toomarian, Nikzad

    2016-01-01

    As notional life support system (LSS) architectures are developed and evaluated, myriad options must be considered pertaining to process technologies, components, and equipment assemblies. Each option must be evaluated relative to its impact on key functional interfaces within the LSS architecture. A leading notional architecture has been developed to guide the path toward realizing future crewed space exploration goals. This architecture includes atmosphere revitalization, water recovery and management, and environmental monitoring subsystems. Guiding requirements for developing this architecture are summarized and important interfaces within the architecture are discussed. The role of environmental monitoring within the architecture is described.

  12. Virtual button interface

    DOEpatents

    Jones, Jake S.

    1999-01-01

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch.

  13. Virtual Workshop Environment (VWE): A Taxonomy and Service Oriented Architecture (SOA) Framework for Modularized Virtual Learning Environments (VLE)--Applying the Learning Object Concept to the VLE

    ERIC Educational Resources Information Center

    Paulsson, Fredrik; Naeve, Ambjorn

    2006-01-01

    Based on existing Learning Object taxonomies, this article suggests an alternative Learning Object taxonomy, combined with a general Service Oriented Architecture (SOA) framework, aiming to transfer the modularized concept of Learning Objects to modularized Virtual Learning Environments. The taxonomy and SOA-framework exposes a need for a clearer…

  14. A haptic interface for virtual simulation of endoscopic surgery.

    PubMed

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  15. Efficient Comparison between Windows and Linux Platform Applicable in a Virtual Architectural Walkthrough Application

    NASA Astrophysics Data System (ADS)

    Thubaasini, P.; Rusnida, R.; Rohani, S. M.

    This paper describes Linux, an open source platform used to develop and run a virtual architectural walkthrough application. It proposes some qualitative reflections and observations on the nature of Linux in the concept of Virtual Reality (VR) and on the most popular and important claims associated with the open source approach. The ultimate goal of this paper is to measure and evaluate the performance of Linux used to build the virtual architectural walkthrough and develop a proof of concept based on the result obtain through this project. Besides that, this study reveals the benefits of using Linux in the field of virtual reality and reflects a basic comparison and evaluation between Windows and Linux base operating system. Windows platform is use as a baseline to evaluate the performance of Linux. The performance of Linux is measured based on three main criteria which is frame rate, image quality and also mouse motion.

  16. A New Cloud Architecture of Virtual Trusted Platform Modules

    NASA Astrophysics Data System (ADS)

    Liu, Dongxi; Lee, Jack; Jang, Julian; Nepal, Surya; Zic, John

    We propose and implement a cloud architecture of virtual Trusted Platform Modules (TPMs) to improve the usability of TPMs. In this architecture, virtual TPMs can be obtained from the TPM cloud on demand. Hence, the TPM functionality is available for applications that do not have physical TPMs in their local platforms. Moreover, the TPM cloud allows users to access their keys and data in the same virtual TPM even if they move to untrusted platforms. The TPM cloud is easy to access for applications in different languages since cloud computing delivers services in standard protocols. The functionality of the TPM cloud is demonstrated by applying it to implement the Needham-Schroeder public-key protocol for web authentications, such that the strong security provided by TPMs is integrated into high level applications. The chain of trust based on the TPM cloud is discussed and the security properties of the virtual TPMs in the cloud is analyzed.

  17. Usability Studies in Virtual and Traditional Computer Aided Design Environments for Fault Identification

    DTIC Science & Technology

    2017-08-08

    Usability Studies In Virtual And Traditional Computer Aided Design Environments For Fault Identification Dr. Syed Adeel Ahmed, Xavier University...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods

  18. Virtual button interface

    DOEpatents

    Jones, J.S.

    1999-01-12

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.

  19. Inflated speedups in parallel simulations via malloc()

    NASA Technical Reports Server (NTRS)

    Nicol, David M.

    1990-01-01

    Discrete-event simulation programs make heavy use of dynamic memory allocation in order to support simulation's very dynamic space requirements. When programming in C one is likely to use the malloc() routine. However, a parallel simulation which uses the standard Unix System V malloc() implementation may achieve an overly optimistic speedup, possibly superlinear. An alternate implementation provided on some (but not all systems) can avoid the speedup anomaly, but at the price of significantly reduced available free space. This is especially severe on most parallel architectures, which tend not to support virtual memory. It is shown how a simply implemented user-constructed interface to malloc() can both avoid artificially inflated speedups, and make efficient use of the dynamic memory space. The interface simply catches blocks on the basis of their size. The problem is demonstrated empirically, and the effectiveness of the solution is shown both empirically and analytically.

  20. Data Transport Subsystem - The SFOC glue

    NASA Technical Reports Server (NTRS)

    Parr, Stephen J.

    1988-01-01

    The design and operation of the Data Transport Subsystem (DTS) for the JPL Space Flight Operation Center (SFOC) are described. The SFOC is the ground data system under development to serve interplanetary space probes; in addition to the DTS, it comprises a ground interface facility, a telemetry-input subsystem, data monitor and display facilities, and a digital TV system. DTS links the other subsystems via an ISO OSI presentation layer and an LAN. Here, particular attention is given to the DTS services and service modes (virtual circuit, datagram, and broadcast), the DTS software architecture, the logical-name server, the role of the integrated AI library, and SFOC as a distributed system.

  1. Models Extracted from Text for System-Software Safety Analyses

    NASA Technical Reports Server (NTRS)

    Malin, Jane T.

    2010-01-01

    This presentation describes extraction and integration of requirements information and safety information in visualizations to support early review of completeness, correctness, and consistency of lengthy and diverse system safety analyses. Software tools have been developed and extended to perform the following tasks: 1) extract model parts and safety information from text in interface requirements documents, failure modes and effects analyses and hazard reports; 2) map and integrate the information to develop system architecture models and visualizations for safety analysts; and 3) provide model output to support virtual system integration testing. This presentation illustrates the methods and products with a rocket motor initiation case.

  2. A Practical Software Architecture for Virtual Universities

    ERIC Educational Resources Information Center

    Xiang, Peifeng; Shi, Yuanchun; Qin, Weijun

    2006-01-01

    This article introduces a practical software architecture called CUBES, which focuses on system integration and evolvement for online virtual universities. The key of CUBES is a supporting platform that helps to integrate and evolve heterogeneous educational applications developed by different organizations. Both standardized educational…

  3. VERSE - Virtual Equivalent Real-time Simulation

    NASA Technical Reports Server (NTRS)

    Zheng, Yang; Martin, Bryan J.; Villaume, Nathaniel

    2005-01-01

    Distributed real-time simulations provide important timing validation and hardware in the- loop results for the spacecraft flight software development cycle. Occasionally, the need for higher fidelity modeling and more comprehensive debugging capabilities - combined with a limited amount of computational resources - calls for a non real-time simulation environment that mimics the real-time environment. By creating a non real-time environment that accommodates simulations and flight software designed for a multi-CPU real-time system, we can save development time, cut mission costs, and reduce the likelihood of errors. This paper presents such a solution: Virtual Equivalent Real-time Simulation Environment (VERSE). VERSE turns the real-time operating system RTAI (Real-time Application Interface) into an event driven simulator that runs in virtual real time. Designed to keep the original RTAI architecture as intact as possible, and therefore inheriting RTAI's many capabilities, VERSE was implemented with remarkably little change to the RTAI source code. This small footprint together with use of the same API allows users to easily run the same application in both real-time and virtual time environments. VERSE has been used to build a workstation testbed for NASA's Space Interferometry Mission (SIM PlanetQuest) instrument flight software. With its flexible simulation controls and inexpensive setup and replication costs, VERSE will become an invaluable tool in future mission development.

  4. Touring by Design: Using Information Architecture To Create a Virtual Library Tour.

    ERIC Educational Resources Information Center

    Kittelson, Pat; Jones, Sarah

    2002-01-01

    Describes the development of a Web-based virtual tour of the University of Otago (New Zealand) science library. Highlights include information literacy learning outcomes; information architecture, including information organization and navigation; integrating the tour into course work; and evaluation results. (LRW)

  5. Future Cyborgs: Human-Machine Interface for Virtual Reality Applications

    DTIC Science & Technology

    2007-04-01

    FUTURE CYBORGS : HUMAN-MACHINE INTERFACE FOR VIRTUAL REALITY APPLICATIONS Robert R. Powell, Major, USAF April 2007 Blue Horizons...SUBTITLE Future Cyborgs : Human-Machine Interface for Virtual Reality Applications 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER...Nicholas Negroponte, Being Digital (New York: Alfred A Knopf, Inc, 1995), 123. 23 Ibid. 24 Andy Clark, Natural-Born Cyborgs (New York: Oxford

  6. A web-based platform for virtual screening.

    PubMed

    Watson, Paul; Verdonk, Marcel; Hartshorn, Michael J

    2003-09-01

    A fully integrated, web-based, virtual screening platform has been developed to allow rapid virtual screening of large numbers of compounds. ORACLE is used to store information at all stages of the process. The system includes a large database of historical compounds from high throughput screenings (HTS) chemical suppliers, ATLAS, containing over 3.1 million unique compounds with their associated physiochemical properties (ClogP, MW, etc.). The database can be screened using a web-based interface to produce compound subsets for virtual screening or virtual library (VL) enumeration. In order to carry out the latter task within ORACLE a reaction data cartridge has been developed. Virtual libraries can be enumerated rapidly using the web-based interface to the cartridge. The compound subsets can be seamlessly submitted for virtual screening experiments, and the results can be viewed via another web-based interface allowing ad hoc querying of the virtual screening data stored in ORACLE.

  7. Building energy simulation in real time through an open standard interface

    DOE PAGES

    Pang, Xiufeng; Nouidui, Thierry S.; Wetter, Michael; ...

    2015-10-20

    Building energy models (BEMs) are typically used for design and code compliance for new buildings and in the renovation of existing buildings to predict energy use. We present the increasing adoption of BEM as standard practice in the building industry presents an opportunity to extend the use of BEMs into construction, commissioning and operation. In 2009, the authors developed a real-time simulation framework to execute an EnergyPlus model in real time to improve building operation. This paper reports an enhancement of that real-time energy simulation framework. The previous version only works with software tools that implement the custom co-simulation interfacemore » of the Building Controls Virtual Test Bed (BCVTB), such as EnergyPlus, Dymola and TRNSYS. The new version uses an open standard interface, the Functional Mockup Interface (FMI), to provide a generic interface to any application that supports the FMI protocol. In addition, the new version utilizes the Simple Measurement and Actuation Profile (sMAP) tool as the data acquisition system to acquire, store and present data. Lastly, this paper introduces the updated architecture of the real-time simulation framework using FMI and presents proof-of-concept demonstration results which validate the new framework.« less

  8. Using a virtual world for robot planning

    NASA Astrophysics Data System (ADS)

    Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian

    2012-06-01

    We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.

  9. Multi-modal virtual environment research at Armstrong Laboratory

    NASA Technical Reports Server (NTRS)

    Eggleston, Robert G.

    1995-01-01

    One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

  10. Framework for experimenting with QoS for multimedia services

    NASA Astrophysics Data System (ADS)

    Chen, Deming; Colwell, Regis; Gelman, Herschel; Chrysanthis, Panos K.; Mosse, Daniel

    1996-03-01

    It has been recognized that an effective support for multimedia applications must provide Quality of Service (QoS) guarantees. Current methods propose to provide such QoS guarantees through coordinated network resource reservations. In our approach, we extend this idea providing system-wide QoS guarantees that consider the data manipulation and transformations needed in the intermediate and end sites of the network. Given a user's QoS requirements, multisegment virtual channels are established with the necessary communication and computation resources reserved for the timely, synchronized, and reliable delivery of the different datatypes. Such data originate in several distributed data repositories, are transformed at intermediate service stations into suitable formats for transportation and presentation, and are delivered to a viewing unit. In this paper, we first review NETWORLD, an architecture that provides such QoS guarantees and an interface for the specification and negotiation of user-level QoS requirements. Our user interface supports both expert and non- expert modes. We then describe how to map user-level QoS requirements into low-level system parameters, leading into a contract between the application and the network. The mapping considers various characteristics of the architectures (such as the hardware and software available at each source, destination, or intermediate site) as well as cost constraints.

  11. Virtual optical interfaces for the transportation industry

    NASA Astrophysics Data System (ADS)

    Hejmadi, Vic; Kress, Bernard

    2010-04-01

    We present a novel implementation of virtual optical interfaces for the transportation industry (automotive and avionics). This new implementation includes two functionalities in a single device; projection of a virtual interface and sensing of the position of the fingers on top of the virtual interface. Both functionalities are produced by diffraction of laser light. The device we are developing include both functionalities in a compact package which has no optical elements to align since all of them are pre-aligned on a single glass wafer through optical lithography. The package contains a CMOS sensor which diffractive objective lens is optimized for the projected interface color as well as for the IR finger position sensor based on structured illumination. Two versions are proposed: a version which senses the 2d position of the hand and a version which senses the hand position in 3d.

  12. Object-based task-level control: A hierarchical control architecture for remote operation of space robots

    NASA Technical Reports Server (NTRS)

    Stevens, H. D.; Miles, E. S.; Rock, S. J.; Cannon, R. H.

    1994-01-01

    Expanding man's presence in space requires capable, dexterous robots capable of being controlled from the Earth. Traditional 'hand-in-glove' control paradigms require the human operator to directly control virtually every aspect of the robot's operation. While the human provides excellent judgment and perception, human interaction is limited by low bandwidth, delayed communications. These delays make 'hand-in-glove' operation from Earth impractical. In order to alleviate many of the problems inherent to remote operation, Stanford University's Aerospace Robotics Laboratory (ARL) has developed the Object-Based Task-Level Control architecture. Object-Based Task-Level Control (OBTLC) removes the burden of teleoperation from the human operator and enables execution of tasks not possible with current techniques. OBTLC is a hierarchical approach to control where the human operator is able to specify high-level, object-related tasks through an intuitive graphical user interface. Infrequent task-level command replace constant joystick operations, eliminating communications bandwidth and time delay problems. The details of robot control and task execution are handled entirely by the robot and computer control system. The ARL has implemented the OBTLC architecture on a set of Free-Flying Space Robots. The capability of the OBTLC architecture has been demonstrated by controlling the ARL Free-Flying Space Robots from NASA Ames Research Center.

  13. Virtual Reality and the Virtual Library.

    ERIC Educational Resources Information Center

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

  14. Research on Collaborative Technology in Distributed Virtual Reality System

    NASA Astrophysics Data System (ADS)

    Lei, ZhenJiang; Huang, JiJie; Li, Zhao; Wang, Lei; Cui, JiSheng; Tang, Zhi

    2018-01-01

    Distributed virtual reality technology applied to the joint training simulation needs the CSCW (Computer Supported Cooperative Work) terminal multicast technology to display and the HLA (high-level architecture) technology to ensure the temporal and spatial consistency of the simulation, in order to achieve collaborative display and collaborative computing. In this paper, the CSCW’s terminal multicast technology has been used to modify and expand the implementation framework of HLA. During the simulation initialization period, this paper has used the HLA statement and object management service interface to establish and manage the CSCW network topology, and used the HLA data filtering mechanism for each federal member to establish the corresponding Mesh tree. During the simulation running period, this paper has added a new thread for the RTI and the CSCW real-time multicast interactive technology into the RTI, so that the RTI can also use the window message mechanism to notify the application update the display screen. Through many applications of submerged simulation training in substation under the operation of large power grid, it is shown that this paper has achieved satisfactory training effect on the collaborative technology used in distributed virtual reality simulation.

  15. The Virtual Tablet: Virtual Reality as a Control System

    NASA Technical Reports Server (NTRS)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

  16. SmartSIM - a virtual reality simulator for laparoscopy training using a generic physics engine.

    PubMed

    Khan, Zohaib Amjad; Kamal, Nabeel; Hameed, Asad; Mahmood, Amama; Zainab, Rida; Sadia, Bushra; Mansoor, Shamyl Bin; Hasan, Osman

    2017-09-01

    Virtual reality (VR) training simulators have started playing a vital role in enhancing surgical skills, such as hand-eye coordination in laparoscopy, and practicing surgical scenarios that cannot be easily created using physical models. We describe a new VR simulator for basic training in laparoscopy, i.e. SmartSIM, which has been developed using a generic open-source physics engine called the simulation open framework architecture (SOFA). This paper describes the systems perspective of SmartSIM including design details of both hardware and software components, while highlighting the critical design decisions. Some of the distinguishing features of SmartSIM include: (i) an easy-to-fabricate custom-built hardware interface; (ii) use of a generic physics engine to facilitate wider accessibility of our work and flexibility in terms of using various graphical modelling algorithms and their implementations; and (iii) an intelligent and smart evaluation mechanism that facilitates unsupervised and independent learning. Copyright © 2016 John Wiley & Sons, Ltd.

  17. Building intuitive 3D interfaces for virtual reality systems

    NASA Astrophysics Data System (ADS)

    Vaidya, Vivek; Suryanarayanan, Srikanth; Seitel, Mathias; Mullick, Rakesh

    2007-03-01

    An exploration of techniques for developing intuitive, and efficient user interfaces for virtual reality systems. Work seeks to understand which paradigms from the better-understood world of 2D user interfaces remain viable within 3D environments. In order to establish this a new user interface was created that applied various understood principles of interface design. A user study was then performed where it was compared with an earlier interface for a series of medical visualization tasks.

  18. An Integration Architecture of Virtual Campuses with External e-Learning Tools

    ERIC Educational Resources Information Center

    Navarro, Antonio; Cigarran, Juan; Huertas, Francisco; Rodriguez-Artacho, Miguel; Cogolludo, Alberto

    2014-01-01

    Technology enhanced learning relies on a variety of software architectures and platforms to provide different kinds of management service and enhanced instructional interaction. As e-learning support has become more complex, there is a need for virtual campuses that combine learning management systems with the services demanded by educational…

  19. Electro-Optic Computing Architectures. Volume I

    DTIC Science & Technology

    1998-02-01

    The objective of the Electro - Optic Computing Architecture (EOCA) program was to develop multi-function electro - optic interfaces and optical...interconnect units to enhance the performance of parallel processor systems and form the building blocks for future electro - optic computing architectures...Specifically, three multi-function interface modules were targeted for development - an Electro - Optic Interface (EOI), an Optical Interconnection Unit (OW

  20. Space Generic Open Avionics Architecture (SGOAA) standard specification

    NASA Technical Reports Server (NTRS)

    Wray, Richard B.; Stovall, John R.

    1993-01-01

    The purpose of this standard is to provide an umbrella set of requirements for applying the generic architecture interface model to the design of a specific avionics hardware/software system. This standard defines a generic set of system interface points to facilitate identification of critical interfaces and establishes the requirements for applying appropriate low level detailed implementation standards to those interface points. The generic core avionics system and processing architecture models provided herein are robustly tailorable to specific system applications and provide a platform upon which the interface model is to be applied.

  1. Usalpharma: A Cloud-Based Architecture to Support Quality Assurance Training Processes in Health Area Using Virtual Worlds

    PubMed Central

    García-Peñalvo, Francisco J.; Pérez-Blanco, Jonás Samuel; Martín-Suárez, Ana

    2014-01-01

    This paper discusses how cloud-based architectures can extend and enhance the functionality of the training environments based on virtual worlds and how, from this cloud perspective, we can provide support to analysis of training processes in the area of health, specifically in the field of training processes in quality assurance for pharmaceutical laboratories, presenting a tool for data retrieval and analysis that allows facing the knowledge discovery in the happenings inside the virtual worlds. PMID:24778593

  2. NOAO observing proposal processing system

    NASA Astrophysics Data System (ADS)

    Bell, David J.; Gasson, David; Hartman, Mia

    2002-12-01

    Since going electronic in 1994, NOAO has continued to refine and enhance its observing proposal handling system. Virtually all related processes are now handled electronically. Members of the astronomical community can submit proposals through email, web form or via Gemini's downloadable Phase-I Tool. NOAO staff can use online interfaces for administrative tasks, technical reviews, telescope scheduling, and compilation of various statistics. In addition, all information relevant to the TAC process is made available online. The system, now known as ANDES, is designed as a thin-client architecture (web pages are now used for almost all database functions) built using open source tools (FreeBSD, Apache, MySQL, Perl, PHP) to process descriptively-marked (LaTeX, XML) proposal documents.

  3. Technical Challenges and Opportunities of Centralizing Space Science Mission Operations (SSMO) at NASA Goddard Space Flight Center

    NASA Technical Reports Server (NTRS)

    Ido, Haisam; Burns, Rich

    2015-01-01

    The NASA Goddard Space Science Mission Operations project (SSMO) is performing a technical cost-benefit analysis for centralizing and consolidating operations of a diverse set of missions into a unified and integrated technical infrastructure. The presentation will focus on the notion of normalizing spacecraft operations processes, workflows, and tools. It will also show the processes of creating a standardized open architecture, creating common security models and implementations, interfaces, services, automations, notifications, alerts, logging, publish, subscribe and middleware capabilities. The presentation will also discuss how to leverage traditional capabilities, along with virtualization, cloud computing services, control groups and containers, and possibly Big Data concepts.

  4. TVB-EduPack—An Interactive Learning and Scripting Platform for The Virtual Brain

    PubMed Central

    Matzke, Henrik; Schirner, Michael; Vollbrecht, Daniel; Rothmeier, Simon; Llarena, Adalberto; Rojas, Raúl; Triebkorn, Paul; Domide, Lia; Mersmann, Jochen; Solodkin, Ana; Jirsa, Viktor K.; McIntosh, Anthony Randal; Ritter, Petra

    2015-01-01

    The Virtual Brain (TVB; thevirtualbrain.org) is a neuroinformatics platform for full brain network simulation based on individual anatomical connectivity data. The framework addresses clinical and neuroscientific questions by simulating multi-scale neural dynamics that range from local population activity to large-scale brain function and related macroscopic signals like electroencephalography and functional magnetic resonance imaging. TVB is equipped with a graphical and a command-line interface to create models that capture the characteristic biological variability to predict the brain activity of individual subjects. To enable researchers from various backgrounds a quick start into TVB and brain network modeling in general, we developed an educational module: TVB-EduPack. EduPack offers two educational functionalities that seamlessly integrate into TVB's graphical user interface (GUI): (i) interactive tutorials introduce GUI elements, guide through the basic mechanics of software usage and develop complex use-case scenarios; animations, videos and textual descriptions transport essential principles of computational neuroscience and brain modeling; (ii) an automatic script generator records model parameters and produces input files for TVB's Python programming interface; thereby, simulation configurations can be exported as scripts that allow flexible customization of the modeling process and self-defined batch- and post-processing applications while benefitting from the full power of the Python language and its toolboxes. This article covers the implementation of TVB-EduPack and its integration into TVB architecture. Like TVB, EduPack is an open source community project that lives from the participation and contribution of its users. TVB-EduPack can be obtained as part of TVB from thevirtualbrain.org. PMID:26635597

  5. Distributed computing environments for future space control systems

    NASA Technical Reports Server (NTRS)

    Viallefont, Pierre

    1993-01-01

    The aim of this paper is to present the results of a CNES research project on distributed computing systems. The purpose of this research was to study the impact of the use of new computer technologies in the design and development of future space applications. The first part of this study was a state-of-the-art review of distributed computing systems. One of the interesting ideas arising from this review is the concept of a 'virtual computer' allowing the distributed hardware architecture to be hidden from a software application. The 'virtual computer' can improve system performance by adapting the best architecture (addition of computers) to the software application without having to modify its source code. This concept can also decrease the cost and obsolescence of the hardware architecture. In order to verify the feasibility of the 'virtual computer' concept, a prototype representative of a distributed space application is being developed independently of the hardware architecture.

  6. The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

    NASA Technical Reports Server (NTRS)

    Bryson, Steve

    1993-01-01

    This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

  7. Comparing two types of navigational interfaces for Virtual Reality.

    PubMed

    Teixeira, Luís; Vilar, Elisângela; Duarte, Emília; Rebelo, Francisco; da Silva, Fernando Moreira

    2012-01-01

    Previous studies suggest significant differences between navigating virtual environments in a life-like walking manner (i.e., using treadmills or walk-in-place techniques) and virtual navigation (i.e., flying while really standing). The latter option, which usually involves hand-centric devices (e.g., joysticks), is the most common in Virtual Reality-based studies, mostly due to low costs, less space and technology demands. However, recently, new interaction devices, originally conceived for videogames have become available offering interesting potentialities for research. This study aimed to explore the potentialities of the Nintendo Wii Balance Board as a navigation interface in a Virtual Environment presented in an immersive Virtual Reality system. Comparing participants' performance while engaged in a simulated emergency egress allows determining the adequacy of such alternative navigation interface on the basis of empirical results. Forty university students participated in this study. Results show that participants were more efficient when performing navigation tasks using the Joystick than with the Balance Board. However there were no significantly differences in the behavioral compliance with exit signs. Therefore, this study suggests that, at least for tasks similar to the studied, the Balance Board have good potentiality to be used as a navigation interface for Virtual Reality systems.

  8. Architectural design and simulation of a virtual memory

    NASA Technical Reports Server (NTRS)

    Kwok, G.; Chu, Y.

    1971-01-01

    Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.

  9. An Audio Architecture Integrating Sound and Live Voice for Virtual Environments

    DTIC Science & Technology

    2002-09-01

    implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits

  10. A Study on Immersion and Presence of a Portable Hand Haptic System for Immersive Virtual Reality

    PubMed Central

    Kim, Mingyu; Jeon, Changyu; Kim, Jinmo

    2017-01-01

    This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality. PMID:28513545

  11. A Study on Immersion and Presence of a Portable Hand Haptic System for Immersive Virtual Reality.

    PubMed

    Kim, Mingyu; Jeon, Changyu; Kim, Jinmo

    2017-05-17

    This paper proposes a portable hand haptic system using Leap Motion as a haptic interface that can be used in various virtual reality (VR) applications. The proposed hand haptic system was designed as an Arduino-based sensor architecture to enable a variety of tactile senses at low cost, and is also equipped with a portable wristband. As a haptic system designed for tactile feedback, the proposed system first identifies the left and right hands and then sends tactile senses (vibration and heat) to each fingertip (thumb and index finger). It is incorporated into a wearable band-type system, making its use easy and convenient. Next, hand motion is accurately captured using the sensor of the hand tracking system and is used for virtual object control, thus achieving interaction that enhances immersion. A VR application was designed with the purpose of testing the immersion and presence aspects of the proposed system. Lastly, technical and statistical tests were carried out to assess whether the proposed haptic system can provide a new immersive presence to users. According to the results of the presence questionnaire and the simulator sickness questionnaire, we confirmed that the proposed hand haptic system, in comparison to the existing interaction that uses only the hand tracking system, provided greater presence and a more immersive environment in the virtual reality.

  12. The flight telerobotic servicer: From functional architecture to computer architecture

    NASA Technical Reports Server (NTRS)

    Lumia, Ronald; Fiala, John

    1989-01-01

    After a brief tutorial on the NASA/National Bureau of Standards Standard Reference Model for Telerobot Control System Architecture (NASREM) functional architecture, the approach to its implementation is shown. First, interfaces must be defined which are capable of supporting the known algorithms. This is illustrated by considering the interfaces required for the SERVO level of the NASREM functional architecture. After interface definition, the specific computer architecture for the implementation must be determined. This choice is obviously technology dependent. An example illustrating one possible mapping of the NASREM functional architecture to a particular set of computers which implements it is shown. The result of choosing the NASREM functional architecture is that it provides a technology independent paradigm which can be mapped into a technology dependent implementation capable of evolving with technology in the laboratory and in space.

  13. Performance analysis of cooperative virtual MIMO systems for wireless sensor networks.

    PubMed

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-05-28

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs.

  14. Performance Analysis of Cooperative Virtual MIMO Systems for Wireless Sensor Networks

    PubMed Central

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-01-01

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs. PMID:23760087

  15. Electro-Optic Computing Architectures: Volume II. Components and System Design and Analysis

    DTIC Science & Technology

    1998-02-01

    The objective of the Electro - Optic Computing Architecture (EOCA) program was to develop multi-function electro - optic interfaces and optical...interconnect units to enhance the performance of parallel processor systems and form the building blocks for future electro - optic computing architectures...Specifically, three multi-function interface modules were targeted for development - an Electro - Optic Interface (EOI), an Optical Interconnection Unit

  16. VRE4EIC: A Reference Architecture and Components for Research Access

    NASA Astrophysics Data System (ADS)

    Bailo, Daniele; Jeffery, Keith G.; Atakan, Kuvvet; Harrison, Matt

    2017-04-01

    VRE4EIC (www. Vre4eic.eu) is a EC H2020 project with the objective of providing a reference architecture and components for a VRE (Virtual Research Environment). SGs (Science gateways) in North America and VLs (Virtual Laboratories) in Australasia are similar - but significantly different - concepts. A VRE provides not only access to ICT services, data, software components and equipment but also provides a collaborative working environment for cooperation and supports the research lifecycle from idea to publication. Europe has a large number of RIs (Research infrastructures); the major ones are coordinated and planned through the ESFRI (European Strategy Forum on Research Infrastructures) roadmap. Most RIs - such as EPOS - provide a user interface portal function, ranging from (1) a simple list of assets (such as services, datasets, software components, workflows, equipment, experts.. although many provide only information about data) with URLs upon which the user can click to download; (2) to an end-user facility for constructing queries to find relevant assets and subsets of them more-or-less integrated as a downloaded combined dataset; (3) in a few cases - for constructing workflows to achieve the scientific objective. The portal has the scope of the individual RI. The aim of VRE4EIC is to provide a reference architecture, software components and a prototype implementation VRE which allows user access and all the portal functions (and more) not only to an individual RI - such as EPOS - but across RIs thus encouraging multidisciplinary research. Two RIs: EPOS and ENVRIplus (itself spanning 21 RIs) are represented within the project as requirements stakeholders , validators of the architecture and evaluators of the prototype system developed. The characterisation of many more RIs - and their requirements - has been done to ensure wide applicability. The virtualisation across RIs is achieved by using a rich metadata catalog based on CERIF (Common European Research Information Format: a EU Recommendation to Member States and supported, developed and promoted by euroCRIS www.eurocris.org ). The VRE4EIC catalog system harvests from individual RI catalogs (with conversion since they use many different metadata formats) to give the user of VRE4IC a 'canonical view' over the RIs and their assets. The VRE4IC user interface provides portal functions for each and all RIs but also a workflow construction facility. The project expects the RIs to use middleware developed in other projects to facilitate workflow deployment across the eIs (e-Infrastructures) such as GEANT, EUDAT, EGI, OpenAIRE and will itself use the same mechanisms. After 15 months of the project we have validated the requirements from the RIs, defined the architecture and started work on the metadata mapping and conversion. The intention is to have the prototype at M24 for evaluation by the RI partners (and some external Ris) leading to a refined architecture and software stack for production use after M36.

  17. Concept of operations for virtual weigh station

    DOT National Transportation Integrated Search

    2009-06-01

    This document describes the concept of operations (ConOps) for the virtual weigh station (VWS). The ConOps describes the goals, functions, key concepts, architecture, operational scenarios, operational policies, and impacts of virtual weigh stations....

  18. Assembling non-ferromagnetic materials to ferromagnetic architectures using metal-semiconductor interfaces

    PubMed Central

    Ma, Ji; Liu, Chunting; Chen, Kezheng

    2016-01-01

    In this work, a facile and versatile solution route was used to fabricate room-temperature ferromagnetic fish bone-like, pteridophyte-like, poplar flower-like, cotton-like Cu@Cu2O architectures and golfball-like Cu@ZnO architecture. The ferromagnetic origins in these architectures were found to be around metal-semiconductor interfaces and defects, and the root cause for their ferromagnetism lay in charge transfer processes from metal Cu to semiconductors Cu2O and ZnO. Owing to different metallization at their interfaces, these architectures exhibited different ferromagnetic behaviors, including coercivity, saturation magnetization as well as magnetic interactions. PMID:27680286

  19. Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions. Chapter 8

    NASA Technical Reports Server (NTRS)

    Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron

    2007-01-01

    A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

  20. Tele-rehabilitation using in-house wearable ankle rehabilitation robot.

    PubMed

    Jamwal, Prashant K; Hussain, Shahid; Mir-Nasiri, Nazim; Ghayesh, Mergen H; Xie, Sheng Q

    2018-01-01

    This article explores wide-ranging potential of the wearable ankle robot for in-house rehabilitation. The presented robot has been conceptualized following a brief analysis of the existing technologies, systems, and solutions for in-house physical ankle rehabilitation. Configuration design analysis and component selection for ankle robot have been discussed as part of the conceptual design. The complexities of human robot interaction are closely encountered while maneuvering a rehabilitation robot. We present a fuzzy logic-based controller to perform the required robot-assisted ankle rehabilitation treatment. Designs of visual haptic interfaces have also been discussed, which will make the treatment interesting, and the subject will be motivated to exert more and regain lost functions rapidly. The complex nature of web-based communication between user and remotely sitting physiotherapy staff has also been discussed. A high-level software architecture appended with robot ensures user-friendly operations. This software is made up of three important components: patient-related database, graphical user interface (GUI), and a library of exercises creating virtual reality-specifically developed for ankle rehabilitation.

  1. Group-multicast capable optical virtual private ring with contention avoidance

    NASA Astrophysics Data System (ADS)

    Peng, Yunfeng; Du, Shu; Long, Keping

    2008-11-01

    A ring based optical virtual private network (OVPN) employing contention sensing and avoidance is proposed to deliver multiple-to-multiple group-multicast traffic. The network architecture is presented and its operation principles as well as performance are investigated. The main contribution of this article is the presentation of an innovative group-multicast capable OVPN architecture with technologies available today.

  2. Interfacing HTCondor-CE with OpenStack

    NASA Astrophysics Data System (ADS)

    Bockelman, B.; Caballero Bejar, J.; Hover, J.

    2017-10-01

    Over the past few years, Grid Computing technologies have reached a high level of maturity. One key aspect of this success has been the development and adoption of newer Compute Elements to interface the external Grid users with local batch systems. These new Compute Elements allow for better handling of jobs requirements and a more precise management of diverse local resources. However, despite this level of maturity, the Grid Computing world is lacking diversity in local execution platforms. As Grid Computing technologies have historically been driven by the needs of the High Energy Physics community, most resource providers run the platform (operating system version and architecture) that best suits the needs of their particular users. In parallel, the development of virtualization and cloud technologies has accelerated recently, making available a variety of solutions, both commercial and academic, proprietary and open source. Virtualization facilitates performing computational tasks on platforms not available at most computing sites. This work attempts to join the technologies, allowing users to interact with computing sites through one of the standard Computing Elements, HTCondor-CE, but running their jobs within VMs on a local cloud platform, OpenStack, when needed. The system will re-route, in a transparent way, end user jobs into dynamically-launched VM worker nodes when they have requirements that cannot be satisfied by the static local batch system nodes. Also, once the automated mechanisms are in place, it becomes straightforward to allow an end user to invoke a custom Virtual Machine at the site. This will allow cloud resources to be used without requiring the user to establish a separate account. Both scenarios are described in this work.

  3. Flexible software architecture for user-interface and machine control in laboratory automation.

    PubMed

    Arutunian, E B; Meldrum, D R; Friedman, N A; Moody, S E

    1998-10-01

    We describe a modular, layered software architecture for automated laboratory instruments. The design consists of a sophisticated user interface, a machine controller and multiple individual hardware subsystems, each interacting through a client-server architecture built entirely on top of open Internet standards. In our implementation, the user-interface components are built as Java applets that are downloaded from a server integrated into the machine controller. The user-interface client can thereby provide laboratory personnel with a familiar environment for experiment design through a standard World Wide Web browser. Data management and security are seamlessly integrated at the machine-controller layer using QNX, a real-time operating system. This layer also controls hardware subsystems through a second client-server interface. This architecture has proven flexible and relatively easy to implement and allows users to operate laboratory automation instruments remotely through an Internet connection. The software architecture was implemented and demonstrated on the Acapella, an automated fluid-sample-processing system that is under development at the University of Washington.

  4. Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases.

    PubMed

    Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo

    2014-04-15

    Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.

  5. Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases

    PubMed Central

    Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo

    2014-01-01

    Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients’ brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies. PMID:25206907

  6. Architecture and Key Techniques of Augmented Reality Maintenance Guiding System for Civil Aircrafts

    NASA Astrophysics Data System (ADS)

    hong, Zhou; Wenhua, Lu

    2017-01-01

    Augmented reality technology is introduced into the maintenance related field for strengthened information in real-world scenarios through integration of virtual assistant maintenance information with real-world scenarios. This can lower the difficulty of maintenance, reduce maintenance errors, and improve the maintenance efficiency and quality of civil aviation crews. Architecture of augmented reality virtual maintenance guiding system is proposed on the basis of introducing the definition of augmented reality and analyzing the characteristics of augmented reality virtual maintenance. Key techniques involved, such as standardization and organization of maintenance data, 3D registration, modeling of maintenance guidance information and virtual maintenance man-machine interaction, are elaborated emphatically, and solutions are given.

  7. Virtual interface environment workstations

    NASA Technical Reports Server (NTRS)

    Fisher, S. S.; Wenzel, E. M.; Coler, C.; Mcgreevy, M. W.

    1988-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.

  8. Space Generic Open Avionics Architecture (SGOAA) standard specification

    NASA Technical Reports Server (NTRS)

    Wray, Richard B.; Stovall, John R.

    1994-01-01

    This standard establishes the Space Generic Open Avionics Architecture (SGOAA). The SGOAA includes a generic functional model, processing structural model, and an architecture interface model. This standard defines the requirements for applying these models to the development of spacecraft core avionics systems. The purpose of this standard is to provide an umbrella set of requirements for applying the generic architecture models to the design of a specific avionics hardware/software processing system. This standard defines a generic set of system interface points to facilitate identification of critical services and interfaces. It establishes the requirement for applying appropriate low level detailed implementation standards to those interfaces points. The generic core avionics functions and processing structural models provided herein are robustly tailorable to specific system applications and provide a platform upon which the interface model is to be applied.

  9. Human Machine Interfaces for Teleoperators and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)

    1991-01-01

    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.

  10. Assessing the effects of architectural variations on light partitioning within virtual wheat–pea mixtures

    PubMed Central

    Barillot, Romain; Escobar-Gutiérrez, Abraham J.; Fournier, Christian; Huynh, Pierre; Combes, Didier

    2014-01-01

    Background and Aims Predicting light partitioning in crop mixtures is a critical step in improving the productivity of such complex systems, and light interception has been shown to be closely linked to plant architecture. The aim of the present work was to analyse the relationships between plant architecture and light partitioning within wheat–pea (Triticum aestivum–Pisum sativum) mixtures. An existing model for wheat was utilized and a new model for pea morphogenesis was developed. Both models were then used to assess the effects of architectural variations in light partitioning. Methods First, a deterministic model (L-Pea) was developed in order to obtain dynamic reconstructions of pea architecture. The L-Pea model is based on L-systems formalism and consists of modules for ‘vegetative development’ and ‘organ extension’. A tripartite simulator was then built up from pea and wheat models interfaced with a radiative transfer model. Architectural parameters from both plant models, selected on the basis of their contribution to leaf area index (LAI), height and leaf geometry, were then modified in order to generate contrasting architectures of wheat and pea. Key results By scaling down the analysis to the organ level, it could be shown that the number of branches/tillers and length of internodes significantly determined the partitioning of light within mixtures. Temporal relationships between light partitioning and the LAI and height of the different species showed that light capture was mainly related to the architectural traits involved in plant LAI during the early stages of development, and in plant height during the onset of interspecific competition. Conclusions In silico experiments enabled the study of the intrinsic effects of architectural parameters on the partitioning of light in crop mixtures of wheat and pea. The findings show that plant architecture is an important criterion for the identification/breeding of plant ideotypes, particularly with respect to light partitioning. PMID:24907314

  11. Skyalert: a Platform for Event Understanding and Dissemination

    NASA Astrophysics Data System (ADS)

    Williams, Roy; Drake, A. J.; Djorgovski, S. G.; Donalek, C.; Graham, M. J.; Mahabal, A.

    2010-01-01

    Skyalert.org is an event repository, web interface, and event-oriented workflow architecture that can be used in many different ways for handling astronomical events that are encoded as VOEvent. It can be used as a remote application (events in the cloud) or installed locally. Some applications are: Dissemination of events with sophisticated discrimination (trigger), using email, instant message, RSS, twitter, etc; Authoring interface for survey-generated events, follow-up observations, and other event types; event streams can be put into the skyalert.org repository, either public or private, or into a local inbstallation of Skyalert; Event-driven software components to fetch archival data, for data-mining and classification of events; human interface to events though wiki, comments, and circulars; use of the "notices and circulars" model, where machines make the notices in real time and people write the interpretation later; Building trusted, automated decisions for automated follow-up observation, and the information infrastructure for automated follow-up with DC3 and HTN telescope schedulers; Citizen science projects such as artifact detection and classification; Query capability for past events, including correlations between different streams and correlations with existing source catalogs; Event metadata structures and connection to the global registry of the virtual observatory.

  12. Applying mixed reality to simulate vulnerable populations for practicing clinical communication skills.

    PubMed

    Chuah, Joon Hao; Lok, Benjamin; Black, Erik

    2013-04-01

    Health sciences students often practice and are evaluated on interview and exam skills by working with standardized patients (people that role play having a disease or condition). However, standardized patients do not exist for certain vulnerable populations such as children and the intellectually disabled. As a result, students receive little to no exposure to vulnerable populations before becoming working professionals. To address this problem and thereby increase exposure to vulnerable populations, we propose using virtual humans to simulate members of vulnerable populations. We created a mixed reality pediatric patient that allowed students to practice pediatric developmental exams. Practicing several exams is necessary for students to understand how to properly interact with and correctly assess a variety of children. Practice also increases a student's confidence in performing the exam. Effective practice requires students to treat the virtual child realistically. Treating the child realistically might be affected by how the student and virtual child physically interact, so we created two object interaction interfaces - a natural interface and a mouse-based interface. We tested the complete mixed reality exam and also compared the two object interaction interfaces in a within-subjects user study with 22 participants. Our results showed that the participants accepted the virtual child as a child and treated it realistically. Participants also preferred the natural interface, but the interface did not affect how realistically participants treated the virtual child.

  13. Toward cognitive robotics

    NASA Astrophysics Data System (ADS)

    Laird, John E.

    2009-05-01

    Our long-term goal is to develop autonomous robotic systems that have the cognitive abilities of humans, including communication, coordination, adapting to novel situations, and learning through experience. Our approach rests on the recent integration of the Soar cognitive architecture with both virtual and physical robotic systems. Soar has been used to develop a wide variety of knowledge-rich agents for complex virtual environments, including distributed training environments and interactive computer games. For development and testing in robotic virtual environments, Soar interfaces to a variety of robotic simulators and a simple mobile robot. We have recently made significant extensions to Soar that add new memories and new non-symbolic reasoning to Soar's original symbolic processing, which should significantly improve Soar abilities for control of robots. These extensions include episodic memory, semantic memory, reinforcement learning, and mental imagery. Episodic memory and semantic memory support the learning and recalling of prior events and situations as well as facts about the world. Reinforcement learning provides the ability of the system to tune its procedural knowledge - knowledge about how to do things. Mental imagery supports the use of diagrammatic and visual representations that are critical to support spatial reasoning. We speculate on the future of unmanned systems and the need for cognitive robotics to support dynamic instruction and taskability.

  14. Comparative study of state-of-the-art myoelectric controllers for multigrasp prosthetic hands.

    PubMed

    Segil, Jacob L; Controzzi, Marco; Weir, Richard F ff; Cipriani, Christian

    2014-01-01

    A myoelectric controller should provide an intuitive and effective human-machine interface that deciphers user intent in real-time and is robust enough to operate in daily life. Many myoelectric control architectures have been developed, including pattern recognition systems, finite state machines, and more recently, postural control schemes. Here, we present a comparative study of two types of finite state machines and a postural control scheme using both virtual and physical assessment procedures with seven nondisabled subjects. The Southampton Hand Assessment Procedure (SHAP) was used in order to compare the effectiveness of the controllers during activities of daily living using a multigrasp artificial hand. Also, a virtual hand posture matching task was used to compare the controllers when reproducing six target postures. The performance when using the postural control scheme was significantly better (p < 0.05) than the finite state machines during the physical assessment when comparing within-subject averages using the SHAP percent difference metric. The virtual assessment results described significantly greater completion rates (97% and 99%) for the finite state machines, but the movement time tended to be faster (2.7 s) for the postural control scheme. Our results substantiate that postural control schemes rival other state-of-the-art myoelectric controllers.

  15. The Input-Interface of Webcam Applied in 3D Virtual Reality Systems

    ERIC Educational Resources Information Center

    Sun, Huey-Min; Cheng, Wen-Lin

    2009-01-01

    Our research explores a virtual reality application based on Web camera (Webcam) input-interface. The interface can replace with the mouse to control direction intention of a user by the method of frame difference. We divide a frame into nine grids from Webcam and make use of the background registration to compute the moving object. In order to…

  16. How does pea architecture influence light sharing in virtual wheat–pea mixtures? A simulation study based on pea genotypes with contrasting architectures

    PubMed Central

    Barillot, Romain; Combes, Didier; Chevalier, Valérie; Fournier, Christian; Escobar-Gutiérrez, Abraham J.

    2012-01-01

    Background and aims Light interception is a key factor driving the functioning of wheat–pea intercrops. The sharing of light is related to the canopy structure, which results from the architectural parameters of the mixed species. In the present study, we characterized six contrasting pea genotypes and identified architectural parameters whose range of variability leads to various levels of light sharing within virtual wheat–pea mixtures. Methodology Virtual plants were derived from magnetic digitizations performed during the growing cycle in a greenhouse experiment. Plant mock-ups were used as inputs of a radiative transfer model in order to estimate light interception in virtual wheat–pea mixtures. The turbid medium approach, extended to well-mixed canopies, was used as a framework for assessing the effects of leaf area index (LAI) and mean leaf inclination on light sharing. Principal results Three groups of pea genotypes were distinguished: (i) early and leafy cultivars, (ii) late semi-leafless cultivars and (iii) low-development semi-leafless cultivars. Within open canopies, light sharing was well described by the turbid medium approach and was therefore determined by the architectural parameters that composed LAI and foliage inclination. When canopy closure started, the turbid medium approach was unable to properly infer light partitioning because of the vertical structure of the canopy. This was related to the architectural parameters that determine the height of pea genotypes. Light capture was therefore affected by the development of leaflets, number of branches and phytomers, as well as internode length. Conclusions This study provides information on pea architecture and identifies parameters whose variability can be used to drive light sharing within wheat–pea mixtures. These results could be used to build up the architecture of pea ideotypes adapted to multi-specific stands towards light competition. PMID:23240074

  17. Decision Aids Using Heterogeneous Intelligence Analysis

    DTIC Science & Technology

    2010-08-20

    developing a Geocultural service, a software framework and inferencing engine for the Transparent Urban Structures program. The scope of the effort...has evolved as the program has matured and is including multiple data sources, as well as interfaces out to the ONR architectural framework . Tasks...Interface; Application Program Interface; Application Programmer Interface CAF Common Application Framework EDA Event Driven Architecture a 16. SECURITY

  18. Virtual Reconstruction of Lost Architectures: from the Tls Survey to AR Visualization

    NASA Astrophysics Data System (ADS)

    Quattrini, R.; Pierdicca, R.; Frontoni, E.; Barcaglioni, R.

    2016-06-01

    The exploitation of high quality 3D models for dissemination of archaeological heritage is currently an investigated topic, although Mobile Augmented Reality platforms for historical architecture are not available, allowing to develop low-cost pipelines for effective contents. The paper presents a virtual anastylosis, starting from historical sources and from 3D model based on TLS survey. Several efforts and outputs in augmented or immersive environments, exploiting this reconstruction, are discussed. The work demonstrates the feasibility of a 3D reconstruction approach for complex architectural shapes starting from point clouds and its AR/VR exploitation, allowing the superimposition with archaeological evidences. Major contributions consist in the presentation and the discussion of a pipeline starting from the virtual model, to its simplification showing several outcomes, comparing also the supported data qualities and advantages/disadvantages due to MAR and VR limitations.

  19. Integrated Information Support System (IISS). Volume 8. User Interface Subsystem. Part 14. Virtual Terminal Unit Test Plan

    DTIC Science & Technology

    1990-09-30

    Dynamics Research Corporation: Jones, L.. Glandorf, F. 3a. TYPE OF REPORT 113b. TIME COVERED 114. DATE OF REPORT (Yr.,Mo..Day) 15. PAGE COUNT Final...specific software modules written for each type of real terminal supported. Virtual Terminal Interface: the callable interface to the Virtual Terminal...2000;60000;2;0;100;100;5000;0;0;0;0;0;10 "v-Testing2- DVF - View Fill Area: <ESC>[5;1;2000;50000;20000;30000;20000;50000; 2000;30000&v DVM - View Markers: <ESC

  20. Service architecture challenges in building the KNMI Data Centre

    NASA Astrophysics Data System (ADS)

    Som de Cerff, Wim; van de Vegte, John; Plieger, Maarten; de Vreede, Ernst; Sluiter, Raymond; Willem Noteboom, Jan; van der Neut, Ian; Verhoef, Hans; van Versendaal, Robert; van Binnendijk, Martin; Kalle, Henk; Knopper, Arthur; Calis, Gijs; Ha, Siu Siu; van Moosel, WIm; Klein Ikkink, Henk-Jan; Tosun, Tuncay

    2013-04-01

    One of the objectives of KNMI is to act as a National Data centre for weather, climate and seismological data. KNMI has experience in curation of data for many years however important scientific data is not well accessible. New technologies also are available to improve the current infrastructure. Therefore a data curation program is initiated with two main goals: setup a Satellite Data Platform (SDP) and a KNMI data centre (KDC). KDC will provide, besides curation, data access, and storage and retrieval portal for KNMI data. In 2010 first requirements were gathered, in 2011 the main architecture was sketched, KDC was implemented in 2012 and is available on: http://data.knmi.nl KDC is built with the data providers involved with as key challenge: 'adding a dataset should be as simple as creating an HTML page'. This is enabled by a three step process, in which the data provider is responsible for two steps: 1. Provide dataset metadata: An easy to use web interface for providing metadata, with automated validation. Metadata consists of an ISO 19115 profile (matching INSPIRE and WMO requirements) and additional technical metadata regarding the data structure and access rights to the data. The interface hides certain metadata fields, which are filed by KDC automatically. 2. Provide data: after metadata has been entered, an upload location for uploading the dataset is provided. Also scripts for pushing large datasets are available. 3. Process and publish: once files are uploaded, they are processed for metadata (e.g., geolocation, time, version) and made available in KDC. The data is put into archive and made available using the in-house developed Virtual File System, which provides a persistent virtual path to the data. For the end-user of the data, KDC provides a web interface with search filters on key words, geolocation and time. Data can be downloaded using HTTP or FTP and can be scripted. Users can register to gain access to restricted datasets. The architecture combines Open Source software components (e.g. Geonetwork, Magnolia, MongoDB, MySQL) with in-house built software (ADAGUC, NADC) and newly developed software. Challenges faced and solved are: How to deal with the different file formats used at KNMI? (e.g. NetCDF, GRIB, BUFR, ASCII); How to deal with the different metadata profiles while hiding the complexity of this to the user? How to incorporate the existing archives? KDC is a node in several networks (WMO WIS, INSPIRE, Open Data): how to do this? In the presentation/poster we will describe what has been done for each of these challenges and how it is implemented in KDC.

  1. Implementation of Virtualization Oriented Architecture: A Healthcare Industry Case Study

    NASA Astrophysics Data System (ADS)

    Rao, G. Subrahmanya Vrk; Parthasarathi, Jinka; Karthik, Sundararaman; Rao, Gvn Appa; Ganesan, Suresh

    This paper presents a Virtualization Oriented Architecture (VOA) and an implementation of VOA for Hridaya - a Telemedicine initiative. Hadoop Compute cloud was established at our labs and jobs which require a massive computing capability such as ECG signal analysis were submitted and the study is presented in this current paper. VOA takes advantage of inexpensive community PCs and provides added advantages such as Fault Tolerance, Scalability, Performance, High Availability.

  2. Network Monitoring in the age of the Cloud

    NASA Astrophysics Data System (ADS)

    Ciuffoletti, Augusto

    Network virtualization plays a relevant role in provisioning an Infrastructure as a Service (IaaS), implementing the fabric that interconnects virtual components. We identify the standard protocol IEEE802.1Q, that describes Virtual LAN (VLAN) functionalities, as a cornerstone in this architecture.

  3. The Adaptive Effects Of Virtual Interfaces: Vestibulo-Ocular Reflex and Simulator Sickness.

    DTIC Science & Technology

    1998-08-07

    rearrangement: a pattern of stimulation differing from that existing as a result of normal interactions with the real world. Stimulus rearrangements can...is immersive and interactive . virtual interface: a system of transducers, signal processors, computer hardware and software that create an... interactive medium through which: 1) information is transmitted to the senses in the form of two- and three dimensional virtual images and 2) psychomotor

  4. Migrating EO/IR sensors to cloud-based infrastructure as service architectures

    NASA Astrophysics Data System (ADS)

    Berglie, Stephen T.; Webster, Steven; May, Christopher M.

    2014-06-01

    The Night Vision Image Generator (NVIG), a product of US Army RDECOM CERDEC NVESD, is a visualization tool used widely throughout Army simulation environments to provide fully attributed synthesized, full motion video using physics-based sensor and environmental effects. The NVIG relies heavily on contemporary hardware-based acceleration and GPU processing techniques, which push the envelope of both enterprise and commodity-level hypervisor support for providing virtual machines with direct access to hardware resources. The NVIG has successfully been integrated into fully virtual environments where system architectures leverage cloudbased technologies to various extents in order to streamline infrastructure and service management. This paper details the challenges presented to engineers seeking to migrate GPU-bound processes, such as the NVIG, to virtual machines and, ultimately, Cloud-Based IAS architectures. In addition, it presents the path that led to success for the NVIG. A brief overview of Cloud-Based infrastructure management tool sets is provided, and several virtual desktop solutions are outlined. A discrimination is made between general purpose virtual desktop technologies compared to technologies that expose GPU-specific capabilities, including direct rendering and hard ware-based video encoding. Candidate hypervisor/virtual machine configurations that nominally satisfy the virtualized hardware-level GPU requirements of the NVIG are presented , and each is subsequently reviewed in light of its implications on higher-level Cloud management techniques. Implementation details are included from the hardware level, through the operating system, to the 3D graphics APls required by the NVIG and similar GPU-bound tools.

  5. Semantic Entity-Component State Management Techniques to Enhance Software Quality for Multimodal VR-Systems.

    PubMed

    Fischbach, Martin; Wiebusch, Dennis; Latoschik, Marc Erich

    2017-04-01

    Modularity, modifiability, reusability, and API usability are important software qualities that determine the maintainability of software architectures. Virtual, Augmented, and Mixed Reality (VR, AR, MR) systems, modern computer games, as well as interactive human-robot systems often include various dedicated input-, output-, and processing subsystems. These subsystems collectively maintain a real-time simulation of a coherent application state. The resulting interdependencies between individual state representations, mutual state access, overall synchronization, and flow of control implies a conceptual close coupling whereas software quality asks for a decoupling to develop maintainable solutions. This article presents five semantics-based software techniques that address this contradiction: Semantic grounding, code from semantics, grounded actions, semantic queries, and decoupling by semantics. These techniques are applied to extend the well-established entity-component-system (ECS) pattern to overcome some of this pattern's deficits with respect to the implied state access. A walk-through of central implementation aspects of a multimodal (speech and gesture) VR-interface is used to highlight the techniques' benefits. This use-case is chosen as a prototypical example of complex architectures with multiple interacting subsystems found in many VR, AR and MR architectures. Finally, implementation hints are given, lessons learned regarding maintainability pointed-out, and performance implications discussed.

  6. The NASA Navigator Program Ground Based Archives at the Michelson Science Center: Supporting the Search for Habitable Planets

    NASA Astrophysics Data System (ADS)

    Berriman, G. B.; Ciardi, D. R.; Good, J. C.; Laity, A. C.; Zhang, A.

    2006-07-01

    At ADASS XIV, we described how the W. M. Keck Observatory Archive (KOA) re-uses and extends the component based architecture of the NASA/IPAC Infrared Science Archive (IRSA) to ingest and serve level 0 observations made with HIRES, the High Resolution Echelle Spectrometer. Since August 18, the KOA has ingested 325 GB of data from 135 nights of observations. The architecture exploits a service layer between the mass storage layer and the user interface. This service layer consists of standalone utilities called through a simple executive that perform generic query and retrieval functions, such as query generation, database table sub-setting, and return page generation etc. It has been extended to implement proprietary access to data through deployment of query management middleware developed for the National Virtual Observatory. The MSC archives have recently extended this design to query and retrieve complex data sets describing the properties of potential target stars for the Terrestrial Planet Finder (TPF) missions. The archives can now support knowledge based retrieval, as well as data retrieval. This paper describes how extensions to the IRSA architecture, which is applicable across all wavelengths and astronomical datatypes, supports the design and development of the MSC NP archives at modest cost.

  7. Parlaying digital imaging and communications in medicine and open architecture to our advantage: the new Department of Defense picture archiving and communications system.

    PubMed

    Cawthon, M A

    1999-05-01

    The Department of Defense (DoD) undertook a major systems specification, acquisition, and implementation project of multivendor picture archiving and communications system (PACS) and teleradiology systems during 1997 with deployment of the first systems in 1998. These systems differ from their DoD predecessor system in being multivendor in origin, specifying adherence to the developing Digital Imaging and Communications in Medicine (DICOM) 3.0 standard and all of its service classes, emphasizing open architecture, using personal computer (PC) and web-based image viewing access, having radiologic telepresence over large geographic areas as a primary focus of implementation, and requiring bidirectional interfacing with the DoD hospital information system (HIS). The benefits and advantages to the military health-care system accrue through the enabling of a seamless implementation of a virtual radiology operational environment throughout this vast healthcare organization providing efficient general and subspecialty radiologic interpretive and consultative services for our medical beneficiaries to any healthcare provider, anywhere and at any time of the night or day.

  8. One-Click Data Analysis Software for Science Operations

    NASA Astrophysics Data System (ADS)

    Navarro, Vicente

    2015-12-01

    One of the important activities of ESA Science Operations Centre is to provide Data Analysis Software (DAS) to enable users and scientists to process data further to higher levels. During operations and post-operations, Data Analysis Software (DAS) is fully maintained and updated for new OS and library releases. Nonetheless, once a Mission goes into the "legacy" phase, there are very limited funds and long-term preservation becomes more and more difficult. Building on Virtual Machine (VM), Cloud computing and Software as a Service (SaaS) technologies, this project has aimed at providing long-term preservation of Data Analysis Software for the following missions: - PIA for ISO (1995) - SAS for XMM-Newton (1999) - Hipe for Herschel (2009) - EXIA for EXOSAT (1983) Following goals have guided the architecture: - Support for all operations, post-operations and archive/legacy phases. - Support for local (user's computer) and cloud environments (ESAC-Cloud, Amazon - AWS). - Support for expert users, requiring full capabilities. - Provision of a simple web-based interface. This talk describes the architecture, challenges, results and lessons learnt gathered in this project.

  9. Doing Your Science While You're in Orbit

    NASA Astrophysics Data System (ADS)

    Green, Mark L.; Miller, Stephen D.; Vazhkudai, Sudharshan S.; Trater, James R.

    2010-11-01

    Large-scale neutron facilities such as the Spallation Neutron Source (SNS) located at Oak Ridge National Laboratory need easy-to-use access to Department of Energy Leadership Computing Facilities and experiment repository data. The Orbiter thick- and thin-client and its supporting Service Oriented Architecture (SOA) based services (available at https://orbiter.sns.gov) consist of standards-based components that are reusable and extensible for accessing high performance computing, data and computational grid infrastructure, and cluster-based resources easily from a user configurable interface. The primary Orbiter system goals consist of (1) developing infrastructure for the creation and automation of virtual instrumentation experiment optimization, (2) developing user interfaces for thin- and thick-client access, (3) provide a prototype incorporating major instrument simulation packages, and (4) facilitate neutron science community access and collaboration. The secure Orbiter SOA authentication and authorization is achieved through the developed Virtual File System (VFS) services, which use Role-Based Access Control (RBAC) for data repository file access, thin-and thick-client functionality and application access, and computational job workflow management. The VFS Relational Database Management System (RDMS) consists of approximately 45 database tables describing 498 user accounts with 495 groups over 432,000 directories with 904,077 repository files. Over 59 million NeXus file metadata records are associated to the 12,800 unique NeXus file field/class names generated from the 52,824 repository NeXus files. Services that enable (a) summary dashboards of data repository status with Quality of Service (QoS) metrics, (b) data repository NeXus file field/class name full text search capabilities within a Google like interface, (c) fully functional RBAC browser for the read-only data repository and shared areas, (d) user/group defined and shared metadata for data repository files, (e) user, group, repository, and web 2.0 based global positioning with additional service capabilities are currently available. The SNS based Orbiter SOA integration progress with the Distributed Data Analysis for Neutron Scattering Experiments (DANSE) software development project is summarized with an emphasis on DANSE Central Services and the Virtual Neutron Facility (VNF). Additionally, the DANSE utilization of the Orbiter SOA authentication, authorization, and data transfer services best practice implementations are presented.

  10. An intersubject variable regional anesthesia simulator with a virtual patient architecture.

    PubMed

    Ullrich, Sebastian; Grottke, Oliver; Fried, Eduard; Frommen, Thorsten; Liao, Wei; Rossaint, Rolf; Kuhlen, Torsten; Deserno, Thomas M

    2009-11-01

    The main purpose is to provide an intuitive VR-based training environment for regional anesthesia (RA). The research question is how to process subject-specific datasets, organize them in a meaningful way and how to perform the simulation for peripheral regions. We propose a flexible virtual patient architecture and methods to process datasets. Image acquisition, image processing (especially segmentation), interactive nerve modeling and permutations (nerve instantiation) are described in detail. The simulation of electric impulse stimulation and according responses are essential for the training of peripheral RA and solved by an approach based on the electric distance. We have created an XML-based virtual patient database with several subjects. Prototypes of the simulation are implemented and run on multimodal VR hardware (e.g., stereoscopic display and haptic device). A first user pilot study has confirmed our approach. The virtual patient architecture enables support for arbitrary scenarios on different subjects. This concept can also be used for other simulators. In future work, we plan to extend the simulation and conduct further evaluations in order to provide a tool for routine training for RA.

  11. Concurrent access to a virtual microscope using a web service oriented architecture

    NASA Astrophysics Data System (ADS)

    Corredor, Germán.; Iregui, Marcela; Arias, Viviana; Romero, Eduardo

    2013-11-01

    Virtual microscopy (VM) facilitates visualization and deployment of histopathological virtual slides (VS), a useful tool for education, research and diagnosis. In recent years, it has become popular, yet its use is still limited basically because of the very large sizes of VS, typically of the order of gigabytes. Such volume of data requires efficacious and efficient strategies to access the VS content. In an educative or research scenario, several users may require to access and interact with VS at the same time, so, due to large data size, a very expensive and powerful infrastructure is usually required. This article introduces a novel JPEG2000-based service oriented architecture for streaming and visualizing very large images under scalable strategies, which in addition need not require very specialized infrastructure. Results suggest that the proposed architecture enables transmission and simultaneous visualization of large images, while it is efficient using resources and offering users proper response times.

  12. Virtualization - A Key Cost Saver in NASA Multi-Mission Ground System Architecture

    NASA Technical Reports Server (NTRS)

    Swenson, Paul; Kreisler, Stephen; Sager, Jennifer A.; Smith, Dan

    2014-01-01

    With science team budgets being slashed, and a lack of adequate facilities for science payload teams to operate their instruments, there is a strong need for innovative new ground systems that are able to provide necessary levels of capability processing power, system availability and redundancy while maintaining a small footprint in terms of physical space, power utilization and cooling.The ground system architecture being presented is based off of heritage from several other projects currently in development or operations at Goddard, but was designed and built specifically to meet the needs of the Science and Planetary Operations Control Center (SPOCC) as a low-cost payload command, control, planning and analysis operations center. However, this SPOCC architecture was designed to be generic enough to be re-used partially or in whole by other labs and missions (since its inception that has already happened in several cases!)The SPOCC architecture leverages a highly available VMware-based virtualization cluster with shared SAS Direct-Attached Storage (DAS) to provide an extremely high-performing, low-power-utilization and small-footprint compute environment that provides Virtual Machine resources shared among the various tenant missions in the SPOCC. The storage is also expandable, allowing future missions to chain up to 7 additional 2U chassis of storage at an extremely competitive cost if they require additional archive or virtual machine storage space.The software architecture provides a fully-redundant GMSEC-based message bus architecture based on the ActiveMQ middleware to track all health and safety status within the SPOCC ground system. All virtual machines utilize the GMSEC system agents to report system host health over the GMSEC bus, and spacecraft payload health is monitored using the Hammers Integrated Test and Operations System (ITOS) Galaxy Telemetry and Command (TC) system, which performs near-real-time limit checking and data processing on the downlinked data stream and injects messages into the GMSEC bus that are monitored to automatically page the on-call operator or Systems Administrator (SA) when an off-nominal condition is detected. This architecture, like the LTSP thin clients, are shared across all tenant missions.Other required IT security controls are implemented at the ground system level, including physical access controls, logical system-level authentication authorization management, auditing and reporting, network management and a NIST 800-53 FISMA-Moderate IT Security plan Risk Assessment Contingency Plan, helping multiple missions share the cost of compliance with agency-mandated directives.The SPOCC architecture provides science payload control centers and backup mission operations centers with a cost-effective, standardized approach to virtualizing and monitoring resources that were traditionally multiple racks full of physical machines. The increased agility in deploying new virtual systems and thin client workstations can provide significant savings in personnel costs for maintaining the ground system. The cost savings in procurement, power, rack footprint and cooling as well as the shared multi-mission design greatly reduces upfront cost for missions moving into the facility. Overall, the authors hope that this architecture will become a model for how future NASA operations centers are constructed!

  13. High speed all optical networks

    NASA Technical Reports Server (NTRS)

    Chlamtac, Imrich; Ganz, Aura

    1990-01-01

    An inherent problem of conventional point-to-point wide area network (WAN) architectures is that they cannot translate optical transmission bandwidth into comparable user available throughput due to the limiting electronic processing speed of the switching nodes. The first solution to wavelength division multiplexing (WDM) based WAN networks that overcomes this limitation is presented. The proposed Lightnet architecture takes into account the idiosyncrasies of WDM switching/transmission leading to an efficient and pragmatic solution. The Lightnet architecture trades the ample WDM bandwidth for a reduction in the number of processing stages and a simplification of each switching stage, leading to drastically increased effective network throughputs. The principle of the Lightnet architecture is the construction and use of virtual topology networks, embedded in the original network in the wavelength domain. For this construction Lightnets utilize the new concept of lightpaths which constitute the links of the virtual topology. Lightpaths are all-optical, multihop, paths in the network that allow data to be switched through intermediate nodes using high throughput passive optical switches. The use of the virtual topologies and the associated switching design introduce a number of new ideas, which are discussed in detail.

  14. Application developer's tutorial for the CSM testbed architecture

    NASA Technical Reports Server (NTRS)

    Underwood, Phillip; Felippa, Carlos A.

    1988-01-01

    This tutorial serves as an illustration of the use of the programmer interface on the CSM Testbed Architecture (NICE). It presents a complete, but simple, introduction to using both the GAL-DBM (Global Access Library-Database Manager) and CLIP (Command Language Interface Program) to write a NICE processor. Familiarity with the CSM Testbed architecture is required.

  15. A component-based, distributed object services architecture for a clinical workstation.

    PubMed

    Chueh, H C; Raila, W F; Pappas, J J; Ford, M; Zatsman, P; Tu, J; Barnett, G O

    1996-01-01

    Attention to an architectural framework in the development of clinical applications can promote reusability of both legacy systems as well as newly designed software. We describe one approach to an architecture for a clinical workstation application which is based on a critical middle tier of distributed object-oriented services. This tier of network-based services provides flexibility in the creation of both the user interface and the database tiers. We developed a clinical workstation for ambulatory care using this architecture, defining a number of core services including those for vocabulary, patient index, documents, charting, security, and encounter management. These services can be implemented through proprietary or more standard distributed object interfaces such as CORBA and OLE. Services are accessed over the network by a collection of user interface components which can be mixed and matched to form a variety of interface styles. These services have also been reused with several applications based on World Wide Web browser interfaces.

  16. A component-based, distributed object services architecture for a clinical workstation.

    PubMed Central

    Chueh, H. C.; Raila, W. F.; Pappas, J. J.; Ford, M.; Zatsman, P.; Tu, J.; Barnett, G. O.

    1996-01-01

    Attention to an architectural framework in the development of clinical applications can promote reusability of both legacy systems as well as newly designed software. We describe one approach to an architecture for a clinical workstation application which is based on a critical middle tier of distributed object-oriented services. This tier of network-based services provides flexibility in the creation of both the user interface and the database tiers. We developed a clinical workstation for ambulatory care using this architecture, defining a number of core services including those for vocabulary, patient index, documents, charting, security, and encounter management. These services can be implemented through proprietary or more standard distributed object interfaces such as CORBA and OLE. Services are accessed over the network by a collection of user interface components which can be mixed and matched to form a variety of interface styles. These services have also been reused with several applications based on World Wide Web browser interfaces. PMID:8947744

  17. Simulation of Physical Experiments in Immersive Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Wasfy, Tamer M.

    2001-01-01

    An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

  18. Combined virtual and real robotic test-bed for single operator control of multiple robots

    NASA Astrophysics Data System (ADS)

    Lee, Sam Y.-S.; Hunt, Shawn; Cao, Alex; Pandya, Abhilash

    2010-04-01

    Teams of heterogeneous robots with different dynamics or capabilities could perform a variety of tasks such as multipoint surveillance, cooperative transport and explorations in hazardous environments. In this study, we work with heterogeneous robots of semi-autonomous ground and aerial robots for contaminant localization. We developed a human interface system which linked every real robot to its virtual counterpart. A novel virtual interface has been integrated with Augmented Reality that can monitor the position and sensory information from video feed of ground and aerial robots in the 3D virtual environment, and improve user situational awareness. An operator can efficiently control the real multi-robots using the Drag-to-Move method on the virtual multi-robots. This enables an operator to control groups of heterogeneous robots in a collaborative way for allowing more contaminant sources to be pursued simultaneously. The advanced feature of the virtual interface system is guarded teleoperation. This can be used to prevent operators from accidently driving multiple robots into walls and other objects. Moreover, the feature of the image guidance and tracking is able to reduce operator workload.

  19. Open architecture CMM motion controller

    NASA Astrophysics Data System (ADS)

    Chang, David; Spence, Allan D.; Bigg, Steve; Heslip, Joe; Peterson, John

    2001-12-01

    Although initially the only Coordinate Measuring Machine (CMM) sensor available was a touch trigger probe, technological advances in sensors and computing have greatly increased the variety of available inspection sensors. Non-contact laser digitizers and analog scanning touch probes require very well tuned CMM motion control, as well as an extensible, open architecture interface. This paper describes the implementation of a retrofit CMM motion controller designed for open architecture interface to a variety of sensors. The controller is based on an Intel Pentium microcomputer and a Servo To Go motion interface electronics card. Motor amplifiers, safety, and additional interface electronics are housed in a separate enclosure. Host Signal Processing (HSP) is used for the motion control algorithm. Compared to the usual host plus DSP architecture, single CPU HSP simplifies integration with the various sensors, and implementation of software geometric error compensation. Motion control tuning is accomplished using a remote computer via 100BaseTX Ethernet. A Graphical User Interface (GUI) is used to enter geometric error compensation data, and to optimize the motion control tuning parameters. It is shown that this architecture achieves the required real time motion control response, yet is much easier to extend to additional sensors.

  20. A Cluster-Based Architecture to Structure the Topology of Parallel Wireless Sensor Networks

    PubMed Central

    Lloret, Jaime; Garcia, Miguel; Bri, Diana; Diaz, Juan R.

    2009-01-01

    A wireless sensor network is a self-configuring network of mobile nodes connected by wireless links where the nodes have limited capacity and energy. In many cases, the application environment requires the design of an exclusive network topology for a particular case. Cluster-based network developments and proposals in existence have been designed to build a network for just one type of node, where all nodes can communicate with any other nodes in their coverage area. Let us suppose a set of clusters of sensor nodes where each cluster is formed by different types of nodes (e.g., they could be classified by the sensed parameter using different transmitting interfaces, by the node profile or by the type of device: laptops, PDAs, sensor etc.) and exclusive networks, as virtual networks, are needed with the same type of sensed data, or the same type of devices, or even the same type of profiles. In this paper, we propose an algorithm that is able to structure the topology of different wireless sensor networks to coexist in the same environment. It allows control and management of the topology of each network. The architecture operation and the protocol messages will be described. Measurements from a real test-bench will show that the designed protocol has low bandwidth consumption and also demonstrates the viability and the scalability of the proposed architecture. Our ccluster-based algorithm is compared with other algorithms reported in the literature in terms of architecture and protocol measurements. PMID:22303185

  1. A network architecture supporting consistent rich behavior in collaborative interactive applications.

    PubMed

    Marsh, James; Glencross, Mashhuda; Pettifer, Steve; Hubbold, Roger

    2006-01-01

    Network architectures for collaborative virtual reality have traditionally been dominated by client-server and peer-to-peer approaches, with peer-to-peer strategies typically being favored where minimizing latency is a priority, and client-server where consistency is key. With increasingly sophisticated behavior models and the demand for better support for haptics, we argue that neither approach provides sufficient support for these scenarios and, thus, a hybrid architecture is required. We discuss the relative performance of different distribution strategies in the face of real network conditions and illustrate the problems they face. Finally, we present an architecture that successfully meets many of these challenges and demonstrate its use in a distributed virtual prototyping application which supports simultaneous collaboration for assembly, maintenance, and training applications utilizing haptics.

  2. Virtual Reality: An Overview.

    ERIC Educational Resources Information Center

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  3. Learning through Place-Making: Virtual Environments and Future Literacies

    ERIC Educational Resources Information Center

    Berry, Maryanne Susan

    2010-01-01

    This study examines a project through which elementary school and high school students collaborated with university Architecture/New Media students in building models of virtual, immersive libraries. It presents the project in the context of multiple and cross-disciplinary fields currently investigating the use of virtual and immersive…

  4. Interfacial Properties of Thin Films of Poly(vinyl ether)s with Architectural Design in Water

    NASA Astrophysics Data System (ADS)

    Oda, Yukari; Itagaki, Nozomi; Sugimoto, Sin; Kawaguchi, Daisuke; Matsuno, Hisao; Tanaka, Keiji

    Precise design of primary structure and architecture of polymers leads to the well-defined structure, unique physical properties, and excellent functions not only in the bulk but also at the interfaces. We here constructed functional polymer interfaces in water based on the architectural design of poly(vinyl ether)s with oxyethylene side-chains (POEVE). A branched polymer with POEVE parts was preferentially segregated at the air interface in the matrix of poly(methyl methacrylate). As an alternative way to prepare the POEVE surface, the cross-linked hydrogel thin films were prepared. The moduli of the hydrogel films near the water interfaces, which were examined by force-distance curve measurements using atomic force microscopy, were greatly sensitive to the cross-linking density of the polymers. Diffuse interfaces of POEVE chains at the water interface make it possible to prevent the platelet adhesion on the films.

  5. From Panoramic Photos to a Low-Cost Photogrammetric Workflow for Cultural Heritage 3d Documentation

    NASA Astrophysics Data System (ADS)

    D'Annibale, E.; Tassetti, A. N.; Malinverni, E. S.

    2013-07-01

    The research aims to optimize a workflow of architecture documentation: starting from panoramic photos, tackling available instruments and technologies to propose an integrated, quick and low-cost solution of Virtual Architecture. The broader research background shows how to use spherical panoramic images for the architectural metric survey. The input data (oriented panoramic photos), the level of reliability and Image-based Modeling methods constitute an integrated and flexible 3D reconstruction approach: from the professional survey of cultural heritage to its communication in virtual museum. The proposed work results from the integration and implementation of different techniques (Multi-Image Spherical Photogrammetry, Structure from Motion, Imagebased Modeling) with the aim to achieve high metric accuracy and photorealistic performance. Different documentation chances are possible within the proposed workflow: from the virtual navigation of spherical panoramas to complex solutions of simulation and virtual reconstruction. VR tools make for the integration of different technologies and the development of new solutions for virtual navigation. Image-based Modeling techniques allow 3D model reconstruction with photo realistic and high-resolution texture. High resolution of panoramic photo and algorithms of panorama orientation and photogrammetric restitution vouch high accuracy and high-resolution texture. Automated techniques and their following integration are subject of this research. Data, advisably processed and integrated, provide different levels of analysis and virtual reconstruction joining the photogrammetric accuracy to the photorealistic performance of the shaped surfaces. Lastly, a new solution of virtual navigation is tested. Inside the same environment, it proposes the chance to interact with high resolution oriented spherical panorama and 3D reconstructed model at once.

  6. SSWAP: A Simple Semantic Web Architecture and Protocol for Semantic Web Services

    USDA-ARS?s Scientific Manuscript database

    SSWAP (Simple Semantic Web Architecture and Protocol) is an architecture, protocol, and platform for using reasoning to semantically integrate heterogeneous disparate data and services on the web. SSWAP is the driving technology behind the Virtual Plant Information Network, an NSF-funded semantic w...

  7. A Typology of Ethnographic Scales for Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Boellstorff, Tom

    This chapter outlines a typology of genres of ethnographic research with regard to virtual worlds, informed by extensive research the author has completed both in Second Life and in Indonesia. It begins by identifying four confusions about virtual worlds: they are not games, they need not be graphical or even visual, they are not mass media, and they need not be defined in terms of escapist role-playing. A three-part typology of methods for ethnographic research in virtual worlds focuses on the relationship between research design and ethnographic scale. One class of methods for researching virtual worlds with regard to ethnographic scale explores interfaces between virtual worlds and the actual world, whereas a second examines interfaces between two or more virtual worlds. The third class involves studying a single virtual world in its own terms. Recognizing that all three approaches have merit for particular research purposes, ethnography of virtual worlds can be a vibrant field of research, contributing to central debates about human selfhood and sociality.

  8. SmallTool - a toolkit for realizing shared virtual environments on the Internet

    NASA Astrophysics Data System (ADS)

    Broll, Wolfgang

    1998-09-01

    With increasing graphics capabilities of computers and higher network communication speed, networked virtual environments have become available to a large number of people. While the virtual reality modelling language (VRML) provides users with the ability to exchange 3D data, there is still a lack of appropriate support to realize large-scale multi-user applications on the Internet. In this paper we will present SmallTool, a toolkit to support shared virtual environments on the Internet. The toolkit consists of a VRML-based parsing and rendering library, a device library, and a network library. This paper will focus on the networking architecture, provided by the network library - the distributed worlds transfer and communication protocol (DWTP). DWTP provides an application-independent network architecture to support large-scale multi-user environments on the Internet.

  9. CycloPs: generating virtual libraries of cyclized and constrained peptides including nonnatural amino acids.

    PubMed

    Duffy, Fergal J; Verniere, Mélanie; Devocelle, Marc; Bernard, Elise; Shields, Denis C; Chubb, Anthony J

    2011-04-25

    We introduce CycloPs, software for the generation of virtual libraries of constrained peptides including natural and nonnatural commercially available amino acids. The software is written in the cross-platform Python programming language, and features include generating virtual libraries in one-dimensional SMILES and three-dimensional SDF formats, suitable for virtual screening. The stand-alone software is capable of filtering the virtual libraries using empirical measurements, including peptide synthesizability by standard peptide synthesis techniques, stability, and the druglike properties of the peptide. The software and accompanying Web interface is designed to enable the rapid generation of large, structurally diverse, synthesizable virtual libraries of constrained peptides quickly and conveniently, for use in virtual screening experiments. The stand-alone software, and the Web interface for evaluating these empirical properties of a single peptide, are available at http://bioware.ucd.ie .

  10. Understanding Evolutionary Potential in Virtual CPU Instruction Set Architectures

    PubMed Central

    Bryson, David M.; Ofria, Charles

    2013-01-01

    We investigate fundamental decisions in the design of instruction set architectures for linear genetic programs that are used as both model systems in evolutionary biology and underlying solution representations in evolutionary computation. We subjected digital organisms with each tested architecture to seven different computational environments designed to present a range of evolutionary challenges. Our goal was to engineer a general purpose architecture that would be effective under a broad range of evolutionary conditions. We evaluated six different types of architectural features for the virtual CPUs: (1) genetic flexibility: we allowed digital organisms to more precisely modify the function of genetic instructions, (2) memory: we provided an increased number of registers in the virtual CPUs, (3) decoupled sensors and actuators: we separated input and output operations to enable greater control over data flow. We also tested a variety of methods to regulate expression: (4) explicit labels that allow programs to dynamically refer to specific genome positions, (5) position-relative search instructions, and (6) multiple new flow control instructions, including conditionals and jumps. Each of these features also adds complication to the instruction set and risks slowing evolution due to epistatic interactions. Two features (multiple argument specification and separated I/O) demonstrated substantial improvements in the majority of test environments, along with versions of each of the remaining architecture modifications that show significant improvements in multiple environments. However, some tested modifications were detrimental, though most exhibit no systematic effects on evolutionary potential, highlighting the robustness of digital evolution. Combined, these observations enhance our understanding of how instruction architecture impacts evolutionary potential, enabling the creation of architectures that support more rapid evolution of complex solutions to a broad range of challenges. PMID:24376669

  11. Lift-Off: Using Reference Imagery and Freehand Sketching to Create 3D Models in VR.

    PubMed

    Jackson, Bret; Keefe, Daniel F

    2016-04-01

    Three-dimensional modeling has long been regarded as an ideal application for virtual reality (VR), but current VR-based 3D modeling tools suffer from two problems that limit creativity and applicability: (1) the lack of control for freehand modeling, and (2) the difficulty of starting from scratch. To address these challenges, we present Lift-Off, an immersive 3D interface for creating complex models with a controlled, handcrafted style. Artists start outside of VR with 2D sketches, which are then imported and positioned in VR. Then, using a VR interface built on top of image processing algorithms, 2D curves within the sketches are selected interactively and "lifted" into space to create a 3D scaffolding for the model. Finally, artists sweep surfaces along these curves to create 3D models. Evaluations are presented for both long-term users and for novices who each created a 3D sailboat model from the same starting sketch. Qualitative results are positive, with the visual style of the resulting models of animals and other organic subjects as well as architectural models matching what is possible with traditional fine art media. In addition, quantitative data from logging features built into the software are used to characterize typical tool use and suggest areas for further refinement of the interface.

  12. A Family of ACO Routing Protocols for Mobile Ad Hoc Networks.

    PubMed

    Rupérez Cañas, Delfín; Sandoval Orozco, Ana Lucila; García Villalba, Luis Javier; Kim, Tai-Hoon

    2017-05-22

    In this work, an ACO routing protocol for mobile ad hoc networks based on AntHocNet is specified. As its predecessor, this new protocol, called AntOR, is hybrid in the sense that it contains elements from both reactive and proactive routing. Specifically, it combines a reactive route setup process with a proactive route maintenance and improvement process. Key aspects of the AntOR protocol are the disjoint-link and disjoint-node routes, separation between the regular pheromone and the virtual pheromone in the diffusion process and the exploration of routes, taking into consideration the number of hops in the best routes. In this work, a family of ACO routing protocols based on AntOR is also specified. These protocols are based on protocol successive refinements. In this work, we also present a parallelized version of AntOR that we call PAntOR. Using programming multiprocessor architectures based on the shared memory protocol, PAntOR allows running tasks in parallel using threads. This parallelization is applicable in the route setup phase, route local repair process and link failure notification. In addition, a variant of PAntOR that consists of having more than one interface, which we call PAntOR-MI (PAntOR-Multiple Interface), is specified. This approach parallelizes the sending of broadcast messages by interface through threads.

  13. Integrated Access to Heliospheric and Magnetospheric Data

    NASA Astrophysics Data System (ADS)

    Merka, J.; Szabo, A.; Narock, T. W.

    2007-05-01

    Heliospheric and magnetospheric data are provided by a variety of diverse sources. For space physics scientists, knowing that such data sources exist and where they are located are only the first hurdles to overcome before they can utilize the data for research. As a solution, the NASA Heliophysics Division has established a group of virtual observatories (VOs) to provide the scientific community with integrated access to well documented data and related services. The VOs are organized by scientific discipline and yet their essential characteristic is cross-discipline data discovery and exchange. In this talk, we will demonstrate the architecture and features of two distributed data systems, the Virtual Heliospheric Observatory (VHO) and the Virtual Magnetospheric Observatory at NASA Goddard Space Flight Center (VMO/G). The VHO and VMO/G are designed to share most of the components to facilitate faster development and to ease communication between the two VxOs. Since different communities are served by the two observatories, slightly, and sometimes even significantly, different terms and expectations must be accommodated and correctly processed. In our approach the interfaces are tuned for a particular community while the standard SPASE data model is employed internally. Together with other VxOs, we are also developing a standard query language for metadata exchange among the VxOs, data providers, and VxO-related services. Specific examples will be given. http:vho.nasa.gov

  14. Virtual gap element approach for the treatment of non-matching interface using three-dimensional solid elements

    NASA Astrophysics Data System (ADS)

    Song, Yeo-Ul; Youn, Sung-Kie; Park, K. C.

    2017-10-01

    A method for three-dimensional non-matching interface treatment with a virtual gap element is developed. When partitioned structures contain curved interfaces and have different brick meshes, the discretized models have gaps along the interfaces. As these gaps bring unexpected errors, special treatments are required to handle the gaps. In the present work, a virtual gap element is introduced to link the frame and surface domain nodes in the frame work of the mortar method. Since the surface of the hexahedron element is quadrilateral, the gap element is pyramidal. The pyramidal gap element consists of four domain nodes and one frame node. Zero-strain condition in the gap element is utilized for the interpolation of frame nodes in terms of the domain nodes. This approach is taken to satisfy the momentum and energy conservation. The present method is applicable not only to curved interfaces with gaps, but also to flat interfaces in three dimensions. Several numerical examples are given to describe the effectiveness and accuracy of the proposed method.

  15. GiPSi:a framework for open source/open architecture software development for organ-level surgical simulation.

    PubMed

    Cavuşoğlu, M Cenk; Göktekin, Tolga G; Tendick, Frank

    2006-04-01

    This paper presents the architectural details of an evolving open source/open architecture software framework for developing organ-level surgical simulations. Our goal is to facilitate shared development of reusable models, to accommodate heterogeneous models of computation, and to provide a framework for interfacing multiple heterogeneous models. The framework provides an application programming interface for interfacing dynamic models defined over spatial domains. It is specifically designed to be independent of the specifics of the modeling methods used, and therefore facilitates seamless integration of heterogeneous models and processes. Furthermore, each model has separate geometries for visualization, simulation, and interfacing, allowing the model developer to choose the most natural geometric representation for each case. Input/output interfaces for visualization and haptics for real-time interactive applications have also been provided.

  16. Study on virtual instrument developing system based on intelligent virtual control

    NASA Astrophysics Data System (ADS)

    Tang, Baoping; Cheng, Fabin; Qin, Shuren

    2005-01-01

    The paper introduces a non-programming developing system of a virtual instument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described.

  17. A technique system for the measurement, reconstruction and character extraction of rice plant architecture

    PubMed Central

    Li, Xumeng; Wang, Xiaohui; Wei, Hailin; Zhu, Xinguang; Peng, Yulin; Li, Ming; Li, Tao; Huang, Huang

    2017-01-01

    This study developed a technique system for the measurement, reconstruction, and trait extraction of rice canopy architectures, which have challenged functional–structural plant modeling for decades and have become the foundation of the design of ideo-plant architectures. The system uses the location-separation-measurement method (LSMM) for the collection of data on the canopy architecture and the analytic geometry method for the reconstruction and visualization of the three-dimensional (3D) digital architecture of the rice plant. It also uses the virtual clipping method for extracting the key traits of the canopy architecture such as the leaf area, inclination, and azimuth distribution in spatial coordinates. To establish the technique system, we developed (i) simple tools to measure the spatial position of the stem axis and azimuth of the leaf midrib and to capture images of tillers and leaves; (ii) computer software programs for extracting data on stem diameter, leaf nodes, and leaf midrib curves from the tiller images and data on leaf length, width, and shape from the leaf images; (iii) a database of digital architectures that stores the measured data and facilitates the reconstruction of the 3D visual architecture and the extraction of architectural traits; and (iv) computation algorithms for virtual clipping to stratify the rice canopy, to extend the stratified surface from the horizontal plane to a general curved surface (including a cylindrical surface), and to implement in silico. Each component of the technique system was quantitatively validated and visually compared to images, and the sensitivity of the virtual clipping algorithms was analyzed. This technique is inexpensive and accurate and provides high throughput for the measurement, reconstruction, and trait extraction of rice canopy architectures. The technique provides a more practical method of data collection to serve functional–structural plant models of rice and for the optimization of rice canopy types. Moreover, the technique can be easily adapted for other cereal crops such as wheat, which has numerous stems and leaves sheltering each other. PMID:28558045

  18. Virtual Learning Spaces in the Web: An Agent-Based Architecture of Personalized Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Nunez Esquer, Gustavo; Sheremetov, Leonid

    This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…

  19. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    ERIC Educational Resources Information Center

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  20. Towards the virtual artery: a multiscale model for vascular physiology at the physics-chemistry-biology interface.

    PubMed

    Hoekstra, Alfons G; Alowayyed, Saad; Lorenz, Eric; Melnikova, Natalia; Mountrakis, Lampros; van Rooij, Britt; Svitenkov, Andrew; Závodszky, Gábor; Zun, Pavel

    2016-11-13

    This discussion paper introduces the concept of the Virtual Artery as a multiscale model for arterial physiology and pathologies at the physics-chemistry-biology (PCB) interface. The cellular level is identified as the mesoscopic level, and we argue that by coupling cell-based models with other relevant models on the macro- and microscale, a versatile model of arterial health and disease can be composed. We review the necessary ingredients, both models of arteries at many different scales, as well as generic methods to compose multiscale models. Next, we discuss how this can be combined into the virtual artery. Finally, we argue that the concept of models at the PCB interface could or perhaps should become a powerful paradigm, not only as in our case for studying physiology, but also for many other systems that have such PCB interfaces.This article is part of the themed issue 'Multiscale modelling at the physics-chemistry-biology interface'. © 2016 The Authors.

  1. Virtual Reality: An Instructional Medium for Visual-Spatial Tasks.

    ERIC Educational Resources Information Center

    Regian, J. Wesley; And Others

    1992-01-01

    Describes an empirical exploration of the instructional potential of virtual reality as an interface for simulation-based training. Shows that subjects learned spatial-procedural and spatial-navigational skills in virtual reality. (SR)

  2. Automation Hooks Architecture for Flexible Test Orchestration - Concept Development and Validation

    NASA Technical Reports Server (NTRS)

    Lansdowne, C. A.; Maclean, John R.; Winton, Chris; McCartney, Pat

    2011-01-01

    The Automation Hooks Architecture Trade Study for Flexible Test Orchestration sought a standardized data-driven alternative to conventional automated test programming interfaces. The study recommended composing the interface using multicast DNS (mDNS/SD) service discovery, Representational State Transfer (Restful) Web Services, and Automatic Test Markup Language (ATML). We describe additional efforts to rapidly mature the Automation Hooks Architecture candidate interface definition by validating it in a broad spectrum of applications. These activities have allowed us to further refine our concepts and provide observations directed toward objectives of economy, scalability, versatility, performance, severability, maintainability, scriptability and others.

  3. High-performance flat data center network architecture based on scalable and flow-controlled optical switching system

    NASA Astrophysics Data System (ADS)

    Calabretta, Nicola; Miao, Wang; Dorren, Harm

    2016-03-01

    Traffic in data centers networks (DCNs) is steadily growing to support various applications and virtualization technologies. Multi-tenancy enabling efficient resource utilization is considered as a key requirement for the next generation DCs resulting from the growing demands for services and applications. Virtualization mechanisms and technologies can leverage statistical multiplexing and fast switch reconfiguration to further extend the DC efficiency and agility. We present a novel high performance flat DCN employing bufferless and distributed fast (sub-microsecond) optical switches with wavelength, space, and time switching operation. The fast optical switches can enhance the performance of the DCNs by providing large-capacity switching capability and efficiently sharing the data plane resources by exploiting statistical multiplexing. Benefiting from the Software-Defined Networking (SDN) control of the optical switches, virtual DCNs can be flexibly created and reconfigured by the DCN provider. Numerical and experimental investigations of the DCN based on the fast optical switches show the successful setup of virtual network slices for intra-data center interconnections. Experimental results to assess the DCN performance in terms of latency and packet loss show less than 10^-5 packet loss and 640ns end-to-end latency with 0.4 load and 16- packet size buffer. Numerical investigation on the performance of the systems when the port number of the optical switch is scaled to 32x32 system indicate that more than 1000 ToRs each with Terabit/s interface can be interconnected providing a Petabit/s capacity. The roadmap to photonic integration of large port optical switches will be also presented.

  4. “Seeing” and “feeling” architecture: how bodily self-consciousness alters architectonic experience and affects the perception of interiors

    PubMed Central

    Pasqualini, Isabella; Llobera, Joan; Blanke, Olaf

    2013-01-01

    Over the centuries architectural theory evolved several notions of embodiment, proposing in the nineteenth and twentieth century that architectonic experience is related to physiological responses of the observer. Recent advances in the cognitive neuroscience of embodiment (or bodily self-consciousness) enable empirical studies of architectonic embodiment. Here, we investigated how architecture modulates bodily self-consciousness by adapting a video-based virtual reality (VR) setup previously used to investigate visuo-tactile mechanisms of bodily self-consciousness. While standing in two different interiors, participants were filmed from behind and watched their own virtual body online on a head-mounted display (HMD). Visuo-tactile strokes were applied in synchronous or asynchronous mode to the participants and their virtual body. Two interiors were simulated in the laboratory by placing the sidewalls either far or near from the participants, generating a large and narrow room. We tested if bodily self-consciousness was differently modulated when participants were exposed to both rooms and whether these changes depend on visuo-tactile stimulation. We measured illusory touch, self-identification, and performed length estimations. Our data show that synchronous stroking of the physical and the virtual body induces illusory touch and self-identification with the virtual body, independent of room-size. Moreover, in the narrow room we observed weak feelings of illusory touch with the sidewalls and of approaching walls. These subjective changes were complemented by a stroking-dependent modulation of length estimation only in the narrow room with participants judging the room-size more accurately during conditions of illusory self-identification. We discuss our findings and previous notions of architectonic embodiment in the context of the cognitive neuroscience of bodily self-consciousness and propose an empirical framework grounded in architecture, cognitive neuroscience, and VR. PMID:23805112

  5. "Seeing" and "feeling" architecture: how bodily self-consciousness alters architectonic experience and affects the perception of interiors.

    PubMed

    Pasqualini, Isabella; Llobera, Joan; Blanke, Olaf

    2013-01-01

    Over the centuries architectural theory evolved several notions of embodiment, proposing in the nineteenth and twentieth century that architectonic experience is related to physiological responses of the observer. Recent advances in the cognitive neuroscience of embodiment (or bodily self-consciousness) enable empirical studies of architectonic embodiment. Here, we investigated how architecture modulates bodily self-consciousness by adapting a video-based virtual reality (VR) setup previously used to investigate visuo-tactile mechanisms of bodily self-consciousness. While standing in two different interiors, participants were filmed from behind and watched their own virtual body online on a head-mounted display (HMD). Visuo-tactile strokes were applied in synchronous or asynchronous mode to the participants and their virtual body. Two interiors were simulated in the laboratory by placing the sidewalls either far or near from the participants, generating a large and narrow room. We tested if bodily self-consciousness was differently modulated when participants were exposed to both rooms and whether these changes depend on visuo-tactile stimulation. We measured illusory touch, self-identification, and performed length estimations. Our data show that synchronous stroking of the physical and the virtual body induces illusory touch and self-identification with the virtual body, independent of room-size. Moreover, in the narrow room we observed weak feelings of illusory touch with the sidewalls and of approaching walls. These subjective changes were complemented by a stroking-dependent modulation of length estimation only in the narrow room with participants judging the room-size more accurately during conditions of illusory self-identification. We discuss our findings and previous notions of architectonic embodiment in the context of the cognitive neuroscience of bodily self-consciousness and propose an empirical framework grounded in architecture, cognitive neuroscience, and VR.

  6. A Virtual Science Data Environment for Carbon Dioxide Observations

    NASA Astrophysics Data System (ADS)

    Verma, R.; Goodale, C. E.; Hart, A. F.; Law, E.; Crichton, D. J.; Mattmann, C. A.; Gunson, M. R.; Braverman, A. J.; Nguyen, H. M.; Eldering, A.; Castano, R.; Osterman, G. B.

    2011-12-01

    Climate science data are often distributed cross-institutionally and made available using heterogeneous interfaces. With respect to observational carbon-dioxide (CO2) records, these data span across national as well as international institutions and are typically distributed using a variety of data standards. Such an arrangement can yield challenges from a research perspective, as users often need to independently aggregate datasets as well as address the issue of data quality. To tackle this dispersion and heterogeneity of data, we have developed the CO2 Virtual Science Data Environment - a comprehensive approach to virtually integrating CO2 data and metadata from multiple missions and providing a suite of computational services that facilitate analysis, comparison, and transformation of that data. The Virtual Science Environment provides climate scientists with a unified web-based destination for discovering relevant observational data in context, and supports a growing range of online tools and services for analyzing and transforming the available data to suit individual research needs. It includes web-based tools to geographically and interactively search for CO2 observations collected from multiple airborne, space, as well as terrestrial platforms. Moreover, the data analysis services it provides over the Internet, including offering techniques such as bias estimation and spatial re-gridding, move computation closer to the data and reduce the complexity of performing these operations repeatedly and at scale. The key to enabling these services, as well as consolidating the disparate data into a unified resource, has been to focus on leveraging metadata descriptors as the foundation of our data environment. This metadata-centric architecture, which leverages the Dublin Core standard, forgoes the need to replicate remote datasets locally. Instead, the system relies upon an extensive, metadata-rich virtual data catalog allowing on-demand browsing and retrieval of CO2 records from multiple missions. In other words, key metadata information about remote CO2 records is stored locally while the data itself is preserved at its respective archive of origin. This strategy has been made possible by our method of encapsulating the heterogeneous sources of data using a common set of web-based services, including services provided by Jet Propulsion Laboratory's Climate Data Exchange (CDX). Furthermore, this strategy has enabled us to scale across missions, and to provide access to a broad array of CO2 observational data. Coupled with on-demand computational services and an intuitive web-portal interface, the CO2 Virtual Science Data Environment effectively transforms heterogeneous CO2 records from multiple sources into a unified resource for scientific discovery.

  7. Avatars and virtual agents – relationship interfaces for the elderly

    PubMed Central

    2017-01-01

    In the Digital Era, the authors witness a change in the relationship between the patient and the care-giver or Health Maintenance Organization's providing the health services. Another fact is the use of various technologies to increase the effectiveness and quality of health services across all primary and secondary users. These technologies range from telemedicine systems, decision making tools, online and self-services applications and virtual agents; all providing information and assistance. The common thread between all these digital implementations, is they all require human machine interfaces. These interfaces must be interactive, user friendly and inviting, to create user involvement and cooperation incentives. The challenge is to design interfaces which will best fit the target users and enable smooth interaction especially, for the elderly users. Avatars and Virtual Agents are one of the interfaces used for both home care monitoring and companionship. They are also inherently multimodal in nature and allow an intimate relation between the elderly users and the Avatar. This study discusses the need and nature of these relationship models, the challenges of designing for the elderly. The study proposes key features for the design and evaluation in the area of assistive applications using Avatar and Virtual agents for the elderly users. PMID:28706725

  8. VEVI: A Virtual Reality Tool For Robotic Planetary Explorations

    NASA Technical Reports Server (NTRS)

    Piguet, Laurent; Fong, Terry; Hine, Butler; Hontalas, Phil; Nygren, Erik

    1994-01-01

    The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. Virtual environments enable the efficient display and visualization of complex data. This characteristic allows operators to perceive and control complex systems in a natural fashion, utilizing the highly-evolved human sensory system. VEVI utilizes real-time, interactive, 3D graphics and position / orientation sensors to produce a range of interface modalities from the flat panel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, legged, air bearing, and underwater vehicles in a variety of different environments. VEVI was designed and implemented to be modular, distributed and easily operated through long-distance communication links, using a communication paradigm called SYNERGY.

  9. Design strategies and functionality of the Visual Interface for Virtual Interaction Development (VIVID) tool

    NASA Technical Reports Server (NTRS)

    Nguyen, Lac; Kenney, Patrick J.

    1993-01-01

    Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.

  10. Developing Historic Building Information Modelling Guidelines and Procedures for Architectural Heritage in Ireland

    NASA Astrophysics Data System (ADS)

    Murphy, M.; Corns, A.; Cahill, J.; Eliashvili, K.; Chenau, A.; Pybus, C.; Shaw, R.; Devlin, G.; Deevy, A.; Truong-Hong, L.

    2017-08-01

    Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.

  11. The architecture of a virtual grid GIS server

    NASA Astrophysics Data System (ADS)

    Wu, Pengfei; Fang, Yu; Chen, Bin; Wu, Xi; Tian, Xiaoting

    2008-10-01

    The grid computing technology provides the service oriented architecture for distributed applications. The virtual Grid GIS server is the distributed and interoperable enterprise application GIS architecture running in the grid environment, which integrates heterogeneous GIS platforms. All sorts of legacy GIS platforms join the grid as members of GIS virtual organization. Based on Microkernel we design the ESB and portal GIS service layer, which compose Microkernel GIS. Through web portals, portal GIS services and mediation of service bus, following the principle of SoC, we separate business logic from implementing logic. Microkernel GIS greatly reduces the coupling degree between applications and GIS platforms. The enterprise applications are independent of certain GIS platforms, and making the application developers to pay attention to the business logic. Via configuration and orchestration of a set of fine-grained services, the system creates GIS Business, which acts as a whole WebGIS request when activated. In this way, the system satisfies a business workflow directly and simply, with little or no new code.

  12. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hasanah, Lilik, E-mail: lilikhasanah@upi.edu; Suhendi, Endi; Tayubi, Yuyu Rahmat

    In this work we discuss the surface roughness of Si interface impact to the tunneling current of the Si/Si{sub 1-x}Ge{sub x}/Si heterojunction bipolar transistor. The Si interface surface roughness can be analyzed from electrical characteristics through the transversal electron velocity obtained as fitting parameter factor. The results showed that surface roughness increase as Ge content of virtual substrate increase This model can be used to investigate the effect of Ge content of the virtual substrate to the interface surface condition through current-voltage characteristic.

  13. Virtual Reality: Toward Fundamental Improvements in Simulation-Based Training.

    ERIC Educational Resources Information Center

    Thurman, Richard A.; Mattoon, Joseph S.

    1994-01-01

    Considers the role and effectiveness of virtual reality in simulation-based training. The theoretical and practical implications of verity, integration, and natural versus artificial interface are discussed; a three-dimensional classification scheme for virtual reality is described; and the relationship between virtual reality and other…

  14. Customer and mission influence on space station architecture

    NASA Technical Reports Server (NTRS)

    Runge, F. C.

    1985-01-01

    Overall Space Station architecture is presented in schematic outlines and plans. How the customer and mission needs influence this design is studied. The uses, occupants, activities, interfaces, utilities, locomotion, environments, and technological costs are all factors which influence the architecture. User and system functions are profiled, interfaces are characterized and functions are grouped. These lead to packaging of functions into modules and the design of system and user accommodations.

  15. 78 FR 54626 - Announcing Approval of Federal Information Processing Standard (FIPS) Publication 201-2, Personal...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-09-05

    ... its virtual contact interface be made mandatory as soon as possible for the many beneficial features... messaging and the virtual contact interface in the Standard, some Federal departments and agencies have... Laboratory Programs. [FR Doc. 2013-21491 Filed 9-4-13; 8:45 am] BILLING CODE 3510-13-P ...

  16. Linking Audio and Visual Information while Navigating in a Virtual Reality Kiosk Display

    ERIC Educational Resources Information Center

    Sullivan, Briana; Ware, Colin; Plumlee, Matthew

    2006-01-01

    3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is…

  17. Hardware Architecture Study for NASA's Space Software Defined Radios

    NASA Technical Reports Server (NTRS)

    Reinhart, Richard C.; Scardelletti, Maximilian C.; Mortensen, Dale J.; Kacpura, Thomas J.; Andro, Monty; Smith, Carl; Liebetreu, John

    2008-01-01

    This study defines a hardware architecture approach for software defined radios to enable commonality among NASA space missions. The architecture accommodates a range of reconfigurable processing technologies including general purpose processors, digital signal processors, field programmable gate arrays (FPGAs), and application-specific integrated circuits (ASICs) in addition to flexible and tunable radio frequency (RF) front-ends to satisfy varying mission requirements. The hardware architecture consists of modules, radio functions, and and interfaces. The modules are a logical division of common radio functions that comprise a typical communication radio. This paper describes the architecture details, module definitions, and the typical functions on each module as well as the module interfaces. Trade-offs between component-based, custom architecture and a functional-based, open architecture are described. The architecture does not specify the internal physical implementation within each module, nor does the architecture mandate the standards or ratings of the hardware used to construct the radios.

  18. Space Telecommunications Radio Systems (STRS) Hardware Architecture Standard: Release 1.0 Hardware Section

    NASA Technical Reports Server (NTRS)

    Reinhart, Richard C.; Kacpura, Thomas J.; Smith, Carl R.; Liebetreu, John; Hill, Gary; Mortensen, Dale J.; Andro, Monty; Scardelletti, Maximilian C.; Farrington, Allen

    2008-01-01

    This report defines a hardware architecture approach for software-defined radios to enable commonality among NASA space missions. The architecture accommodates a range of reconfigurable processing technologies including general-purpose processors, digital signal processors, field programmable gate arrays, and application-specific integrated circuits (ASICs) in addition to flexible and tunable radiofrequency front ends to satisfy varying mission requirements. The hardware architecture consists of modules, radio functions, and interfaces. The modules are a logical division of common radio functions that compose a typical communication radio. This report describes the architecture details, the module definitions, the typical functions on each module, and the module interfaces. Tradeoffs between component-based, custom architecture and a functional-based, open architecture are described. The architecture does not specify a physical implementation internally on each module, nor does the architecture mandate the standards or ratings of the hardware used to construct the radios.

  19. Integrating 4-d light-sheet imaging with interactive virtual reality to recapitulate developmental cardiac mechanics and physiology

    NASA Astrophysics Data System (ADS)

    Ding, Yichen; Yu, Jing; Abiri, Arash; Abiri, Parinaz; Lee, Juhyun; Chang, Chih-Chiang; Baek, Kyung In; Sevag Packard, René R.; Hsiai, Tzung K.

    2018-02-01

    There currently is a limited ability to interactively study developmental cardiac mechanics and physiology. We therefore combined light-sheet fluorescence microscopy (LSFM) with virtual reality (VR) to provide a hybrid platform for 3- dimensional (3-D) architecture and time-dependent cardiac contractile function characterization. By taking advantage of the rapid acquisition, high axial resolution, low phototoxicity, and high fidelity in 3-D and 4-D (3-D spatial + 1-D time or spectra), this VR-LSFM hybrid methodology enables interactive visualization and quantification otherwise not available by conventional methods such as routine optical microscopes. We hereby demonstrate multi-scale applicability of VR-LSFM to 1) interrogate skin fibroblasts interacting with a hyaluronic acid-based hydrogel, 2) navigate through the endocardial trabecular network during zebrafish development, and 3) localize gene therapy-mediated potassium channel expression in adult murine hearts. We further combined our batch intensity normalized segmentation (BINS) algorithm with deformable image registration (DIR) to interface a VR environment for the analysis of cardiac contraction. Thus, the VR-LSFM hybrid platform demonstrates an efficient and robust framework for creating a user-directed microenvironment in which we uncovered developmental cardiac mechanics and physiology with high spatiotemporal resolution.

  20. Grid Application Meta-Repository System: Repository Interconnectivity and Cross-domain Application Usage in Distributed Computing Environments

    NASA Astrophysics Data System (ADS)

    Tudose, Alexandru; Terstyansky, Gabor; Kacsuk, Peter; Winter, Stephen

    Grid Application Repositories vary greatly in terms of access interface, security system, implementation technology, communication protocols and repository model. This diversity has become a significant limitation in terms of interoperability and inter-repository access. This paper presents the Grid Application Meta-Repository System (GAMRS) as a solution that offers better options for the management of Grid applications. GAMRS proposes a generic repository architecture, which allows any Grid Application Repository (GAR) to be connected to the system independent of their underlying technology. It also presents applications in a uniform manner and makes applications from all connected repositories visible to web search engines, OGSI/WSRF Grid Services and other OAI (Open Archive Initiative)-compliant repositories. GAMRS can also function as a repository in its own right and can store applications under a new repository model. With the help of this model, applications can be presented as embedded in virtual machines (VM) and therefore they can be run in their native environments and can easily be deployed on virtualized infrastructures allowing interoperability with new generation technologies such as cloud computing, application-on-demand, automatic service/application deployments and automatic VM generation.

  1. Integrating light-sheet imaging with virtual reality to recapitulate developmental cardiac mechanics.

    PubMed

    Ding, Yichen; Abiri, Arash; Abiri, Parinaz; Li, Shuoran; Chang, Chih-Chiang; Baek, Kyung In; Hsu, Jeffrey J; Sideris, Elias; Li, Yilei; Lee, Juhyun; Segura, Tatiana; Nguyen, Thao P; Bui, Alexander; Sevag Packard, René R; Fei, Peng; Hsiai, Tzung K

    2017-11-16

    Currently, there is a limited ability to interactively study developmental cardiac mechanics and physiology. We therefore combined light-sheet fluorescence microscopy (LSFM) with virtual reality (VR) to provide a hybrid platform for 3D architecture and time-dependent cardiac contractile function characterization. By taking advantage of the rapid acquisition, high axial resolution, low phototoxicity, and high fidelity in 3D and 4D (3D spatial + 1D time or spectra), this VR-LSFM hybrid methodology enables interactive visualization and quantification otherwise not available by conventional methods, such as routine optical microscopes. We hereby demonstrate multiscale applicability of VR-LSFM to (a) interrogate skin fibroblasts interacting with a hyaluronic acid-based hydrogel, (b) navigate through the endocardial trabecular network during zebrafish development, and (c) localize gene therapy-mediated potassium channel expression in adult murine hearts. We further combined our batch intensity normalized segmentation algorithm with deformable image registration to interface a VR environment with imaging computation for the analysis of cardiac contraction. Thus, the VR-LSFM hybrid platform demonstrates an efficient and robust framework for creating a user-directed microenvironment in which we uncovered developmental cardiac mechanics and physiology with high spatiotemporal resolution.

  2. Integrating light-sheet imaging with virtual reality to recapitulate developmental cardiac mechanics

    PubMed Central

    Ding, Yichen; Abiri, Arash; Abiri, Parinaz; Li, Shuoran; Chang, Chih-Chiang; Hsu, Jeffrey J.; Sideris, Elias; Li, Yilei; Lee, Juhyun; Segura, Tatiana; Nguyen, Thao P.; Bui, Alexander; Sevag Packard, René R.; Hsiai, Tzung K.

    2017-01-01

    Currently, there is a limited ability to interactively study developmental cardiac mechanics and physiology. We therefore combined light-sheet fluorescence microscopy (LSFM) with virtual reality (VR) to provide a hybrid platform for 3D architecture and time-dependent cardiac contractile function characterization. By taking advantage of the rapid acquisition, high axial resolution, low phototoxicity, and high fidelity in 3D and 4D (3D spatial + 1D time or spectra), this VR-LSFM hybrid methodology enables interactive visualization and quantification otherwise not available by conventional methods, such as routine optical microscopes. We hereby demonstrate multiscale applicability of VR-LSFM to (a) interrogate skin fibroblasts interacting with a hyaluronic acid–based hydrogel, (b) navigate through the endocardial trabecular network during zebrafish development, and (c) localize gene therapy-mediated potassium channel expression in adult murine hearts. We further combined our batch intensity normalized segmentation algorithm with deformable image registration to interface a VR environment with imaging computation for the analysis of cardiac contraction. Thus, the VR-LSFM hybrid platform demonstrates an efficient and robust framework for creating a user-directed microenvironment in which we uncovered developmental cardiac mechanics and physiology with high spatiotemporal resolution. PMID:29202458

  3. Virtual Reality: A Dream Come True or a Nightmare.

    ERIC Educational Resources Information Center

    Cornell, Richard; Bailey, Dan

    Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…

  4. Internet virtual studio: low-cost augmented reality system for WebTV

    NASA Astrophysics Data System (ADS)

    Sitnik, Robert; Pasko, Slawomir; Karaszewski, Maciej; Witkowski, Marcin

    2008-02-01

    In this paper a concept of a Internet Virtual Studio as a modern system for production of news, entertainment, educational and training material is proposed. This system is based on virtual studio technology and integrated with multimedia data base. Its was developed for web television content production. In successive subentries the general system architecture, as well as the architecture of modules one by one is discussed. The authors describe each module by presentation of a brief information about work principles and technical limitations. The presentation of modules is strictly connected with a presentation of their capabilities. Results produced by each of them are shown in the form of exemplary images. Finally, exemplary short production is presented and discussed.

  5. Surgical planning for microsurgical excision of cerebral arterio-venous malformations using virtual reality technology.

    PubMed

    Ng, Ivan; Hwang, Peter Y K; Kumar, Dinesh; Lee, Cheng Kiang; Kockro, Ralf A; Sitoh, Y Y

    2009-05-01

    To evaluate the feasibility of surgical planning using a virtual reality platform workstation in the treatment of cerebral arterio-venous malformations (AVMs) Patient-specific data of multiple imaging modalities were co-registered, fused and displayed as a 3D stereoscopic object on the Dextroscope, a virtual reality surgical planning platform. This system allows for manipulation of 3D data and for the user to evaluate and appreciate the angio-architecture of the nidus with regards to position and spatial relationships of critical feeders and draining veins. We evaluated the ability of the Dextroscope to influence surgical planning by providing a better understanding of the angio-architecture as well as its impact on the surgeon's pre- and intra-operative confidence and ability to tackle these lesions. Twenty four patients were studied. The mean age was 29.65 years. Following pre-surgical planning on the Dextroscope, 23 patients underwent microsurgical resection after pre-surgical virtual reality planning, during which all had documented complete resection of the AVM. Planning on the virtual reality platform allowed for identification of critical feeders and draining vessels in all patients. The appreciation of the complex patient specific angio-architecture to establish a surgical plan was found to be invaluable in the conduct of the procedure and was found to enhance the surgeon's confidence significantly. Surgical planning of resection of an AVM with a virtual reality system allowed detailed and comprehensive analysis of 3D multi-modality imaging data and, in our experience, proved very helpful in establishing a good surgical strategy, enhancing intra-operative spatial orientation and increasing surgeon's confidence.

  6. Real-time functional magnetic imaging-brain-computer interface and virtual reality promising tools for the treatment of pedophilia.

    PubMed

    Renaud, Patrice; Joyal, Christian; Stoleru, Serge; Goyette, Mathieu; Weiskopf, Nikolaus; Birbaumer, Niels

    2011-01-01

    This chapter proposes a prospective view on using a real-time functional magnetic imaging (rt-fMRI) brain-computer interface (BCI) application as a new treatment for pedophilia. Neurofeedback mediated by interactive virtual stimuli is presented as the key process in this new BCI application. Results on the diagnostic discriminant power of virtual characters depicting sexual stimuli relevant to pedophilia are given. Finally, practical and ethical implications are briefly addressed. Copyright © 2011 Elsevier B.V. All rights reserved.

  7. Lessons learned from 350 virtual-reality sessions with warriors diagnosed with combat-related posttraumatic stress disorder.

    PubMed

    Wood, Dennis Patrick; Wiederhold, Brenda K; Spira, James

    2010-02-01

    Virtual-reality (VR) therapy has been distinguished from other psychotherapy interventions through the use of computer-assisted interventions that rely on the concepts of "immersion," "presence," and "synchrony." In this work, these concepts are defined, and their uses, within the VR treatment architecture, are discussed. VR therapy's emphasis on the incorporation of biofeedback and meditation, as a component of the VR treatment architecture, is also reviewed. A growing body of research has documented VR therapy as a successful treatment for combat-related Posttraumatic Stress Disorder (PTSD). The VR treatment architecture, utilized to treat 30 warriors diagnosed with combat-related PTSD, is summarized. Lastly, case summaries of two warriors successfully treated with VR therapy are included to assist with the goal of better understanding a VR treatment architecture paradigm. Continued validation of the VR treatment model is encouraged.

  8. Architecture for fiber-optic sensors and actuators in aircraft propulsion systems

    NASA Technical Reports Server (NTRS)

    Glomb, W. L., Jr.

    1990-01-01

    This paper describes a design for fiber-optic sensing and control in advanced aircraft Electronic Engine Control (EEC). The recommended architecture is an on-engine EEC which contains electro-optic interface circuits for fiber-optic sensors. Size and weight are reduced by multiplexing arrays of functionally similar sensors on a pairs of optical fibers to common electro-optical interfaces. The architecture contains interfaces to seven sensor groups. Nine distinct fiber-optic sensor types were found to provide the sensing functions. Analysis revealed no strong discriminator (except reliability of laser diodes and remote electronics) on which to base a selection of preferred common interface type. A hardware test program is recommended to assess the relative maturity of the technologies and to determine real performance in the engine environment.

  9. Human factors issues for interstellar spacecraft

    NASA Technical Reports Server (NTRS)

    Cohen, Marc M.; Brody, Adam R.

    1991-01-01

    Developments in research on space human factors are reviewed in the context of a self-sustaining interstellar spacecraft based on the notion of traveling space settlements. Assumptions about interstellar travel are set forth addressing costs, mission durations, and the need for multigenerational space colonies. The model of human motivation by Maslow (1970) is examined and directly related to the design of space habitat architecture. Human-factors technology issues encompass the human-machine interface, crew selection and training, and the development of spaceship infrastructure during transtellar flight. A scenario for feasible instellar travel is based on a speed of 0.5c, a timeframe of about 100 yr, and an expandable multigenerational crew of about 100 members. Crew training is identified as a critical human-factors issue requiring the development of perceptual and cognitive aids such as expert systems and virtual reality.

  10. Design of an Intelligent Front-End Signal Conditioning Circuit for IR Sensors

    NASA Astrophysics Data System (ADS)

    de Arcas, G.; Ruiz, M.; Lopez, J. M.; Gutierrez, R.; Villamayor, V.; Gomez, L.; Montojo, Mª. T.

    2008-02-01

    This paper presents the design of an intelligent front-end signal conditioning system for IR sensors. The system has been developed as an interface between a PbSe IR sensor matrix and a TMS320C67x digital signal processor. The system architecture ensures its scalability so it can be used for sensors with different matrix sizes. It includes an integrator based signal conditioning circuit, a data acquisition converter block, and a FPGA based advanced control block that permits including high level image preprocessing routines such as faulty pixel detection and sensor calibration in the signal conditioning front-end. During the design phase virtual instrumentation technologies proved to be a very valuable tool for prototyping when choosing the best A/D converter type for the application. Development time was significantly reduced due to the use of this technology.

  11. [PVFS 2000: An operational parallel file system for Beowulf

    NASA Technical Reports Server (NTRS)

    Ligon, Walt

    2004-01-01

    The approach has been to develop Parallel Virtual File System version 2 (PVFS2) , retaining the basic philosophy of the original file system but completely rewriting the code. It shows the architecture of the server and client components. BMI - BMI is the network abstraction layer. It is designed with a common driver and modules for each protocol supported. The interface is non-blocking, and provides mechanisms for optimizations including pinning user buffers. Currently TCP/IP and GM(Myrinet) modules have been implemented. Trove -Trove is the storage abstraction layer. It provides for storing both data spaces and name/value pairs. Trove can also be implemented using different underlying storage mechanisms including native files, raw disk partitions, SQL and other databases. The current implementation uses native files for data spaces and Berkeley db for name/value pairs.

  12. Solving the Software Legacy Problem with RISA

    NASA Astrophysics Data System (ADS)

    Ibarra, A.; Gabriel, C.

    2012-09-01

    Nowadays hardware and system infrastructure evolve on time scales much shorter than the typical duration of space astronomy missions. Data processing software capabilities have to evolve to preserve the scientific return during the entire experiment life time. Software preservation is a key issue that has to be tackled before the end of the project to keep the data usable over many years. We present RISA (Remote Interface to Science Analysis) as a solution to decouple data processing software and infrastructure life-cycles, using JAVA applications and web-services wrappers to existing software. This architecture employs embedded SAS in virtual machines assuring a homogeneous job execution environment. We will also present the first studies to reactivate the data processing software of the EXOSAT mission, the first ESA X-ray astronomy mission launched in 1983, using the generic RISA approach.

  13. Design of a steganographic virtual operating system

    NASA Astrophysics Data System (ADS)

    Ashendorf, Elan; Craver, Scott

    2015-03-01

    A steganographic file system is a secure file system whose very existence on a disk is concealed. Customarily, these systems hide an encrypted volume within unused disk blocks, slack space, or atop conventional encrypted volumes. These file systems are far from undetectable, however: aside from their ciphertext footprint, they require a software or driver installation whose presence can attract attention and then targeted surveillance. We describe a new steganographic operating environment that requires no visible software installation, launching instead from a concealed bootstrap program that can be extracted and invoked with a chain of common Unix commands. Our system conceals its payload within innocuous files that typically contain high-entropy data, producing a footprint that is far less conspicuous than existing methods. The system uses a local web server to provide a file system, user interface and applications through a web architecture.

  14. OS Friendly Microprocessor Architecture

    DTIC Science & Technology

    2017-04-01

    fact or fiction. Austin ( TX ): The Virtualization Practice; [accessed 2012 July 26]. http://www.virtualization practice.com/type-0-hypervisor-fact......needed. Do not return it to the originator. ARL-SR-0370 ● APR 2017 US Army Research Laboratory OS Friendly Microprocessor

  15. Habanapp: Havana's Architectural Heritage a Click Away

    NASA Astrophysics Data System (ADS)

    Morganti, C.; Bartolomei, C.

    2018-05-01

    The research treats the application of technologies related with augmented and virtual reality to architectural and historical context in the city of Havana, Cuba, on the basis of historical studies and Range-Imaging techniques on buildings bordering old city's five main squares. The specific aim is to transfer all of the data received thanks to the most recent mobiles apps about Augmented Reality (AR) and Virtual reality (VR), in order to give birth to an innovative App never seen before in Cuba. The "Oficina del Historiador de la ciudad de La Habana", institution supervising architectural and cultural asset in Cuba, is widely interested in the topic in order to develop a new educational, cultural and artistic tool to be used both online and offline.

  16. An Open Avionics and Software Architecture to Support Future NASA Exploration Missions

    NASA Technical Reports Server (NTRS)

    Schlesinger, Adam

    2017-01-01

    The presentation describes an avionics and software architecture that has been developed through NASAs Advanced Exploration Systems (AES) division. The architecture is open-source, highly reliable with fault tolerance, and utilizes standard capabilities and interfaces, which are scalable and customizable to support future exploration missions. Specific focus areas of discussion will include command and data handling, software, human interfaces, communication and wireless systems, and systems engineering and integration.

  17. Assessment of Application Technology of Natural User Interfaces in the Creation of a Virtual Chemical Laboratory

    ERIC Educational Resources Information Center

    Jagodzinski, Piotr; Wolski, Robert

    2015-01-01

    Natural User Interfaces (NUI) are now widely used in electronic devices such as smartphones, tablets and gaming consoles. We have tried to apply this technology in the teaching of chemistry in middle school and high school. A virtual chemical laboratory was developed in which students can simulate the performance of laboratory activities similar…

  18. Human-machine interface for a VR-based medical imaging environment

    NASA Astrophysics Data System (ADS)

    Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans

    1997-05-01

    Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.

  19. Diversity of devices along with diversity of data formats as a new challenge in global teaching and learning system

    NASA Astrophysics Data System (ADS)

    Sultana, Razia; Christ, Andreas; Meyrueis, Patrick

    2014-07-01

    The popularity of mobile communication devices is increasing day by day among students, especially for e-learning activities. "Always-ready-to-use" feature of mobile devices is a key motivation for students to use it even in a short break for a short time. This leads to new requirements regarding learning content presentation, user interfaces, and system architecture for heterogeneous devices. To support diverse devices is not enough to establish global teaching and learning system, it is equally important to support various formats of data along with different sort of devices having different capabilities in terms of processing power, display size, supported data formats, operating system, access method of data etc. Not only the existing data formats but also upcoming data formats, such as due to research results in the area of optics and photonics, virtual reality etc should be considered. This paper discusses the importance, risk and challenges of supporting heterogeneous devices to provide heterogeneous data as a learning content to make global teaching and learning system literally come true at anytime and anywhere. We proposed and implemented a sustainable architecture to support device and data format independent learning system.

  20. Any information, anywhere, anytime for the warfighter

    NASA Astrophysics Data System (ADS)

    Lazaroff, Mark B.; Sage, Philip A.

    1997-06-01

    The objective of the DARPA battlefield awareness data dissemination (BADD) program is to deliver battlefield awareness information to the warfighter -- anywhere, anytime. BADD is an advanced concept technology demonstration (ACTD) to support proof of concept technology demonstrations and experiments with a goal of introducing new technology to support the operational needs and acceptance of the warfighter. BADD's information management technology provides a 'smart' push of information to the users by providing information subscription services implemented via user- generated profiles. The system also provides services for warfighter pull or 'reach-back' of information via ad hoc query support. The high bandwidth delivery of informtion via the Global Broadcast System (GBS) satellites enables users to receive battlefield awareness information virtually anywhere. Very similar goals have been established for data warehousing technology -- that is, deliver the right information, to the right user, at the right time so that effective decisions can be made. In this paper, we examine the BADD Phase II architecture and underlying information management technoloyg in the context of data warehousing technology and a data warehouse reference architecture. In particular, we foucs on the BADD segment that PSR is building, the Interface to Information Sources (I2S).

  1. Ariane 5-ALF: Evolution of the Ariane 5 Data Handling System

    NASA Astrophysics Data System (ADS)

    Notebaert, O.; Stransky, Arnaud; Corin, Hans; Hult, Torbjorn; Bonnerot, Georges-Albert

    2004-06-01

    In the coming years, the Ariane 5 On-Board-Computer (OBC) will handle missions and performances enhancements together with the need for significantly reducing costs and the replacement of obsolescent components. The OBC evolution is naturally driven by these factors, but also needs to consider the SW system compliance. Indeed, it would be a major concern that the necessary change of the underlying HW should imply new development of the flight software, mission database and ground control system.The Ariane 5 SW uses ADA language, which enables verifiable definition of the interfaces and provides a standardized level of the real-time behavior. To enforce portability, it has a layered architecture that clearly separates application SW and data from the lower level software. In addition, the on-board mission data is managed thanks to the extraction of an image of the systems database located in a structured memory area (the exchange memory). Used for all interchanges between the system application software and the launcher's subsystems and peripherals, the exchange memory is the virtual view of the Ariane 5 system from the flight SW standpoint. Thanks to these early architectural and structural choices, portability on future hardware is theoretically guaranteed, whenever the exchange memory data structures and the service layer interfaces remains stable. The ALF working group has defined and manufactured a mock-up that fulfils these architectural constraints with a completely new on-board computer featuring improvements such as the microprocessor replacement as well as an advanced integrated I/O controller for access to the system data bus. Lower level SW has been prototyped on this new hardware in order to fulfill the same level of services as the current one while completely hiding the underlying HW/SW implementation to the rest of the system. Functional and performance evaluation of this platform consolidated at system level will show the potential benefits and the limits of such approach.

  2. The Design and Evaluation of a Large-Scale Real-Walking Locomotion Interface

    PubMed Central

    Peck, Tabitha C.; Fuchs, Henry; Whitton, Mary C.

    2014-01-01

    Redirected Free Exploration with Distractors (RFED) is a large-scale real-walking locomotion interface developed to enable people to walk freely in virtual environments that are larger than the tracked space in their facility. This paper describes the RFED system in detail and reports on a user study that evaluated RFED by comparing it to walking-in-place and joystick interfaces. The RFED system is composed of two major components, redirection and distractors. This paper discusses design challenges, implementation details, and lessons learned during the development of two working RFED systems. The evaluation study examined the effect of the locomotion interface on users’ cognitive performance on navigation and wayfinding measures. The results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately, and more accurately estimate the virtual environment size. PMID:22184262

  3. Multi-Robot Interfaces and Operator Situational Awareness: Study of the Impact of Immersion and Prediction

    PubMed Central

    Peña-Tapia, Elena; Martín-Barrio, Andrés; Olivares-Méndez, Miguel A.

    2017-01-01

    Multi-robot missions are a challenge for operators in terms of workload and situational awareness. These operators have to receive data from the robots, extract information, understand the situation properly, make decisions, generate the adequate commands, and send them to the robots. The consequences of excessive workload and lack of awareness can vary from inefficiencies to accidents. This work focuses on the study of future operator interfaces of multi-robot systems, taking into account relevant issues such as multimodal interactions, immersive devices, predictive capabilities and adaptive displays. Specifically, four interfaces have been designed and developed: a conventional, a predictive conventional, a virtual reality and a predictive virtual reality interface. The four interfaces have been validated by the performance of twenty-four operators that supervised eight multi-robot missions of fire surveillance and extinguishing. The results of the workload and situational awareness tests show that virtual reality improves the situational awareness without increasing the workload of operators, whereas the effects of predictive components are not significant and depend on their implementation. PMID:28749407

  4. The Clue to Minimizing the Developer-User Divide by Good Practice in Earth and Space Science Informatics

    NASA Astrophysics Data System (ADS)

    Messerotti, M.

    2009-04-01

    Earth and Space Science research, as well as many other disciplines, can nowadays benefit from advanced data handling techniques and tools capable to significantly relieve the scientist of the burden of data search, retrieval, visualization and manipulation, and to exploit the data information content. Some typical examples are Virtual Observatories (VO) specific to a variety of sub-disciplines but anyway interlinked, a feature intrinsic to the VO architecture, Virtual Globes as advanced 3D selection and visualization interfaces to distributed data repositories, and the Global Earth Observation System of Systems. These information systems are proving also effective in education and outreach activities as they are usable via web interfaces to give access to, to display and to download nonhomogeneous datasets in order to raise the awareness of the students and the public on the relevant disciplines. Despite of that, all of this effective machineries are still poorly used both by the scientific community and by the community active in education and outreach. All such infrastructures are designed and developed according to the state-of-the-art information and computer engineering techniques and are provided with top features such as ontology- and semantics-based data management, and advanced unified web-based interfaces. Anyway, a careful analysis of the issue mentioned above indicates a key aspect that play a major role, i.e., the inadequate interaction with the users' communities during the design, the development, the deployment and the test phases. Even the best technical tool can appear inadequate to the final user when it does not meet the user's requirements in terms of achievable goals and use friendliness. In this work, we consider the user-side features to be taken into account for the optimum exploitation of an information system in the framework of the interaction among the design engineers and the target communities towards the setting of a good practice for minimizing the developer-user divide.

  5. Constructing Virtual Training Demonstrations

    DTIC Science & Technology

    2008-12-01

    virtual environments have been shown to be effective for training, and distributed game -based architectures contribute an added benefit of wide...investigation of how a demonstration authoring toolset can be constructed from existing virtual training environments using 3-D multiplayer gaming ...intelligent agents project to create AI middleware for simulations and videogames . The result was SimBionic®, which enables users to graphically author

  6. Simplified Virtualization in a HEP/NP Environment with Condor

    NASA Astrophysics Data System (ADS)

    Strecker-Kellogg, W.; Caramarcu, C.; Hollowell, C.; Wong, T.

    2012-12-01

    In this work we will address the development of a simple prototype virtualized worker node cluster, using Scientific Linux 6.x as a base OS, KVM and the libvirt API for virtualization, and the Condor batch software to manage virtual machines. The discussion in this paper provides details on our experience with building, configuring, and deploying the various components from bare metal, including the base OS, creation and distribution of the virtualized OS images and the integration of batch services with the virtual machines. Our focus was on simplicity and interoperability with our existing architecture.

  7. STRS Compliant FPGA Waveform Development

    NASA Technical Reports Server (NTRS)

    Nappier, Jennifer; Downey, Joseph

    2008-01-01

    The Space Telecommunications Radio System (STRS) Architecture Standard describes a standard for NASA space software defined radios (SDRs). It provides a common framework that can be used to develop and operate a space SDR in a reconfigurable and reprogrammable manner. One goal of the STRS Architecture is to promote waveform reuse among multiple software defined radios. Many space domain waveforms are designed to run in the special signal processing (SSP) hardware. However, the STRS Architecture is currently incomplete in defining a standard for designing waveforms in the SSP hardware. Therefore, the STRS Architecture needs to be extended to encompass waveform development in the SSP hardware. A transmit waveform for space applications was developed to determine ways to extend the STRS Architecture to a field programmable gate array (FPGA). These extensions include a standard hardware abstraction layer for FPGAs and a standard interface between waveform functions running inside a FPGA. Current standards were researched and new standard interfaces were proposed. The implementation of the proposed standard interfaces on a laboratory breadboard SDR will be presented.

  8. User Interface Technology Transfer to NASA's Virtual Wind Tunnel System

    NASA Technical Reports Server (NTRS)

    vanDam, Andries

    1998-01-01

    Funded by NASA grants for four years, the Brown Computer Graphics Group has developed novel 3D user interfaces for desktop and immersive scientific visualization applications. This past grant period supported the design and development of a software library, the 3D Widget Library, which supports the construction and run-time management of 3D widgets. The 3D Widget Library is a mechanism for transferring user interface technology from the Brown Graphics Group to the Virtual Wind Tunnel system at NASA Ames as well as the public domain.

  9. Device Control Using Gestures Sensed from EMG

    NASA Technical Reports Server (NTRS)

    Wheeler, Kevin R.

    2003-01-01

    In this paper we present neuro-electric interfaces for virtual device control. The examples presented rely upon sampling Electromyogram data from a participants forearm. This data is then fed into pattern recognition software that has been trained to distinguish gestures from a given gesture set. The pattern recognition software consists of hidden Markov models which are used to recognize the gestures as they are being performed in real-time. Two experiments were conducted to examine the feasibility of this interface technology. The first replicated a virtual joystick interface, and the second replicated a keyboard.

  10. Project Integration Architecture: Implementation of the CORBA-Served Application Infrastructure

    NASA Technical Reports Server (NTRS)

    Jones, William Henry

    2005-01-01

    The Project Integration Architecture (PIA) has been demonstrated in a single-machine C++ implementation prototype. The architecture is in the process of being migrated to a Common Object Request Broker Architecture (CORBA) implementation. The migration of the Foundation Layer interfaces is fundamentally complete. The implementation of the Application Layer infrastructure for that migration is reported. The Application Layer provides for distributed user identification and authentication, per-user/per-instance access controls, server administration, the formation of mutually-trusting application servers, a server locality protocol, and an ability to search for interface implementations through such trusted server networks.

  11. Architecture of a mixed-mode electrophysiological signal acquisition interface.

    PubMed

    Shen, Ding-Lan; Chen, Jyun-Min

    2012-01-01

    This paper proposes mixed-mode architecture for the acquisition interface of electrophysiological signals. The architecture advances the analog-to-digital converter (ADC) from the second chopper signal in the conventional approach and performs the second chopper operation in the digital domain. The demanded low-pass filter (LPF) is realized with a digital type. The analog LPF in feedback path is substituted with a digital one accompanying with a digital-to-analog converter (DAC). The analog variation is decreased due to the digitization of these operations. The entire architecture is simulated with the ECG input in a behavior model of Simulink.

  12. Prototype architecture for a VLSI level zero processing system. [Space Station Freedom

    NASA Technical Reports Server (NTRS)

    Shi, Jianfei; Grebowsky, Gerald J.; Horner, Ward P.; Chesney, James R.

    1989-01-01

    The prototype architecture and implementation of a high-speed level zero processing (LZP) system are discussed. Due to the new processing algorithm and VLSI technology, the prototype LZP system features compact size, low cost, high processing throughput, and easy maintainability and increased reliability. Though extensive control functions have been done by hardware, the programmability of processing tasks makes it possible to adapt the system to different data formats and processing requirements. It is noted that the LZP system can handle up to 8 virtual channels and 24 sources with combined data volume of 15 Gbytes per orbit. For greater demands, multiple LZP systems can be configured in parallel, each called a processing channel and assigned a subset of virtual channels. The telemetry data stream will be steered into different processing channels in accordance with their virtual channel IDs. This super system can cope with a virtually unlimited number of virtual channels and sources. In the near future, it is expected that new disk farms with data rate exceeding 150 Mbps will be available from commercial vendors due to the advance in disk drive technology.

  13. Geometric and perceptual effects of the location of the observer vantage point for linear-perspective images.

    PubMed

    Todorović, Dejan

    2005-01-01

    New geometric analyses are presented of three impressive examples of the effects of location of the vantage point on virtual 3-D spaces conveyed by linear-perspective images. In the 'egocentric-road' effect, the perceived direction of the depicted road is always pointed towards the observer, for any position of the vantage point. It is shown that perspective images of real-observer-aimed roads are characterised by a specific, simple pattern of projected side lines. Given that pattern, the position of the observer, and certain assumptions and perspective arguments, the perceived direction of the virtual road towards the observer can be predicted. In the 'skewed balcony' and the 'collapsing ceiling' effects, the position of the vantage point affects the impression of alignment of the virtual architecture conveyed by large-scale illusionistic paintings and the real architecture surrounding them. It is shown that the dislocation of the vantage point away from the viewing position prescribed by the perspective construction induces a mismatch between the painted vanishing point of elements in the picture and the real vanishing point of corresponding elements of the actual architecture. This mismatch of vanishing points provides visual information that the elements of the two architectures are not mutually parallel.

  14. The Philosophy of User Interfaces in HELIO and the Importance of CASSIS

    NASA Astrophysics Data System (ADS)

    Bonnin, X.; Aboudarham, J.; Renié, C.; Csillaghy, A.; Messerotti, M.; Bentley, R. D.

    2012-09-01

    HELIO is a European project funded under FP7 (Project No. 238969). One of its goals as a Heliospheric Virtual Observatory is to provide an easy access to many datasets scattered all over the world, in the fields of Solar physics, Heliophysics, and Planetary magnetospheres. The efficiency of such a tool is very much related to the quality of the user interface. HELIO infrastructure is based on a Service Oriented Architecture (SOA), regrouping a network of standalone components, which allows four main types of interfaces: - HELIO Front End (HFE) is a browser-based user interface, which offers a centralized access to the HELIO main functionalities. Especially, it provides the possibility to reach data directly, or to refine selection by determination of observing characteristics, such as which instrument was observing at that time, which instrument was at this location, etc. - Many services/components provide their own standalone graphical user interface. While one can directly access individually each of these interfaces, they can also be connected together. - Most services also provide direct access for any tools through a public interface. A small java library, called Java API, simplifies this access by providing client stubs for services and shields the user from security, discovery and failover issues. - Workflows capabilities are available in HELIO, allowing complex combination of queries over several services. We want the user to be able to navigate easily, at his needs, through the various interfaces, and possibly use a specific one in order to make much-dedicated queries. We will also emphasize the importance of the CASSIS project (Coordination Action for the integration of Solar System Infrastructure and Science) in encouraging the interoperability necessary to undertake scientific studies that span disciplinary boundaries. If related projects follow the guidelines being developed by CASSIS then using external resources with HELIO will be greatly simplified.

  15. Will Anything Useful Come Out of Virtual Reality? Examination of a Naval Application

    DTIC Science & Technology

    1993-05-01

    The term virtual reality can encompass varying meanings, but some generally accepted attributes of a virtual environment are that it is immersive...technology, but at present there are few practical applications which are utilizing the broad range of virtual reality technology. This paper will discuss an...Operability, operator functions, Virtual reality , Man-machine interface, Decision aids/decision making, Decision support. ASW.

  16. Virtual Frame Buffer Interface Program

    NASA Technical Reports Server (NTRS)

    Wolfe, Thomas L.

    1990-01-01

    Virtual Frame Buffer Interface program makes all frame buffers appear as generic frame buffer with specified set of characteristics, allowing programmers to write codes that run unmodified on all supported hardware. Converts generic commands to actual device commands. Consists of definition of capabilities and FORTRAN subroutines called by application programs. Developed in FORTRAN 77 for DEC VAX 11/780 or DEC VAX 11/750 computer under VMS 4.X.

  17. Live Virtual Constructive (LVC): Interface Control Document (ICD) for the LVC Gateway. [Flight Test 3

    NASA Technical Reports Server (NTRS)

    Jovic, Srba

    2015-01-01

    This Interface Control Document (ICD) documents and tracks the necessary information required for the Live Virtual and Constructive (LVC) systems components as well as protocols for communicating with them in order to achieve all research objectives captured by the experiment requirements. The purpose of this ICD is to clearly communicate all inputs and outputs from the subsystem components.

  18. Overview and Software Architecture of the Copernicus Trajectory Design and Optimization System

    NASA Technical Reports Server (NTRS)

    Williams, Jacob; Senent, Juan S.; Ocampo, Cesar; Mathur, Ravi; Davis, Elizabeth C.

    2010-01-01

    The Copernicus Trajectory Design and Optimization System represents an innovative and comprehensive approach to on-orbit mission design, trajectory analysis and optimization. Copernicus integrates state of the art algorithms in optimization, interactive visualization, spacecraft state propagation, and data input-output interfaces, allowing the analyst to design spacecraft missions to all possible Solar System destinations. All of these features are incorporated within a single architecture that can be used interactively via a comprehensive GUI interface, or passively via external interfaces that execute batch processes. This paper describes the Copernicus software architecture together with the challenges associated with its implementation. Additionally, future development and planned new capabilities are discussed. Key words: Copernicus, Spacecraft Trajectory Optimization Software.

  19. The Virtual Solar Observatory and the Heliophysics Meta-Virtual Observatory

    NASA Technical Reports Server (NTRS)

    Gurman, Joseph B.

    2007-01-01

    The Virtual Solar Observatory (VSO) is now able to search for solar data ranging from the radio to gamma rays, obtained from space and groundbased observatories, from 26 sources at 12 data providers, and from 1915 to the present. The solar physics community can use a Web interface or an Application Programming Interface (API) that allows integrating VSO searches into other software, including other Web services. Over the next few years, this integration will be especially obvious as the NASA Heliophysics division sponsors the development of a heliophysics-wide virtual observatory (VO), based on existing VO's in heliospheric, magnetospheric, and ionospheric physics as well as the VSO. We examine some of the challenges and potential of such a "meta-VO."

  20. a Low-Cost and Lightweight 3d Interactive Real Estate-Purposed Indoor Virtual Reality Application

    NASA Astrophysics Data System (ADS)

    Ozacar, K.; Ortakci, Y.; Kahraman, I.; Durgut, R.; Karas, I. R.

    2017-11-01

    Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.

  1. Chip architecture - A revolution brewing

    NASA Astrophysics Data System (ADS)

    Guterl, F.

    1983-07-01

    Techniques being explored by microchip designers and manufacturers to both speed up memory access and instruction execution while protecting memory are discussed. Attention is given to hardwiring control logic, pipelining for parallel processing, devising orthogonal instruction sets for interchangeable instruction fields, and the development of hardware for implementation of virtual memory and multiuser systems to provide memory management and protection. The inclusion of microcode in mainframes eliminated logic circuits that control timing and gating of the CPU. However, improvements in memory architecture have reduced access time to below that needed for instruction execution. Hardwiring the functions as a virtual memory enhances memory protection. Parallelism involves a redundant architecture, which allows identical operations to be performed simultaneously, and can be directed with microcode to avoid abortion of intermediate instructions once on set of instructions has been completed.

  2. Transduction between worlds: using virtual and mixed reality for earth and planetary science

    NASA Astrophysics Data System (ADS)

    Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.

    2017-12-01

    Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.

  3. Architecture Adaptive Computing Environment

    NASA Technical Reports Server (NTRS)

    Dorband, John E.

    2006-01-01

    Architecture Adaptive Computing Environment (aCe) is a software system that includes a language, compiler, and run-time library for parallel computing. aCe was developed to enable programmers to write programs, more easily than was previously possible, for a variety of parallel computing architectures. Heretofore, it has been perceived to be difficult to write parallel programs for parallel computers and more difficult to port the programs to different parallel computing architectures. In contrast, aCe is supportable on all high-performance computing architectures. Currently, it is supported on LINUX clusters. aCe uses parallel programming constructs that facilitate writing of parallel programs. Such constructs were used in single-instruction/multiple-data (SIMD) programming languages of the 1980s, including Parallel Pascal, Parallel Forth, C*, *LISP, and MasPar MPL. In aCe, these constructs are extended and implemented for both SIMD and multiple- instruction/multiple-data (MIMD) architectures. Two new constructs incorporated in aCe are those of (1) scalar and virtual variables and (2) pre-computed paths. The scalar-and-virtual-variables construct increases flexibility in optimizing memory utilization in various architectures. The pre-computed-paths construct enables the compiler to pre-compute part of a communication operation once, rather than computing it every time the communication operation is performed.

  4. A Family of ACO Routing Protocols for Mobile Ad Hoc Networks

    PubMed Central

    Rupérez Cañas, Delfín; Sandoval Orozco, Ana Lucila; García Villalba, Luis Javier; Kim, Tai-hoon

    2017-01-01

    In this work, an ACO routing protocol for mobile ad hoc networks based on AntHocNet is specified. As its predecessor, this new protocol, called AntOR, is hybrid in the sense that it contains elements from both reactive and proactive routing. Specifically, it combines a reactive route setup process with a proactive route maintenance and improvement process. Key aspects of the AntOR protocol are the disjoint-link and disjoint-node routes, separation between the regular pheromone and the virtual pheromone in the diffusion process and the exploration of routes, taking into consideration the number of hops in the best routes. In this work, a family of ACO routing protocols based on AntOR is also specified. These protocols are based on protocol successive refinements. In this work, we also present a parallelized version of AntOR that we call PAntOR. Using programming multiprocessor architectures based on the shared memory protocol, PAntOR allows running tasks in parallel using threads. This parallelization is applicable in the route setup phase, route local repair process and link failure notification. In addition, a variant of PAntOR that consists of having more than one interface, which we call PAntOR-MI (PAntOR-Multiple Interface), is specified. This approach parallelizes the sending of broadcast messages by interface through threads. PMID:28531159

  5. End-to-end interoperability and workflows from building architecture design to one or more simulations

    DOEpatents

    Chao, Tian-Jy; Kim, Younghun

    2015-02-10

    An end-to-end interoperability and workflows from building architecture design to one or more simulations, in one aspect, may comprise establishing a BIM enablement platform architecture. A data model defines data entities and entity relationships for enabling the interoperability and workflows. A data definition language may be implemented that defines and creates a table schema of a database associated with the data model. Data management services and/or application programming interfaces may be implemented for interacting with the data model. Web services may also be provided for interacting with the data model via the Web. A user interface may be implemented that communicates with users and uses the BIM enablement platform architecture, the data model, the data definition language, data management services and application programming interfaces to provide functions to the users to perform work related to building information management.

  6. TeleMed: An example of a new system developed with object technology

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Forslund, D.; Phillips, R.; Tomlinson, B.

    1996-12-01

    Los Alamos National Laboratory has developed a virtual patient record system called TeleMed which is based on a distributed national radiographic and patient record repository located throughout the country. Without leaving their offices, participating doctors can view clinical drug and radiographic data via a sophisticated multimedia interface. For example, a doctor can match a patient`s radiographic information with the data in the repository, review treatment history and success, and then determine the best treatment. Furthermore, the features of TeleMed that make it attractive to clinicians and diagnosticians make it valuable for teaching and presentation as well. Thus, a resident canmore » use TeleMed for self-training in diagnostic techniques and a physician can use it to explain to a patient the course of their illness. In fact, the data can be viewed simultaneously by users at two or more distant locations for consultation with specialists in different fields. This capability is of enormous value to a wide spectrum of healthcare providers. It is made possible by the integration of multimedia information using commercial CORBA technology linking object-enabled databases with client interfaces using a three-tiered architecture.« less

  7. What CORBA can do: An example of a new system developed with object technology: TeleMed

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Forslund, D.; Phillips, R.; Tomlinson, B.

    1996-05-01

    The TeleMed application grew out of a relationship with physicians at the National Jewish Center for Immunology and Respiratory Medicine (NJC) in Denver. These physicians are experts in pulmonary diseases and radiology, helping patients combat effects of TB and other lung diseases. To make the knowledge and experience at NJC available to a wider audience, LANL has developed a virtual patient record system called TeleMed which is based on distributed national radiographic and patient record repository located throughout the country. Without leaving their offices, participating doctors can view clinical drug and radiographic data via a sophisticated multimedia interface. TeleMed ismore » also valuable for teaching and presentation as well. Thus a resident can use TeleMed for self-training in diagnostic techniques and a physician can use it to explain to a patient the course of their illness. Data can be viewed simultaneously by users at two or more distant locations for consultation with specialists in different fields. This capability is made possible by integration of multimedia information using commercial CORBA technology linking object-enable databases with client interfaces using a three-tiered architecture.« less

  8. Sensor Open System Architecture (SOSA) evolution for collaborative standards development

    NASA Astrophysics Data System (ADS)

    Collier, Charles Patrick; Lipkin, Ilya; Davidson, Steven A.; Baldwin, Rusty; Orlovsky, Michael C.; Ibrahim, Tim

    2017-04-01

    The Sensor Open System Architecture (SOSA) is a C4ISR-focused technical and economic collaborative effort between the Air Force, Navy, Army, the Department of Defense (DoD), Industry, and other Governmental agencies to develop (and incorporate) a technical Open Systems Architecture standard in order to maximize C4ISR sub-system, system, and platform affordability, re-configurability, and hardware/software/firmware re-use. The SOSA effort will effectively create an operational and technical framework for the integration of disparate payloads into C4ISR systems; with a focus on the development of a modular decomposition (defining functions and behaviors) and associated key interfaces (physical and logical) for common multi-purpose architecture for radar, EO/IR, SIGINT, EW, and Communications. SOSA addresses hardware, software, and mechanical/electrical interfaces. The modular decomposition will produce a set of re-useable components, interfaces, and sub-systems that engender reusable capabilities. This, in effect, creates a realistic and affordable ecosystem enabling mission effectiveness through systematic re-use of all available re-composed hardware, software, and electrical/mechanical base components and interfaces. To this end, SOSA will leverage existing standards as much as possible and evolve the SOSA architecture through modification, reuse, and enhancements to achieve C4ISR goals. This paper will present accomplishments over the first year of SOSA initiative.

  9. Collaboration and Dialogue in Virtual Reality

    ERIC Educational Resources Information Center

    Jensen, Camilla Gyldendahl

    2017-01-01

    "Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…

  10. Making Information Overload Work: The Dragon Software System on a Virtual Reality Responsive Workbench

    DTIC Science & Technology

    1998-03-01

    Research Laboratory’s Virtual Reality Responsive Workbench (VRRWB) and Dragon software system which together address the problem of battle space...and describe the lessons which have been learned. Interactive graphics, workbench, battle space visualization, virtual reality , user interface.

  11. A kickball game for ankle rehabilitation by JAVA, JNI, and VRML

    NASA Astrophysics Data System (ADS)

    Choi, Hyungjeen; Ryu, Jeha; Lee, Chansu

    2004-03-01

    This paper presents development of a virtual environment that can be applied to the ankle rehabilitation procedure. We developed a virtual football stadium to intrigue a patient, where two degree of freedom (DOF) plate-shaped object is oriented to kick a ball falling from the sky in accordance with the data from the ankle's dorisflexion/plantarflexion and inversion/eversion motion on the moving platform of the K-Platform. This Kickball Game is implemented by Virtual Reality Modeling Language (VRML). To control virtual objects, data from the K-Platform are transmitted through the communication module implemented in C++. Java, Java Native Interface (JNI) and VRML plug-in are combined together so as to interface the communication module with the virtual environment by VRML. This game may be applied to the Active Range of Motion (AROM) exercise procedure that is one of the ankle rehabilitation procedures.

  12. Data communications in a parallel active messaging interface of a parallel computer

    DOEpatents

    Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.

    2014-09-02

    Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.

  13. Data communications in a parallel active messaging interface of a parallel computer

    DOEpatents

    Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.

    2014-09-16

    Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.

  14. Homeland security and virtual reality: building a Strategic Adaptive Response System (STARS).

    PubMed

    Swift, Christopher; Rosen, Joseph M; Boezer, Gordon; Lanier, Jaron; Henderson, Joseph V; Liu, Alan; Merrell, Ronald C; Nguyen, Sinh; Demas, Alex; Grigg, Elliot B; McKnight, Matthew F; Chang, Janelle; Koop, C Everett

    2005-01-01

    The advent of the Global War on Terrorism (GWOT) underscored the need to improve the U.S. disaster response paradigm. Existing systems involve numerous agencies spread across disparate functional and geographic jurisdictions. The current architecture remains vulnerable to sophisticated terrorist strikes. To address these vulnerabilities, we must continuously adapt and improve our Homeland Security architecture. Virtual Reality (VR) technologies will help model those changes and integrate technologies. This paper provides a broad overview of the strategic threats, together with a detailed examination of how specific VR technologies could be used to ensure successful disaster responses.

  15. Standard Spacecraft Interfaces and IP Network Architectures: Prototyping Activities at the GSFC

    NASA Technical Reports Server (NTRS)

    Schnurr, Richard; Marquart, Jane; Lin, Michael

    2003-01-01

    Advancements in fright semiconductor technology have opened the door for IP-based networking in spacecraft architectures. The GSFC believes the same signlJicant cost savings gained using MIL-STD-1553/1773 as a standard low rate interface for spacecraft busses cun be realized for highspeed network interfaces. To that end, GSFC is developing hardware and software to support a seamless, space mission IP network based on Ethernet and MIL-STD-1553. The Ethernet network shall connect all fright computers and communications systems using interface standards defined by the CCSDS Standard Onboard InterFace (SOIF) Panel. This paper shall discuss the prototyping effort underway at GSFC and expected results.

  16. Space Telecommunications Radio System (STRS) Architecture Standard. Release 1.02.1

    NASA Technical Reports Server (NTRS)

    Reinhart, Richard C.; Kacpura, Thomas J.; Handler, Louis M.; Hall, C. Steve; Mortensen, Dale J.; Johnson, Sandra K.; Briones, Janette C.; Nappier, Jennifer M.; Downey, Joseph A.; Lux, James P.

    2012-01-01

    This document contains the NASA architecture standard for software defined radios used in space- and ground-based platforms to enable commonality among radio developments to enhance capability and services while reducing mission and programmatic risk. Transceivers (or transponders) with functionality primarily defined in software (e.g., firmware) have the ability to change their functional behavior through software alone. This radio architecture standard offers value by employing common waveform software interfaces, method of instantiation, operation, and testing among different compliant hardware and software products. These common interfaces within the architecture abstract application software from the underlying hardware to enable technology insertion independently at either the software or hardware layer.

  17. Active tactile exploration using a brain-machine-brain interface.

    PubMed

    O'Doherty, Joseph E; Lebedev, Mikhail A; Ifft, Peter J; Zhuang, Katie Z; Shokur, Solaiman; Bleuler, Hannes; Nicolelis, Miguel A L

    2011-10-05

    Brain-machine interfaces use neuronal activity recorded from the brain to establish direct communication with external actuators, such as prosthetic arms. It is hoped that brain-machine interfaces can be used to restore the normal sensorimotor functions of the limbs, but so far they have lacked tactile sensation. Here we report the operation of a brain-machine-brain interface (BMBI) that both controls the exploratory reaching movements of an actuator and allows signalling of artificial tactile feedback through intracortical microstimulation (ICMS) of the primary somatosensory cortex. Monkeys performed an active exploration task in which an actuator (a computer cursor or a virtual-reality arm) was moved using a BMBI that derived motor commands from neuronal ensemble activity recorded in the primary motor cortex. ICMS feedback occurred whenever the actuator touched virtual objects. Temporal patterns of ICMS encoded the artificial tactile properties of each object. Neuronal recordings and ICMS epochs were temporally multiplexed to avoid interference. Two monkeys operated this BMBI to search for and distinguish one of three visually identical objects, using the virtual-reality arm to identify the unique artificial texture associated with each. These results suggest that clinical motor neuroprostheses might benefit from the addition of ICMS feedback to generate artificial somatic perceptions associated with mechanical, robotic or even virtual prostheses.

  18. Open Architecture Standard for NASA's Software-Defined Space Telecommunications Radio Systems

    NASA Technical Reports Server (NTRS)

    Reinhart, Richard C.; Johnson, Sandra K.; Kacpura, Thomas J.; Hall, Charles S.; Smith, Carl R.; Liebetreu, John

    2008-01-01

    NASA is developing an architecture standard for software-defined radios used in space- and ground-based platforms to enable commonality among radio developments to enhance capability and services while reducing mission and programmatic risk. Transceivers (or transponders) with functionality primarily defined in software (e.g., firmware) have the ability to change their functional behavior through software alone. This radio architecture standard offers value by employing common waveform software interfaces, method of instantiation, operation, and testing among different compliant hardware and software products. These common interfaces within the architecture abstract application software from the underlying hardware to enable technology insertion independently at either the software or hardware layer. This paper presents the initial Space Telecommunications Radio System (STRS) Architecture for NASA missions to provide the desired software abstraction and flexibility while minimizing the resources necessary to support the architecture.

  19. Three-Dimensional User Interfaces for Immersive Virtual Reality

    NASA Technical Reports Server (NTRS)

    vanDam, Andries

    1997-01-01

    The focus of this grant was to experiment with novel user interfaces for immersive Virtual Reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. Our primary test application was a scientific visualization application for viewing Computational Fluid Dynamics (CFD) datasets. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past year, and extends last year's final report of the first three years of the grant.

  20. Immersive Interaction, Manipulation and Analysis of Large 3D Datasets for Planetary and Earth Sciences

    NASA Astrophysics Data System (ADS)

    Pariser, O.; Calef, F.; Manning, E. M.; Ardulov, V.

    2017-12-01

    We will present implementation and study of several use-cases of utilizing Virtual Reality (VR) for immersive display, interaction and analysis of large and complex 3D datasets. These datasets have been acquired by the instruments across several Earth, Planetary and Solar Space Robotics Missions. First, we will describe the architecture of the common application framework that was developed to input data, interface with VR display devices and program input controllers in various computing environments. Tethered and portable VR technologies will be contrasted and advantages of each highlighted. We'll proceed to presenting experimental immersive analytics visual constructs that enable augmentation of 3D datasets with 2D ones such as images and statistical and abstract data. We will conclude by presenting comparative analysis with traditional visualization applications and share the feedback provided by our users: scientists and engineers.

  1. cellPACK: A Virtual Mesoscope to Model and Visualize Structural Systems Biology

    PubMed Central

    Johnson, Graham T.; Autin, Ludovic; Al-Alusi, Mostafa; Goodsell, David S.; Sanner, Michel F.; Olson, Arthur J.

    2014-01-01

    cellPACK assembles computational models of the biological mesoscale, an intermediate scale (10−7–10−8m) between molecular and cellular biology. cellPACK’s modular architecture unites existing and novel packing algorithms to generate, visualize and analyze comprehensive 3D models of complex biological environments that integrate data from multiple experimental systems biology and structural biology sources. cellPACK is currently available as open source code, with tools for validation of models and with recipes and models for five biological systems: blood plasma, cytoplasm, synaptic vesicles, HIV and a mycoplasma cell. We have applied cellPACK to model distributions of HIV envelope protein to test several hypotheses for consistency with experimental observations. Biologists, educators, and outreach specialists can interact with cellPACK models, develop new recipes and perform packing experiments through scripting and graphical user interfaces at http://cellPACK.org. PMID:25437435

  2. The VREST learning environment.

    PubMed

    Kunst, E E; Geelkerken, R H; Sanders, A J B

    2005-01-01

    The VREST learning environment is an integrated architecture to improve the education of health care professionals. It is a combination of a learning, content and assessment management system based on virtual reality. The generic architecture is now being build and tested around the Lichtenstein protocol for hernia inguinalis repair.

  3. Study on Global GIS architecture and its key technologies

    NASA Astrophysics Data System (ADS)

    Cheng, Chengqi; Guan, Li; Lv, Xuefeng

    2009-09-01

    Global GIS (G2IS) is a system, which supports the huge data process and the global direct manipulation on global grid based on spheroid or ellipsoid surface. Based on global subdivision grid (GSG), Global GIS architecture is presented in this paper, taking advantage of computer cluster theory, the space-time integration technology and the virtual reality technology. Global GIS system architecture is composed of five layers, including data storage layer, data representation layer, network and cluster layer, data management layer and data application layer. Thereinto, it is designed that functions of four-level protocol framework and three-layer data management pattern of Global GIS based on organization, management and publication of spatial information in this architecture. Three kinds of core supportive technologies, which are computer cluster theory, the space-time integration technology and the virtual reality technology, and its application pattern in the Global GIS are introduced in detail. The primary ideas of Global GIS in this paper will be an important development tendency of GIS.

  4. Study on Global GIS architecture and its key technologies

    NASA Astrophysics Data System (ADS)

    Cheng, Chengqi; Guan, Li; Lv, Xuefeng

    2010-11-01

    Global GIS (G2IS) is a system, which supports the huge data process and the global direct manipulation on global grid based on spheroid or ellipsoid surface. Based on global subdivision grid (GSG), Global GIS architecture is presented in this paper, taking advantage of computer cluster theory, the space-time integration technology and the virtual reality technology. Global GIS system architecture is composed of five layers, including data storage layer, data representation layer, network and cluster layer, data management layer and data application layer. Thereinto, it is designed that functions of four-level protocol framework and three-layer data management pattern of Global GIS based on organization, management and publication of spatial information in this architecture. Three kinds of core supportive technologies, which are computer cluster theory, the space-time integration technology and the virtual reality technology, and its application pattern in the Global GIS are introduced in detail. The primary ideas of Global GIS in this paper will be an important development tendency of GIS.

  5. TSI-Enhanced Pedagogical Agents to Engage Learners in Virtual Worlds

    ERIC Educational Resources Information Center

    Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien

    2013-01-01

    Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…

  6. California Cultures: Implementing a Model for Virtual Collections

    ERIC Educational Resources Information Center

    Guerard, Genie; Chandler, Robin L.

    2006-01-01

    This article highlights the California Cultures Project as a case study examining the architecture and framework required to support the deployment of digital objects as virtual collections at the California Digital Library. Chronologically arranged, it describes the Online Archive of California (OAC) Working Group's functional requirements for…

  7. Virtualized Networks and Virtualized Optical Line Terminal (vOLT)

    NASA Astrophysics Data System (ADS)

    Ma, Jonathan; Israel, Stephen

    2017-03-01

    The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.

  8. Virtual Network Embedding via Monte Carlo Tree Search.

    PubMed

    Haeri, Soroush; Trajkovic, Ljiljana

    2018-02-01

    Network virtualization helps overcome shortcomings of the current Internet architecture. The virtualized network architecture enables coexistence of multiple virtual networks (VNs) on an existing physical infrastructure. VN embedding (VNE) problem, which deals with the embedding of VN components onto a physical network, is known to be -hard. In this paper, we propose two VNE algorithms: MaVEn-M and MaVEn-S. MaVEn-M employs the multicommodity flow algorithm for virtual link mapping while MaVEn-S uses the shortest-path algorithm. They formalize the virtual node mapping problem by using the Markov decision process (MDP) framework and devise action policies (node mappings) for the proposed MDP using the Monte Carlo tree search algorithm. Service providers may adjust the execution time of the MaVEn algorithms based on the traffic load of VN requests. The objective of the algorithms is to maximize the profit of infrastructure providers. We develop a discrete event VNE simulator to implement and evaluate performance of MaVEn-M, MaVEn-S, and several recently proposed VNE algorithms. We introduce profitability as a new performance metric that captures both acceptance and revenue to cost ratios. Simulation results show that the proposed algorithms find more profitable solutions than the existing algorithms. Given additional computation time, they further improve embedding solutions.

  9. Centrally managed unified shared virtual address space

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Wilkes, John

    Systems, apparatuses, and methods for managing a unified shared virtual address space. A host may execute system software and manage a plurality of nodes coupled to the host. The host may send work tasks to the nodes, and for each node, the host may externally manage the node's view of the system's virtual address space. Each node may have a central processing unit (CPU) style memory management unit (MMU) with an internal translation lookaside buffer (TLB). In one embodiment, the host may be coupled to a given node via an input/output memory management unit (IOMMU) interface, where the IOMMU frontendmore » interface shares the TLB with the given node's MMU. In another embodiment, the host may control the given node's view of virtual address space via memory-mapped control registers.« less

  10. Cooperating reduction machines

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kluge, W.E.

    1983-11-01

    This paper presents a concept and a system architecture for the concurrent execution of program expressions of a concrete reduction language based on lamda-expressions. If formulated appropriately, these expressions are well-suited for concurrent execution, following a demand-driven model of computation. In particular, recursive program expressions with nonlinear expansion may, at run time, recursively be partitioned into a hierarchy of independent subexpressions which can be reduced by a corresponding hierarchy of virtual reduction machines. This hierarchy unfolds and collapses dynamically, with virtual machines recursively assuming the role of masters that create and eventually terminate, or synchronize with, slaves. The paper alsomore » proposes a nonhierarchically organized system of reduction machines, each featuring a stack architecture, that effectively supports the allocation of virtual machines to the real machines of the system in compliance with their hierarchical order of creation and termination. 25 references.« less

  11. Detecting insider activity using enhanced directory virtualization.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Shin, Dongwan; Claycomb, William R.

    2010-07-01

    Insider threats often target authentication and access control systems, which are frequently based on directory services. Detecting these threats is challenging, because malicious users with the technical ability to modify these structures often have sufficient knowledge and expertise to conceal unauthorized activity. The use of directory virtualization to monitor various systems across an enterprise can be a valuable tool for detecting insider activity. The addition of a policy engine to directory virtualization services enhances monitoring capabilities by allowing greater flexibility in analyzing changes for malicious intent. The resulting architecture is a system-based approach, where the relationships and dependencies between datamore » sources and directory services are used to detect an insider threat, rather than simply relying on point solutions. This paper presents such an architecture in detail, including a description of implementation results.« less

  12. Assessment of Application Technology of Natural User Interfaces in the Creation of a Virtual Chemical Laboratory

    NASA Astrophysics Data System (ADS)

    Jagodziński, Piotr; Wolski, Robert

    2015-02-01

    Natural User Interfaces (NUI) are now widely used in electronic devices such as smartphones, tablets and gaming consoles. We have tried to apply this technology in the teaching of chemistry in middle school and high school. A virtual chemical laboratory was developed in which students can simulate the performance of laboratory activities similar to those that they perform in a real laboratory. Kinect sensor was used for the detection and analysis of the student's hand movements, which is an example of NUI. The studies conducted found the effectiveness of educational virtual laboratory. The extent to which the use of a teaching aid increased the students' progress in learning chemistry was examined. The results indicate that the use of NUI creates opportunities to both enhance and improve the quality of the chemistry education. Working in a virtual laboratory using the Kinect interface results in greater emotional involvement and an increased sense of self-efficacy in the laboratory work among students. As a consequence, students are getting higher marks and are more interested in the subject of chemistry.

  13. Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

    NASA Technical Reports Server (NTRS)

    Bejczy, Antal K.

    1995-01-01

    This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

  14. Virtual workstations and telepresence interfaces: Design accommodations and prototypes for Space Station Freedom evolution

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1990-01-01

    An advanced human-system interface is being developed for evolutionary Space Station Freedom as part of the NASA Office of Space Station (OSS) Advanced Development Program. The human-system interface is based on body-pointed display and control devices. The project will identify and document the design accommodations ('hooks and scars') required to support virtual workstations and telepresence interfaces, and prototype interface systems will be built, evaluated, and refined. The project is a joint enterprise of Marquette University, Astronautics Corporation of America (ACA), and NASA's ARC. The project team is working with NASA's JSC and McDonnell Douglas Astronautics Company (the Work Package contractor) to ensure that the project is consistent with space station user requirements and program constraints. Documentation describing design accommodations and tradeoffs will be provided to OSS, JSC, and McDonnell Douglas, and prototype interface devices will be delivered to ARC and JSC. ACA intends to commercialize derivatives of the interface for use with computer systems developed for scientific visualization and system simulation.

  15. System analysis of graphics processor architecture using virtual prototyping

    NASA Astrophysics Data System (ADS)

    Hancock, William R.; Groat, Jeff; Steeves, Todd; Spaanenburg, Henk; Shackleton, John

    1995-06-01

    Honeywell has been actively involved in the definition of the next generation display processors for military and commercial cockpits. A major concern is how to achieve super graphics workstation performance in avionics application. Most notable are requirements for low volume, low power, harsh environmental conditions, real-time performance and low cost. This paper describes the application of VHDL to the system analysis tasks associated with achieving these goals in a cost effective manner. The paper will describe the top level architecture identified to provide the graphical and video processing power needed to drive future high resolution display devices and to generate more natural panoramic 3D formats. The major discussion, however, will be on the use of VHDL to model the processing elements and customized pipelines needed to realize the architecture and for doing the complex system tradeoff studies necessary to achieve a cost effective implementation. New software tools have been developed to allow 'virtual' prototyping in the VHDL environment. This results in a hardware/software codesign using VHDL performance and functional models. This unique architectural tool allows simulation and tradeoffs within a standard and tightly integrated toolset, which eventually will be used to specify and design the entire system from the top level requirements and system performance to the lowest level individual ASICs. New processing elements, algorithms, and standard graphical inputs can be designed, tested and evaluated without the costly hardware prototyping using the innovative 'virtual' prototyping techniques which are evolving on this project. In addition, virtual prototyping of the display processor does not bind the preliminary design to point solutions as a physical prototype will. when the development schedule is known, one can extrapolate processing elements performance and design the system around the most current technology.

  16. Cortical Spiking Network Interfaced with Virtual Musculoskeletal Arm and Robotic Arm.

    PubMed

    Dura-Bernal, Salvador; Zhou, Xianlian; Neymotin, Samuel A; Przekwas, Andrzej; Francis, Joseph T; Lytton, William W

    2015-01-01

    Embedding computational models in the physical world is a critical step towards constraining their behavior and building practical applications. Here we aim to drive a realistic musculoskeletal arm model using a biomimetic cortical spiking model, and make a robot arm reproduce the same trajectories in real time. Our cortical model consisted of a 3-layered cortex, composed of several hundred spiking model-neurons, which display physiologically realistic dynamics. We interconnected the cortical model to a two-joint musculoskeletal model of a human arm, with realistic anatomical and biomechanical properties. The virtual arm received muscle excitations from the neuronal model, and fed back proprioceptive information, forming a closed-loop system. The cortical model was trained using spike timing-dependent reinforcement learning to drive the virtual arm in a 2D reaching task. Limb position was used to simultaneously control a robot arm using an improved network interface. Virtual arm muscle activations responded to motoneuron firing rates, with virtual arm muscles lengths encoded via population coding in the proprioceptive population. After training, the virtual arm performed reaching movements which were smoother and more realistic than those obtained using a simplistic arm model. This system provided access to both spiking network properties and to arm biophysical properties, including muscle forces. The use of a musculoskeletal virtual arm and the improved control system allowed the robot arm to perform movements which were smoother than those reported in our previous paper using a simplistic arm. This work provides a novel approach consisting of bidirectionally connecting a cortical model to a realistic virtual arm, and using the system output to drive a robotic arm in real time. Our techniques are applicable to the future development of brain neuroprosthetic control systems, and may enable enhanced brain-machine interfaces with the possibility for finer control of limb prosthetics.

  17. Human-computer interface glove using flexible piezoelectric sensors

    NASA Astrophysics Data System (ADS)

    Cha, Youngsu; Seo, Jeonggyu; Kim, Jun-Sik; Park, Jung-Min

    2017-05-01

    In this note, we propose a human-computer interface glove based on flexible piezoelectric sensors. We select polyvinylidene fluoride as the piezoelectric material for the sensors because of advantages such as a steady piezoelectric characteristic and good flexibility. The sensors are installed in a fabric glove by means of pockets and Velcro bands. We detect changes in the angles of the finger joints from the outputs of the sensors, and use them for controlling a virtual hand that is utilized in virtual object manipulation. To assess the sensing ability of the piezoelectric sensors, we compare the processed angles from the sensor outputs with the real angles from a camera recoding. With good agreement between the processed and real angles, we successfully demonstrate the user interaction system with the virtual hand and interface glove based on the flexible piezoelectric sensors, for four hand motions: fist clenching, pinching, touching, and grasping.

  18. Encountered-Type Haptic Interface for Representation of Shape and Rigidity of 3D Virtual Objects.

    PubMed

    Takizawa, Naoki; Yano, Hiroaki; Iwata, Hiroo; Oshiro, Yukio; Ohkohchi, Nobuhiro

    2017-01-01

    This paper describes the development of an encountered-type haptic interface that can generate the physical characteristics, such as shape and rigidity, of three-dimensional (3D) virtual objects using an array of newly developed non-expandable balloons. To alter the rigidity of each non-expandable balloon, the volume of air in it is controlled through a linear actuator and a pressure sensor based on Hooke's law. Furthermore, to change the volume of each balloon, its exposed surface area is controlled by using another linear actuator with a trumpet-shaped tube. A position control mechanism is constructed to display virtual objects using the balloons. The 3D position of each balloon is controlled using a flexible tube and a string. The performance of the system is tested and the results confirm the effectiveness of the proposed principle and interface.

  19. File System Virtual Appliances: Portable File System Implementations

    DTIC Science & Technology

    2010-04-01

    com- puting. Santa Cruz, CA, 1994. [12] Michael Eisler , Peter Corbett, Michael Kazar, Daniel S. Nydick, and Christopher Wagner. Data ontap gx: a...fuse.sourceforge.net. [15] R. A. Gingell, J. P. Moran, and W. A. Shannon. Virtual memory architecture in sunos. USENIX ATC, pages 81–94, 1987 . [16

  20. Direct Manipulation in Virtual Reality

    NASA Technical Reports Server (NTRS)

    Bryson, Steve

    2003-01-01

    Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.

  1. The International Solid Earth Research Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Fox, G.; Pierce, M.; Rundle, J.; Donnellan, A.; Parker, J.; Granat, R.; Lyzenga, G.; McLeod, D.; Grant, L.

    2004-12-01

    We describe the architecture and initial implementation of the International Solid Earth Research Virtual Observatory (iSERVO). This has been prototyped within the USA as SERVOGrid and expansion is planned to Australia, China, Japan and other countries. We base our design on a globally scalable distributed "cyber-infrastructure" or Grid built around a Web Services-based approach consistent with the extended Web Service Interoperability approach. The Solid Earth Science Working Group of NASA has identified several challenges for Earth Science research. In order to investigate these, we need to couple numerical simulation codes and data mining tools to observational data sets. This observational data are now available on-line in internet-accessible forms, and the quantity of this data is expected to grow explosively over the next decade. We architect iSERVO as a loosely federated Grid of Grids with each country involved supporting a national Solid Earth Research Grid. The national Grid Operations, possibly with dedicated control centers, are linked together to support iSERVO where an International Grid control center may eventually be necessary. We address the difficult multi-administrative domain security and ownership issues by exposing capabilities as services for which the risk of abuse is minimized. We support large scale simulations within a single domain using service-hosted tools (mesh generation, data repository and sensor access, GIS, visualization). Simulations typically involve sequential or parallel machines in a single domain supported by cross-continent services. We use Web Services implement Service Oriented Architecture (SOA) using WSDL for service description and SOAP for message formats. These are augmented by UDDI, WS-Security, WS-Notification/Eventing and WS-ReliableMessaging in the WS-I+ approach. Support for the latter two capabilities will be available over the next 6 months from the NaradaBrokering messaging system. We augment these specifications with the powerful portlet architecture using WSRP and JSR168 supported by such portal containers as uPortal, WebSphere, and Apache JetSpeed2. The latter portal aggregates component user interfaces for each iSERVO service allowing flexible customization of the user interface. We exploit the portlets produced by the NSF NMI (Middleware initiative) OGCE activity. iSERVO also uses specifications from the Open Geographical Information Systems (GIS) Consortium (OGC) that defines a number of standards for modeling earth surface feature data and services for interacting with this data. The data models are expressed in the XML-based Geography Markup Language (GML), and the OGC service framework are being adapted to use the Web Service model. The SERVO prototype includes a GIS Grid that currently includes the core WMS and WFS (Map and Feature) services. We will follow the best practice in the Grid and Web Service field and will adapt our technology as appropriate. For example, we expect to support services built on WS-RF when is finalized and to make use of the database interfaces OGSA-DAI and its WS-I+ versions. Finally, we review advances in Web Service scripting (such as HPSearch) and workflow systems (such as GCF) and their applications to iSERVO.

  2. GUEST EDITORS' INTRODUCTION: Guest Editors' introduction

    NASA Astrophysics Data System (ADS)

    Guerraoui, Rachid; Vinoski, Steve

    1997-09-01

    The organization of a distributed system can have a tremendous impact on its capabilities, its performance, and its ability to evolve to meet changing requirements. For example, the client - server organization model has proven to be adequate for organizing a distributed system as a number of distributed servers that offer various functions to client processes across the network. However, it lacks peer-to-peer capabilities, and experience with the model has been predominantly in the context of local networks. To achieve peer-to-peer cooperation in a more global context, systems issues of scale, heterogeneity, configuration management, accounting and sharing are crucial, and the complexity of migrating from locally distributed to more global systems demands new tools and techniques. An emphasis on interfaces and modules leads to the modelling of a complex distributed system as a collection of interacting objects that communicate with each other only using requests sent to well defined interfaces. Although object granularity typically varies at different levels of a system architecture, the same object abstraction can be applied to various levels of a computing architecture. Since 1989, the Object Management Group (OMG), an international software consortium, has been defining an architecture for distributed object systems called the Object Management Architecture (OMA). At the core of the OMA is a `software bus' called an Object Request Broker (ORB), which is specified by the OMG Common Object Request Broker Architecture (CORBA) specification. The OMA distributed object model fits the structure of heterogeneous distributed applications, and is applied in all layers of the OMA. For example, each of the OMG Object Services, such as the OMG Naming Service, is structured as a set of distributed objects that communicate using the ORB. Similarly, higher-level OMA components such as Common Facilities and Domain Interfaces are also organized as distributed objects that can be layered over both Object Services and the ORB. The OMG creates specifications, not code, but the interfaces it standardizes are always derived from demonstrated technology submitted by member companies. The specified interfaces are written in a neutral Interface Definition Language (IDL) that defines contractual interfaces with potential clients. Interfaces written in IDL can be translated to a number of programming languages via OMG standard language mappings so that they can be used to develop components. The resulting components can transparently communicate with other components written in different languages and running on different operating systems and machine types. The ORB is responsible for providing the illusion of `virtual homogeneity' regardless of the programming languages, tools, operating systems and networks used to realize and support these components. With the adoption of the CORBA 2.0 specification in 1995, these components are able to interoperate across multi-vendor CORBA-based products. More than 700 member companies have joined the OMG, including Hewlett-Packard, Digital, Siemens, IONA Technologies, Netscape, Sun Microsystems, Microsoft and IBM, which makes it the largest standards body in existence. These companies continue to work together within the OMG to refine and enhance the OMA and its components. This special issue of Distributed Systems Engineering publishes five papers that were originally presented at the `Distributed Object-Based Platforms' track of the 30th Hawaii International Conference on System Sciences (HICSS), which was held in Wailea on Maui on 6 - 10 January 1997. The papers, which were selected based on their quality and the range of topics they cover, address different aspects of CORBA, including advanced aspects such as fault tolerance and transactions. These papers discuss the use of CORBA and evaluate CORBA-based development for different types of distributed object systems and architectures. The first paper, by S Rahkila and S Stenberg, discusses the application of CORBA to telecommunication management networks. In the second paper, P Narasimhan, L E Moser and P M Melliar-Smith present a fault-tolerant extension of an ORB. The third paper, by J Liang, S Sédillot and B Traverson, provides an overview of the CORBA Transaction Service and its integration with the ISO Distributed Transaction Processing protocol. In the fourth paper, D Sherer, T Murer and A Würtz discuss the evolution of a cooperative software engineering infrastructure to a CORBA-based framework. The fifth paper, by R Fatoohi, evaluates the communication performance of a commercially-available Object Request Broker (Orbix from IONA Technologies) on several networks, and compares the performance with that of more traditional communication primitives (e.g., BSD UNIX sockets and PVM). We wish to thank both the referees and the authors of these papers, as their cooperation was fundamental in ensuring timely publication.

  3. Intelligent virtual reality in the setting of fuzzy sets

    NASA Technical Reports Server (NTRS)

    Dockery, John; Littman, David

    1992-01-01

    The authors have previously introduced the concept of virtual reality worlds governed by artificial intelligence. Creation of an intelligent virtual reality was further proposed as a universal interface for the handicapped. This paper extends consideration of intelligent virtual realty to a context in which fuzzy set principles are explored as a major tool for implementing theory in the domain of applications to the disabled.

  4. Skills based evaluation of alternative input methods to command a semi-autonomous electric wheelchair.

    PubMed

    Rojas, Mario; Ponce, Pedro; Molina, Arturo

    2016-08-01

    This paper presents the evaluation, under standardized metrics, of alternative input methods to steer and maneuver a semi-autonomous electric wheelchair. The Human-Machine Interface (HMI), which includes a virtual joystick, head movements and speech recognition controls, was designed to facilitate mobility skills for severely disabled people. Thirteen tasks, which are common to all the wheelchair users, were attempted five times by controlling it with the virtual joystick and the hands-free interfaces in different areas for disabled and non-disabled people. Even though the prototype has an intelligent navigation control, based on fuzzy logic and ultrasonic sensors, the evaluation was done without assistance. The scored values showed that both controls, the head movements and the virtual joystick have similar capabilities, 92.3% and 100%, respectively. However, the 54.6% capacity score obtained for the speech control interface indicates the needs of the navigation assistance to accomplish some of the goals. Furthermore, the evaluation time indicates those skills which require more user's training with the interface and specifications to improve the total performance of the wheelchair.

  5. How far away is plug 'n' play? Assessing the near-term potential of sonification and auditory display

    NASA Technical Reports Server (NTRS)

    Bargar, Robin

    1995-01-01

    The commercial music industry offers a broad range of plug 'n' play hardware and software scaled to music professionals and scaled to a broad consumer market. The principles of sound synthesis utilized in these products are relevant to application in virtual environments (VE). However, the closed architectures used in commercial music synthesizers are prohibitive to low-level control during real-time rendering, and the algorithms and sounds themselves are not standardized from product to product. To bring sound into VE requires a new generation of open architectures designed for human-controlled performance from interfaces embedded in immersive environments. This presentation addresses the state of the sonic arts in scientific computing and VE, analyzes research challenges facing sound computation, and offers suggestions regarding tools we might expect to become available during the next few years. A list of classes of audio functionality in VE includes sonification -- the use of sound to represent data from numerical models; 3D auditory display (spatialization and localization, also called externalization); navigation cues for positional orientation and for finding items or regions inside large spaces; voice recognition for controlling the computer; external communications between users in different spaces; and feedback to the user concerning his own actions or the state of the application interface. To effectively convey this considerable variety of signals, we apply principles of acoustic design to ensure the messages are neither confusing nor competing. We approach the design of auditory experience through a comprehensive structure for messages, and message interplay we refer to as an Automated Sound Environment. Our research addresses real-time sound synthesis, real-time signal processing and localization, interactive control of high-dimensional systems, and synchronization of sound and graphics.

  6. WHOI and SIO (I): Next Steps toward Multi-Institution Archiving of Shipboard and Deep Submergence Vehicle Data

    NASA Astrophysics Data System (ADS)

    Detrick, R. S.; Clark, D.; Gaylord, A.; Goldsmith, R.; Helly, J.; Lemmond, P.; Lerner, S.; Maffei, A.; Miller, S. P.; Norton, C.; Walden, B.

    2005-12-01

    The Scripps Institution of Oceanography (SIO) and the Woods Hole Oceanographic Institution (WHOI) have joined forces with the San Diego Supercomputer Center to build a testbed for multi-institutional archiving of shipboard and deep submergence vehicle data. Support has been provided by the Digital Archiving and Preservation program funded by NSF/CISE and the Library of Congress. In addition to the more than 92,000 objects stored in the SIOExplorer Digital Library, the testbed will provide access to data, photographs, video images and documents from WHOI ships, Alvin submersible and Jason ROV dives, and deep-towed vehicle surveys. An interactive digital library interface will allow combinations of distributed collections to be browsed, metadata inspected, and objects displayed or selected for download. The digital library architecture, and the search and display tools of the SIOExplorer project, are being combined with WHOI tools, such as the Alvin Framegrabber and the Jason Virtual Control Van, that have been designed using WHOI's GeoBrowser to handle the vast volumes of digital video and camera data generated by Alvin, Jason and other deep submergence vehicles. Notions of scalability will be tested, as data volumes range from 3 CDs per cruise to 200 DVDs per cruise. Much of the scalability of this proposal comes from an ability to attach digital library data and metadata acquisition processes to diverse sensor systems. We are able to run an entire digital library from a laptop computer as well as from supercomputer-center-size resources. It can be used, in the field, laboratory or classroom, covering data from acquisition-to-archive using a single coherent methodology. The design is an open architecture, supporting applications through well-defined external interfaces maintained as an open-source effort for community inclusion and enhancement.

  7. Engineering Complex Tissues

    PubMed Central

    MIKOS, ANTONIOS G.; HERRING, SUSAN W.; OCHAREON, PANNEE; ELISSEEFF, JENNIFER; LU, HELEN H.; KANDEL, RITA; SCHOEN, FREDERICK J.; TONER, MEHMET; MOONEY, DAVID; ATALA, ANTHONY; VAN DYKE, MARK E.; KAPLAN, DAVID; VUNJAK-NOVAKOVIC, GORDANA

    2010-01-01

    This article summarizes the views expressed at the third session of the workshop “Tissue Engineering—The Next Generation,” which was devoted to the engineering of complex tissue structures. Antonios Mikos described the engineering of complex oral and craniofacial tissues as a “guided interplay” between biomaterial scaffolds, growth factors, and local cell populations toward the restoration of the original architecture and function of complex tissues. Susan Herring, reviewing osteogenesis and vasculogenesis, explained that the vascular arrangement precedes and dictates the architecture of the new bone, and proposed that engineering of osseous tissues might benefit from preconstruction of an appropriate vasculature. Jennifer Elisseeff explored the formation of complex tissue structures based on the example of stratified cartilage engineered using stem cells and hydrogels. Helen Lu discussed engineering of tissue interfaces, a problem critical for biological fixation of tendons and ligaments, and the development of a new generation of fixation devices. Rita Kandel discussed the challenges related to the re-creation of the cartilage-bone interface, in the context of tissue engineered joint repair. Frederick Schoen emphasized, in the context of heart valve engineering, the need for including the requirements derived from “adult biology” of tissue remodeling and establishing reliable early predictors of success or failure of tissue engineered implants. Mehmet Toner presented a review of biopreservation techniques and stressed that a new breakthrough in this field may be necessary to meet all the needs of tissue engineering. David Mooney described systems providing temporal and spatial regulation of growth factor availability, which may find utility in virtually all tissue engineering and regeneration applications, including directed in vitro and in vivo vascularization of tissues. Anthony Atala offered a clinician’s perspective for functional tissue regeneration, and discussed new biomaterials that can be used to develop new regenerative technologies. PMID:17518671

  8. Open-systems Architecture of a Standardized Command Interface Chip-set for Switching and Control of a Spacecraft Power Bus

    NASA Technical Reports Server (NTRS)

    Ruiz, B. Ian; Burke, Gary R.; Lung, Gerald; Whitaker, William D.; Nowicki, Robert M.

    2004-01-01

    This viewgraph presentation reviews the architecture of the The CIA-AlA chip-set is a set of mixed-signal ASICs that provide a flexible high level interface between the spacecraft's command and data handling (C&DH) electronics and lower level functions in other spacecraft subsystems. Due to the open-systems architecture of the chip-set including an embedded micro-controller a variety of applications are possible. The chip-set was developed for the missions to the outer planets. The chips were developed to provide a single solution for both the switching and regulation of a spacecraft power bus. The Open-Systems Architecture allows for other powerful applications.

  9. Communication Architecture in Mixed-Reality Simulations of Unmanned Systems.

    PubMed

    Selecký, Martin; Faigl, Jan; Rollo, Milan

    2018-03-14

    Verification of the correct functionality of multi-vehicle systems in high-fidelity scenarios is required before any deployment of such a complex system, e.g., in missions of remote sensing or in mobile sensor networks. Mixed-reality simulations where both virtual and physical entities can coexist and interact have been shown to be beneficial for development, testing, and verification of such systems. This paper deals with the problems of designing a certain communication subsystem for such highly desirable realistic simulations. Requirements of this communication subsystem, including proper addressing, transparent routing, visibility modeling, or message management, are specified prior to designing an appropriate solution. Then, a suitable architecture of this communication subsystem is proposed together with solutions to the challenges that arise when simultaneous virtual and physical message transmissions occur. The proposed architecture can be utilized as a high-fidelity network simulator for vehicular systems with implicit mobility models that are given by real trajectories of the vehicles. The architecture has been utilized within multiple projects dealing with the development and practical deployment of multi-UAV systems, which support the architecture's viability and advantages. The provided experimental results show the achieved similarity of the communication characteristics of the fully deployed hardware setup to the setup utilizing the proposed mixed-reality architecture.

  10. Virtual network embedding in cross-domain network based on topology and resource attributes

    NASA Astrophysics Data System (ADS)

    Zhu, Lei; Zhang, Zhizhong; Feng, Linlin; Liu, Lilan

    2018-03-01

    Aiming at the network architecture ossification and the diversity of access technologies issues, this paper researches the cross-domain virtual network embedding algorithm. By analysing the topological attribute from the local and global perspective of nodes in the virtual network and the physical network, combined with the local network resource property, we rank the embedding priority of the nodes with PCA and TOPSIS methods. Besides, the link load distribution is considered. Above all, We proposed an cross-domain virtual network embedding algorithm based on topology and resource attributes. The simulation results depicts that our algorithm increases the acceptance rate of multi-domain virtual network requests, compared with the existing virtual network embedding algorithm.

  11. Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology

    NASA Technical Reports Server (NTRS)

    Hyde, Patricia R.; Loftin, R. Bowen

    1993-01-01

    The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications.

  12. Prague: The City Is the Museum.

    ERIC Educational Resources Information Center

    Meilach, Dona Z.

    2001-01-01

    States that Prague, the capital of the Czech-Republic, is a virtual art museum because of the number of architectural styles and other artworks throughout the city. Explores the various architectural styles that are present in the city from the Gothic monasteries and churches to examples of contemporary styles. (CMK)

  13. Computer Security Primer: Systems Architecture, Special Ontology and Cloud Virtual Machines

    ERIC Educational Resources Information Center

    Waguespack, Leslie J.

    2014-01-01

    With the increasing proliferation of multitasking and Internet-connected devices, security has reemerged as a fundamental design concern in information systems. The shift of IS curricula toward a largely organizational perspective of security leaves little room for focus on its foundation in systems architecture, the computational underpinnings of…

  14. Lessons Learned during the Development and Operation of Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Ohishi, M.; Shirasaki, Y.; Komiya, Y.; Mizumoto, Y.; Yasuda, N.; Tanaka, M.

    2010-12-01

    In the last a few years several Virtual Observatory (VO) projects have entered from the research and development phase to the operations phase. The VO projects include AstroGrid (UK), Virtual Astronomical Observatory (former National Virtual Observatory, USA), EURO-VO (EU), Japanese Virtual Observatory (Japan), and so on. This successful transition from the development phase to the operations phase owes primarily to the concerted action to develop standard interfaces among the VO projects in the world, that has been conducted in the International Virtual Observatory Alliance. The registry interface has been one of the most important key to share among the VO projects and data centers (data providers) with the observed data and the catalog data. Data access protocols and/or language (SIAP, SSAP, ADQL) and the common data format (VOTable) are other keys. Consequently we are able to find scientific papers so far published. However, we had faced some experience during the implementation process as follows:

  15. At the initial stage of the registry implementation, some fraction of the registry meta data were not correctly set, or some meta data were missing. IVOA members found that it would be needed to have validation tools to check the compliance before making the interface public;
  16. It seemed that some data centers and/or data providers might find some difficulties to implement various standardized interfaces (protocols) in order to publish their data through the VO interfaces. If there were some kind of VO interface toolkits, it would be much easier for the data centers to implement the VO interfaces; At the current VO standardization, it has not been discussed in depth on the quality assurance on the published data, or how we could provide indexes on the data quality. Such measures would be quite helpful for the data users in order to judge the data quality. It would be needed to discuss this issue not only within IVOA but with observatories and data providers;
  17. Past and current development in the VO projects have been driven from the technology side. However, since the ultimate purpose of the VOs is to accelerate getting astronomical insights from, e.g., huge amount of data or multi-wavelength data, science driven advertisement (including schools to train astronomers) would be needed;
  18. Some data centers and data providers mentioned that they need to be credited. In the Data-Centric science era it would be crucial to explicitly respect the observatories, data centers and data providers;
  19. Some suggestions to these issues are described.

  20. The computational structural mechanics testbed architecture. Volume 2: The interface

    NASA Technical Reports Server (NTRS)

    Felippa, Carlos A.

    1988-01-01

    This is the third set of five volumes which describe the software architecture for the Computational Structural Mechanics Testbed. Derived from NICE, an integrated software system developed at Lockheed Palo Alto Research Laboratory, the architecture is composed of the command language CLAMP, the command language interpreter CLIP, and the data manager GAL. Volumes 1, 2, and 3 (NASA CR's 178384, 178385, and 178386, respectively) describe CLAMP and CLIP and the CLIP-processor interface. Volumes 4 and 5 (NASA CR's 178387 and 178388, respectively) describe GAL and its low-level I/O. CLAMP, an acronym for Command Language for Applied Mechanics Processors, is designed to control the flow of execution of processors written for NICE. Volume 3 describes the CLIP-Processor interface and related topics. It is intended only for processor developers.

  21. One's Colonies: a virtual reality environment of oriental residences

    NASA Astrophysics Data System (ADS)

    Chi, Catherine

    2013-03-01

    This paper is a statement about my virtual reality environment project, One's Colonies, and a description of the creative process of the project. I was inspired by the buildings in my hometown-Taiwan, which is really different from the architectural style in the United States. By analyzing the unique style of dwellings in Taiwan, I want to demonstrate how the difference between geography, weather and culture change the appearance of the living space. Through this project I want to express the relationship between architectural style and cultural difference, and how the emotional condition or characteristics of the residents are affected by their residencies.

  22. ITS system specification. Appendix D, physical architecture component interfaces

    DOT National Transportation Integrated Search

    1997-01-01

    The objective of the Polaris Project is to define an Intelligent Transportation Systems (ITS) architecture for the state of Minnesota. An architecture is a framework that defines how multiple ITS Components interrelate and contribute to the overall I...

  23. Monitoring and Control Interface Based on Virtual Sensors

    PubMed Central

    Escobar, Ricardo F.; Adam-Medina, Manuel; García-Beltrán, Carlos D.; Olivares-Peregrino, Víctor H.; Juárez-Romero, David; Guerrero-Ramírez, Gerardo V.

    2014-01-01

    In this article, a toolbox based on a monitoring and control interface (MCI) is presented and applied in a heat exchanger. The MCI was programed in order to realize sensor fault detection and isolation and fault tolerance using virtual sensors. The virtual sensors were designed from model-based high-gain observers. To develop the control task, different kinds of control laws were included in the monitoring and control interface. These control laws are PID, MPC and a non-linear model-based control law. The MCI helps to maintain the heat exchanger under operation, even if a temperature outlet sensor fault occurs; in the case of outlet temperature sensor failure, the MCI will display an alarm. The monitoring and control interface is used as a practical tool to support electronic engineering students with heat transfer and control concepts to be applied in a double-pipe heat exchanger pilot plant. The method aims to teach the students through the observation and manipulation of the main variables of the process and by the interaction with the monitoring and control interface (MCI) developed in LabVIEW©. The MCI provides the electronic engineering students with the knowledge of heat exchanger behavior, since the interface is provided with a thermodynamic model that approximates the temperatures and the physical properties of the fluid (density and heat capacity). An advantage of the interface is the easy manipulation of the actuator for an automatic or manual operation. Another advantage of the monitoring and control interface is that all algorithms can be manipulated and modified by the users. PMID:25365462

  24. VRUSE--a computerised diagnostic tool: for usability evaluation of virtual/synthetic environment systems.

    PubMed

    Kalawsky, R S

    1999-02-01

    A special questionnaire (VRUSE) has been designed to measure the usability of a VR system according to the attitude and perception of its users. Important aspects of VR systems were carefully derived to produce key usability factors for the questionnaire. Unlike questionnaires designed for generic interfaces VRUSE is specifically designed to cater for evaluating virtual environments, being a diagnostic tool providing a wealth of information about a user's viewpoint of the interface. VRUSE can be used to great effect with other evaluation techniques to pinpoint problematical areas of a VR interface. Other applications include bench-marking of competitor VR systems.

  25. Formation of porous inner architecture at the interface of magnetic pulse welded Al/Cu joints

    NASA Astrophysics Data System (ADS)

    Sapanathan, T.; Raoelison, R. N.; Yang, K.; Buiron, N.; Rachik, M.

    2016-10-01

    Porous inner architecture has been revealed at the interface of magnetic pulse welded aluminum/copper (Al/Cu) joints. These materials could serve the purpose of heterogeneous architectured materials, while their makeup of inner architecture of porous interface with the pore sizes of sub-micron to a few microns, could offer potential attributes in energy storage application. Two welding cases with various impact intensities are compared. An input voltage of 6.5 kV with an initial air gap of 1.5 mm and a higher voltage of 7.5 kV with a large initial air gap of 5 mm are respectively considered as two cases with low and high velocity impacts. Overall morphology of the porous medium was revealed at the interface either in layered or pocketed structures. The allocation of the porous zone and pore sizes vary with the impact condition. The low velocity impact welding conditions also produces smaller pores compared to the high velocity impact case, where the pore sizes varies in submicron to a few microns (<10μm). By investigating the potential mechanism of the porous zone formation, it was identified that a combined phenomena of cavitation and coalescence play a major role in nucleation and growth of the pores where a rapid cooling that eventually freezes the porous structure at the interface.

  1. Plug-and-Play Environmental Monitoring Spacecraft Subsystem

    NASA Technical Reports Server (NTRS)

    Patel, Jagdish; Brinza, David E.; Tran, Tuan A.; Blaes, Brent R.

    2011-01-01

    A Space Environment Monitor (SEM) subsystem architecture has been developed and demonstrated that can benefit future spacecraft by providing (1) real-time knowledge of the spacecraft state in terms of exposure to the environment; (2) critical, instantaneous information for anomaly resolution; and (3) invaluable environmental data for designing future missions. The SEM architecture consists of a network of plug-and- play (PnP) Sensor Interface Units (SIUs), each servicing one or more environmental sensors. The SEM architecture is influenced by the IEEE Smart Transducer Interface Bus standard (IEEE Std 1451) for its PnP functionality. A network of PnP Spacecraft SIUs is enabling technology for gathering continuous real-time information critical to validating spacecraft health in harsh space environments. The demonstrated system that provided a proof-of-concept of the SEM architecture consisted of three SIUs for measurement of total ionizing dose (TID) and single event upset (SEU) radiation effects, electromagnetic interference (EMI), and deep dielectric charging through use of a prototype Internal Electro-Static Discharge Monitor (IESDM). Each SIU consists of two stacked 2X2 in. (approximately 5X5 cm) circuit boards: a Bus Interface Unit (BIU) board that provides data conversion, processing and connection to the SEM power-and-data bus, and a Sensor Interface Electronics (SIE) board that provides sensor interface needs and data path connection to the BIU.

  2. DEC Ada interface to Screen Management Guidelines (SMG)

    NASA Technical Reports Server (NTRS)

    Laomanachareon, Somsak; Lekkos, Anthony A.

    1986-01-01

    DEC's Screen Management Guidelines are the Run-Time Library procedures that perform terminal-independent screen management functions on a VT100-class terminal. These procedures assist users in designing, composing, and keeping track of complex images on a video screen. There are three fundamental elements in the screen management model: the pasteboard, the virtual display, and the virtual keyboard. The pasteboard is like a two-dimensional area on which a user places and manipulates screen displays. The virtual display is a rectangular part of the terminal screen to which a program writes data with procedure calls. The virtual keyboard is a logical structure for input operation associated with a physical keyboard. SMG can be called by all major VAX languages. Through Ada, predefined language Pragmas are used to interface with SMG. These features and elements of SMG are briefly discussed.

  3. The Virtual Solar Observatory and the Heliophysics Meta-Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Gurman, J. B.; Hourclé, J. A.; Bogart, R. S.; Tian, K.; Hill, F.; Suàrez-Sola, I.; Zarro, D. M.; Davey, A. R.; Martens, P. C.; Yoshimura, K.; Reardon, K. M.

    2006-12-01

    The Virtual Solar Observatory (VSO) has survived its infancy and provides metadata search and data identification for measurements from 45 instrument data sets held at 12 online archives, as well as flare and coronal mass ejection (CME) event lists. Like any toddler, the VSO is good at getting into anything and everything, and is now extending its grasp to more data sets, new missions, and new access methods using its application programming interface (API). We discuss and demonstrate recent changes, including developments for STEREO and SDO, and an IDL-callable interface for the VSO API. We urge the heliophysics community to help civilize this obstreperous youngster by providing input on ways to make the VSO even more useful for system science research in its role as part of the growing cluster of Heliophysics Virtual Observatories.

  4. Hybrid architecture for building secure sensor networks

    NASA Astrophysics Data System (ADS)

    Owens, Ken R., Jr.; Watkins, Steve E.

    2012-04-01

    Sensor networks have various communication and security architectural concerns. Three approaches are defined to address these concerns for sensor networks. The first area is the utilization of new computing architectures that leverage embedded virtualization software on the sensor. Deploying a small, embedded virtualization operating system on the sensor nodes that is designed to communicate to low-cost cloud computing infrastructure in the network is the foundation to delivering low-cost, secure sensor networks. The second area focuses on securing the sensor. Sensor security components include developing an identification scheme, and leveraging authentication algorithms and protocols that address security assurance within the physical, communication network, and application layers. This function will primarily be accomplished through encrypting the communication channel and integrating sensor network firewall and intrusion detection/prevention components to the sensor network architecture. Hence, sensor networks will be able to maintain high levels of security. The third area addresses the real-time and high priority nature of the data that sensor networks collect. This function requires that a quality-of-service (QoS) definition and algorithm be developed for delivering the right data at the right time. A hybrid architecture is proposed that combines software and hardware features to handle network traffic with diverse QoS requirements.

  5. Functional performance comparison between real and virtual tasks in older adults

    PubMed Central

    Bezerra, Ítalla Maria Pinheiro; Crocetta, Tânia Brusque; Massetti, Thais; da Silva, Talita Dias; Guarnieri, Regiani; Meira, Cassio de Miranda; Arab, Claudia; de Abreu, Luiz Carlos; de Araujo, Luciano Vieira; Monteiro, Carlos Bandeira de Mello

    2018-01-01

    Abstract Introduction: Ageing is usually accompanied by deterioration of physical abilities, such as muscular strength, sensory sensitivity, and functional capacity, making chronic diseases, and the well-being of older adults new challenges to global public health. Objective: The purpose of this study was to evaluate whether a task practiced in a virtual environment could promote better performance and enable transfer to the same task in a real environment. Method: The study evaluated 65 older adults of both genders, aged 60 to 82 years (M = 69.6, SD = 6.3). A timing coincident task was applied to measure the perceptual-motor ability to perform a motor response. The participants were divided into 2 groups: started in a real interface and started in a virtual interface. Results: All subjects improved their performance during the practice, but improvement was not observed for the real interface, as the participants were near maximum performance from the beginning of the task. However, there was no transfer of performance from the virtual to real environment or vice versa. Conclusions: The virtual environment was shown to provide improvement of performance with a short-term motor learning protocol in a timing coincident task. This result suggests that the practice of tasks in a virtual environment seems to be a promising tool for the assessment and training of healthy older adults, even though there was no transfer of performance to a real environment. Trial registration: ISRCTN02960165. Registered 8 November 2016. PMID:29369177

  6. Virtual interface environment

    NASA Technical Reports Server (NTRS)

    Fisher, Scott S.

    1986-01-01

    A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed for use as a multipurpose interface environment. The system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, application scenarios, and research directions are described.

  7. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  8. Brain-computer interface: changes in performance using virtual reality techniques.

    PubMed

    Ron-Angevin, Ricardo; Díaz-Estrella, Antonio

    2009-01-09

    The ability to control electroencephalographic (EEG) signals when different mental tasks are carried out would provide a method of communication for people with serious motor function problems. This system is known as a brain-computer interface (BCI). Due to the difficulty of controlling one's own EEG signals, a suitable training protocol is required to motivate subjects, as it is necessary to provide some type of visual feedback allowing subjects to see their progress. Conventional systems of feedback are based on simple visual presentations, such as a horizontal bar extension. However, virtual reality is a powerful tool with graphical possibilities to improve BCI-feedback presentation. The objective of the study is to explore the advantages of the use of feedback based on virtual reality techniques compared to conventional systems of feedback. Sixteen untrained subjects, divided into two groups, participated in the experiment. A group of subjects was trained using a BCI system, which uses conventional feedback (bar extension), and another group was trained using a BCI system, which submits subjects to a more familiar environment, such as controlling a car to avoid obstacles. The obtained results suggest that EEG behaviour can be modified via feedback presentation. Significant differences in classification error rates between both interfaces were obtained during the feedback period, confirming that an interface based on virtual reality techniques can improve the feedback control, specifically for untrained subjects.

  9. Augmenting breath regulation using a mobile driven virtual reality therapy framework.

    PubMed

    Abushakra, Ahmad; Faezipour, Miad

    2014-05-01

    This paper presents a conceptual framework of a virtual reality therapy to assist individuals, especially lung cancer patients or those with breathing disorders to regulate their breath through real-time analysis of respiration movements using a smartphone. Virtual reality technology is an attractive means for medical simulations and treatment, particularly for patients with cancer. The theories, methodologies and approaches, and real-world dynamic contents for all the components of this virtual reality therapy (VRT) via a conceptual framework using the smartphone will be discussed. The architecture and technical aspects of the offshore platform of the virtual environment will also be presented.

  10. Framework for Development and Distribution of Hardware Acceleration

    NASA Astrophysics Data System (ADS)

    Thomas, David B.; Luk, Wayne W.

    2002-07-01

    This paper describes IGOL, a framework for developing reconfigurable data processing applications. While IGOL was originally designed to target imaging and graphics systems, its structure is sufficiently general to support a broad range of applications. IGOL adopts a four-layer architecture: application layer, operation layer, appliance layer and configuration layer. This architecture is intended to separate and co-ordinate both the development and execution of hardware and software components. Hardware developers can use IGOL as an instance testbed for verification and benchmarking, as well as for distribution. Software application developers can use IGOL to discover hardware accelerated data processors, and to access them in a transparent, non-hardware specific manner. IGOL provides extensive support for the RC1000-PP board via the Handel-C language, and a wide selection of image processing filters have been developed. IGOL also supplies plug-ins to enable such filters to be incorporated in popular applications such as Premiere, Winamp, VirtualDub and DirectShow. Moreover, IGOL allows the automatic use of multiple cards to accelerate an application, demonstrated using DirectShow. To enable transparent acceleration without sacrificing performance, a three-tiered COM (Component Object Model) API has been designed and implemented. This API provides a well-defined and extensible interface which facilitates the development of hardware data processors that can accelerate multiple applications.

  11. Using CORBA to integrate manufacturing cells to a virtual enterprise

    NASA Astrophysics Data System (ADS)

    Pancerella, Carmen M.; Whiteside, Robert A.

    1997-01-01

    It is critical in today's enterprises that manufacturing facilities are not isolated from design, planning, and other business activities and that information flows easily and bidirectionally between these activities. It is also important and cost-effective that COTS software, databases, and corporate legacy codes are well integrated in the information architecture. Further, much of the information generated during manufacturing must be dynamically accessible to engineering and business operations both in a restricted corporate intranet and on the internet. The software integration strategy in the Sandia Agile Manufacturing Testbed supports these enterprise requirements. We are developing a CORBA-based distributed object software system for manufacturing. Each physical machining device is a CORBA object and exports a common IDL interface to allow for rapid and dynamic insertion, deletion, and upgrading within the manufacturing cell. Cell management CORBA components access manufacturing devices without knowledge of any device-specific implementation. To support information flow from design to planning data is accessible to machinists on the shop floor. CORBA allows manufacturing components to be easily accessible to the enterprise. Dynamic clients can be created using web browsers and portable Java GUI's. A CORBA-OLE adapter allows integration to PC desktop applications. Other commercial software can access CORBA network objects in the information architecture through vendor API's.

  12. Reprint of: Client interfaces to the Virtual Observatory Registry

    NASA Astrophysics Data System (ADS)

    Demleitner, M.; Harrison, P.; Taylor, M.; Normand, J.

    2015-06-01

    The Virtual Observatory Registry is a distributed directory of information systems and other resources relevant to astronomy. To make it useful, facilities to query that directory must be provided to humans and machines alike. This article reviews the development and status of such facilities, also considering the lessons learnt from about a decade of experience with Registry interfaces. After a brief outline of the history of the standards development, it describes the use of Registry interfaces in some popular clients as well as dedicated UIs for interrogating the Registry. It continues with a thorough discussion of the design of the two most recent Registry interface standards, RegTAP on the one hand and a full-text-based interface on the other hand. The article finally lays out some of the less obvious conventions that emerged in the interaction between providers of registry records and Registry users as well as remaining challenges and current developments.

  13. Client interfaces to the Virtual Observatory Registry

    NASA Astrophysics Data System (ADS)

    Demleitner, M.; Harrison, P.; Taylor, M.; Normand, J.

    2015-04-01

    The Virtual Observatory Registry is a distributed directory of information systems and other resources relevant to astronomy. To make it useful, facilities to query that directory must be provided to humans and machines alike. This article reviews the development and status of such facilities, also considering the lessons learnt from about a decade of experience with Registry interfaces. After a brief outline of the history of the standards development, it describes the use of Registry interfaces in some popular clients as well as dedicated UIs for interrogating the Registry. It continues with a thorough discussion of the design of the two most recent Registry interface standards, RegTAP on the one hand and a full-text-based interface on the other hand. The article finally lays out some of the less obvious conventions that emerged in the interaction between providers of registry records and Registry users as well as remaining challenges and current developments.

  14. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms.

    PubMed

    Rutkowski, Tomasz M

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  15. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    PubMed Central

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms. PMID:27999538

  16. The Aeronautical Data Link: Decision Framework for Architecture Analysis

    NASA Technical Reports Server (NTRS)

    Morris, A. Terry; Goode, Plesent W.

    2003-01-01

    A decision analytic approach that develops optimal data link architecture configuration and behavior to meet multiple conflicting objectives of concurrent and different airspace operations functions has previously been developed. The approach, premised on a formal taxonomic classification that correlates data link performance with operations requirements, information requirements, and implementing technologies, provides a coherent methodology for data link architectural analysis from top-down and bottom-up perspectives. This paper follows the previous research by providing more specific approaches for mapping and transitioning between the lower levels of the decision framework. The goal of the architectural analysis methodology is to assess the impact of specific architecture configurations and behaviors on the efficiency, capacity, and safety of operations. This necessarily involves understanding the various capabilities, system level performance issues and performance and interface concepts related to the conceptual purpose of the architecture and to the underlying data link technologies. Efficient and goal-directed data link architectural network configuration is conditioned on quantifying the risks and uncertainties associated with complex structural interface decisions. Deterministic and stochastic optimal design approaches will be discussed that maximize the effectiveness of architectural designs.

  17. Architectural Principles and Experimentation of Distributed High Performance Virtual Clusters

    ERIC Educational Resources Information Center

    Younge, Andrew J.

    2016-01-01

    With the advent of virtualization and Infrastructure-as-a-Service (IaaS), the broader scientific computing community is considering the use of clouds for their scientific computing needs. This is due to the relative scalability, ease of use, advanced user environment customization abilities, and the many novel computing paradigms available for…

  18. A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience

    ERIC Educational Resources Information Center

    Shih, Ya-Chun

    2015-01-01

    Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…

  19. The Virtual City: Putting Charleston on the World Wide Web.

    ERIC Educational Resources Information Center

    Beagle, Donald

    1996-01-01

    Describes the Charleston Multimedia Project, a World Wide Web guide to the history, architecture, and culture of Charleston, South Carolina, which includes a timeline and virtual tours. Incorporates materials issued by many agencies that were previously held in vertical files. The Charleston County Library's role and future plans are also…

  20. Collaborative Learning in Architectural Education: Benefits of Combining Conventional Studio, Virtual Design Studio and Live Projects

    ERIC Educational Resources Information Center

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

    Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…

  1. Federated Process Framework in a Virtual Enterprise Using an Object-Oriented Database and Extensible Markup Language.

    ERIC Educational Resources Information Center

    Bae, Kyoung-Il; Kim, Jung-Hyun; Huh, Soon-Young

    2003-01-01

    Discusses process information sharing among participating organizations in a virtual enterprise and proposes a federated process framework and system architecture that provide a conceptual design for effective implementation of process information sharing supporting the autonomy and agility of the organizations. Develops the framework using an…

  2. Enhancing Autonomy of Aerial Systems Via Integration of Visual Sensors into Their Avionics Suite

    DTIC Science & Technology

    2016-09-01

    aerial platform for subsequent visual sensor integration. 14. SUBJECT TERMS autonomous system, quadrotors, direct method, inverse ...CONTROLLER ARCHITECTURE .....................................................43 B. INVERSE DYNAMICS IN THE VIRTUAL DOMAIN ......................45 1...control station GPS Global-Positioning System IDVD inverse dynamics in the virtual domain ILP integer linear program INS inertial-navigation system

  3. Human-scale interaction for virtual model displays: a clear case for real tools

    NASA Astrophysics Data System (ADS)

    Williams, George C.; McDowall, Ian E.; Bolas, Mark T.

    1998-04-01

    We describe a hand-held user interface for interacting with virtual environments displayed on a Virtual Model Display. The tool, constructed entirely of transparent materials, is see-through. We render a graphical counterpart of the tool on the display and map it one-to-one with the real tool. This feature, combined with a capability for touch- sensitive, discrete input, results in a useful spatial input device that is visually versatile. We discuss the tool's design and interaction techniques it supports. Briefly, we look at the human factors issues and engineering challenges presented by this tool and, in general, by the class of hand-held user interfaces that are see-through.

  4. Multi-modal cockpit interface for improved airport surface operations

    NASA Technical Reports Server (NTRS)

    Arthur, Jarvis J. (Inventor); Bailey, Randall E. (Inventor); Prinzel, III, Lawrence J. (Inventor); Kramer, Lynda J. (Inventor); Williams, Steven P. (Inventor)

    2010-01-01

    A system for multi-modal cockpit interface during surface operation of an aircraft comprises a head tracking device, a processing element, and a full-color head worn display. The processing element is configured to receive head position information from the head tracking device, to receive current location information of the aircraft, and to render a virtual airport scene corresponding to the head position information and the current aircraft location. The full-color head worn display is configured to receive the virtual airport scene from the processing element and to display the virtual airport scene. The current location information may be received from one of a global positioning system or an inertial navigation system.

  5. Toward a Virtual Solar Observatory: Starting Before the Petabytes Fall

    NASA Technical Reports Server (NTRS)

    Gurman, J. B.; Fisher, Richard R. (Technical Monitor)

    2002-01-01

    NASA is currently engaged in the study phase of a modest effort to establish a Virtual Solar Observatory (VSO). The VSO would serve ground- and space-based solar physics data sets from a distributed network of archives through a small number of interfaces to the scientific community. The basis of this approach, as of all planned virtual observatories, is the translation of metadata from the various sources via source-specific dictionaries so the user will not have to distinguish among keyword usages. A single Web interface should give access to all the distributed data. We present the current status of the VSO, its initial scope, and its relation to the European EGSO effort.

  6. Systems and technologies for high-speed inter-office/datacenter interface

    NASA Astrophysics Data System (ADS)

    Sone, Y.; Nishizawa, H.; Yamamoto, S.; Fukutoku, M.; Yoshimatsu, T.

    2017-01-01

    Emerging requirements for inter-office/inter-datacenter short reach links for data center interconnects (DCI) and metro transport networks have led to various inter-office and inter-datacenter optical interface technologies. These technologies are bringing significant changes to systems and network architectures. In this paper, we present a system and ZR optical interface technologies for DCI and metro transport networks, then introduce the latest challenges facing the system framework. There are two trends in reach extension; one is to use Ethernet and the other is to use digital coherent technologies. The first approach achieves reach extension while using as many existing Ethernet components as possible. It offers low costs as reuses the cost-effective components created for the large Ethernet market. The second approach adopts low-cost and low power coherent DSPs that implement the minimal set long haul transmission functions. This paper introduces an architecture that integrates both trends. The architecture satisfies both datacom and telecom needs with a common control and management interface and automated configuration.

  7. Open-systems architecture of a standardized command interface chip-set for switching and control of a spacecraft power bus

    NASA Technical Reports Server (NTRS)

    Ruiz, Ian B.; Burke, Gary R.; Lung, Gerald; Whitaker, William D.; Nowicki, Robert M.

    2004-01-01

    The Jet Propulsion Laboratory (JPL) has developed a command interface chip-set that primarily consists of two mixed-signal ASICs'; the Command Interface ASIC (CIA) and Analog Interface ASIC (AIA). The Open-systems architecture employed during the design of this chip-set enables its use as both an intelligent gateway between the system's flight computer and the control, actuation, and activation of the spacecraft's loads, valves, and pyrotechnics respectfully as well as the regulator of the spacecraft power bus. Furthermore, the architecture is highly adaptable and employed fault-tolerant design methods enabling a host of other mission uses including reliable remote data collection. The objective of this design is to both provide a needed flight component that meets the stringent environmental requirements of current deep space missions and to add a new element to a growing library that can be used as a standard building block for future missions to the outer planets.

  8. Remote Adaptive Communication System

    DTIC Science & Technology

    2001-10-25

    manage several different devices using the software tool A. Client /Server Architecture The architecture we are proposing is based on the Client ...Server model (see figure 3). We want both client and server to be accessible from anywhere via internet. The computer, acting as a server, is in...the other hand, each of the client applications will act as sender or receiver, depending on the associated interface: user interface or device

  9. A Cloud-based Approach to Medical NLP

    PubMed Central

    Chard, Kyle; Russell, Michael; Lussier, Yves A.; Mendonça, Eneida A; Silverstein, Jonathan C.

    2011-01-01

    Natural Language Processing (NLP) enables access to deep content embedded in medical texts. To date, NLP has not fulfilled its promise of enabling robust clinical encoding, clinical use, quality improvement, and research. We submit that this is in part due to poor accessibility, scalability, and flexibility of NLP systems. We describe here an approach and system which leverages cloud-based approaches such as virtual machines and Representational State Transfer (REST) to extract, process, synthesize, mine, compare/contrast, explore, and manage medical text data in a flexibly secure and scalable architecture. Available architectures in which our Smntx (pronounced as semantics) system can be deployed include: virtual machines in a HIPAA-protected hospital environment, brought up to run analysis over bulk data and destroyed in a local cloud; a commercial cloud for a large complex multi-institutional trial; and within other architectures such as caGrid, i2b2, or NHIN. PMID:22195072

  10. A cloud-based approach to medical NLP.

    PubMed

    Chard, Kyle; Russell, Michael; Lussier, Yves A; Mendonça, Eneida A; Silverstein, Jonathan C

    2011-01-01

    Natural Language Processing (NLP) enables access to deep content embedded in medical texts. To date, NLP has not fulfilled its promise of enabling robust clinical encoding, clinical use, quality improvement, and research. We submit that this is in part due to poor accessibility, scalability, and flexibility of NLP systems. We describe here an approach and system which leverages cloud-based approaches such as virtual machines and Representational State Transfer (REST) to extract, process, synthesize, mine, compare/contrast, explore, and manage medical text data in a flexibly secure and scalable architecture. Available architectures in which our Smntx (pronounced as semantics) system can be deployed include: virtual machines in a HIPAA-protected hospital environment, brought up to run analysis over bulk data and destroyed in a local cloud; a commercial cloud for a large complex multi-institutional trial; and within other architectures such as caGrid, i2b2, or NHIN.

  11. Modular VO oriented Java EE service deployer

    NASA Astrophysics Data System (ADS)

    Molinaro, Marco; Cepparo, Francesco; De Marco, Marco; Knapic, Cristina; Apollo, Pietro; Smareglia, Riccardo

    2014-07-01

    The International Virtual Observatory Alliance (IVOA) has produced many standards and recommendations whose aim is to generate an architecture that starts from astrophysical resources, in a general sense, and ends up in deployed consumable services (that are themselves astrophysical resources). Focusing on the Data Access Layer (DAL) system architecture, that these standards define, in the last years a web based application has been developed and maintained at INAF-OATs IA2 (Italian National institute for Astrophysics - Astronomical Observatory of Trieste, Italian center of Astronomical Archives) to try to deploy and manage multiple VO (Virtual Observatory) services in a uniform way: VO-Dance. However a set of criticalities have arisen since when the VO-Dance idea has been produced, plus some major changes underwent and are undergoing at the IVOA DAL layer (and related standards): this urged IA2 to identify a new solution for its own service layer. Keeping on the basic ideas from VO-Dance (simple service configuration, service instantiation at call time and modularity) while switching to different software technologies (e.g. dismissing Java Reflection in favour of Enterprise Java Bean, EJB, based solution), the new solution has been sketched out and tested for feasibility. Here we present the results originating from this test study. The main constraints for this new project come from various fields. A better homogenized solution rising from IVOA DAL standards: for example the new DALI (Data Access Layer Interface) specification that acts as a common interface system for previous and oncoming access protocols. The need for a modular system where each component is based upon a single VO specification allowing services to rely on common capabilities instead of homogenizing them inside service components directly. The search for a scalable system that takes advantage from distributed systems. The constraints find answer in the adopted solutions hereafter sketched. The development of the new system using Java Enterprise technologies can better benefit from existing libraries to build up the single tokens implementing the IVOA standards. Each component can be built from single standards and each deployed service (i.e. service components instantiations) can consume the other components' exposed methods and services without the need of homogenizing them in dedicated libraries. Scalability can be achieved in an easier way by deploying components or sets of services on a distributed environment and using JNDI (Java Naming and Directory Interface) and RMI (Remote Method Invocation) technologies. Single service configuration will not be significantly different from the VO-Dance solution given that Java class instantiation that benefited from Java Reflection will only be moved to Java EJB pooling (and not, e.g. embedded in bundles for subsequent deployment).

  12. A canopy architectural model to study the competitive ability of chickpea with sowthistle.

    PubMed

    Cici, S-Zahra-Hosseini; Adkins, Steve; Hanan, Jim

    2008-06-01

    Improving the competitive ability of crops is a sustainable method of weed management. This paper shows how a virtual plant model of competition between chickpea (Cicer arietinum) and sowthistle (Sonchus oleraceus) can be used as a framework for discovering and/or developing more competitive chickpea cultivars. The virtual plant models were developed using the L-systems formalism, parameterized according to measurements taken on plants at intervals during their development. A quasi-Monte Carlo light-environment model was used to model the effect of chickpea canopy on the development of sowthistle. The chickpea-light environment-sowthistle model (CLES model) captured the hypothesis that the architecture of chickpea plants modifies the light environment inside the canopy and determines sowthistle growth and development pattern. The resulting CLES model was parameterized for different chickpea cultivars (viz. 'Macarena', 'Bumper', 'Jimbour' and '99071-1001') to compare their competitive ability with sowthistle. To validate the CLES model, an experiment was conducted using the same four chickpea cultivars as different treatments with a sowthistle growing under their canopy. The growth of sowthistle, both in silico and in glasshouse experiments, was reduced most by '99071-1001', a cultivar with a short phyllochron. The second rank of competitive ability belonged to 'Macarena' and 'Bumper', while 'Jimbour' was the least competitive cultivar. The architecture of virtual chickpea plants modified the light inside the canopy, which influenced the growth and development of the sowthistle plants in response to different cultivars. This is the first time that a virtual plant model of a crop-weed interaction has been developed. This virtual plant model can serve as a platform for a broad range of applications in the study of chickpea-weed interactions and their environment.

  13. Impossible spaces: maximizing natural walking in virtual environments with self-overlapping architecture.

    PubMed

    Suma, Evan A; Lipps, Zachary; Finkelstein, Samantha; Krum, David M; Bolas, Mark

    2012-04-01

    Walking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation.

  14. Open access for ALICE analysis based on virtualization technology

    NASA Astrophysics Data System (ADS)

    Buncic, P.; Gheata, M.; Schutz, Y.

    2015-12-01

    Open access is one of the important leverages for long-term data preservation for a HEP experiment. To guarantee the usability of data analysis tools beyond the experiment lifetime it is crucial that third party users from the scientific community have access to the data and associated software. The ALICE Collaboration has developed a layer of lightweight components built on top of virtualization technology to hide the complexity and details of the experiment-specific software. Users can perform basic analysis tasks within CernVM, a lightweight generic virtual machine, paired with an ALICE specific contextualization. Once the virtual machine is launched, a graphical user interface is automatically started without any additional configuration. This interface allows downloading the base ALICE analysis software and running a set of ALICE analysis modules. Currently the available tools include fully documented tutorials for ALICE analysis, such as the measurement of strange particle production or the nuclear modification factor in Pb-Pb collisions. The interface can be easily extended to include an arbitrary number of additional analysis modules. We present the current status of the tools used by ALICE through the CERN open access portal, and the plans for future extensions of this system.

  15. Rehabilitation of activities of daily living in virtual environments with intuitive user interface and force feedback.

    PubMed

    Chiang, Vico Chung-Lim; Lo, King-Hung; Choi, Kup-Sze

    2017-10-01

    To investigate the feasibility of using a virtual rehabilitation system with intuitive user interface and force feedback to improve the skills in activities of daily living (ADL). A virtual training system equipped with haptic devices was developed for the rehabilitation of three ADL tasks - door unlocking, water pouring and meat cutting. Twenty subjects with upper limb disabilities, supervised by two occupational therapists, received a four-session training using the system. The task completion time and the amount of water poured into a virtual glass were recorded. The performance of the three tasks in reality was assessed before and after the virtual training. Feedback of the participants was collected with questionnaires after the study. The completion time of the virtual tasks decreased during the training (p < 0.01) while the percentage of water successfully poured increased (p = 0.051). The score of the Borg scale of perceived exertion was 1.05 (SD = 1.85; 95% CI =  0.18-1.92) and that of the task specific feedback questionnaire was 31 (SD =  4.85; 95% CI =  28.66-33.34). The feedback of the therapists suggested a positive rehabilitation effect. The participants had positive perception towards the system. The system can potentially be used as a tool to complement conventional rehabilitation approaches of ADL. Implications for rehabilitation Rehabilitation of activities of daily living can be facilitated using computer-assisted approaches. The existing approaches focus on cognitive training rather than the manual skills. A virtual training system with intuitive user interface and force feedback was designed to improve the learning of the manual skills. The study shows that system could be used as a training tool to complement conventional rehabilitation approaches.

  16. SOA approach to battle command: simulation interoperability

    NASA Astrophysics Data System (ADS)

    Mayott, Gregory; Self, Mid; Miller, Gordon J.; McDonnell, Joseph S.

    2010-04-01

    NVESD is developing a Sensor Data and Management Services (SDMS) Service Oriented Architecture (SOA) that provides an innovative approach to achieve seamless application functionality across simulation and battle command systems. In 2010, CERDEC will conduct a SDMS Battle Command demonstration that will highlight the SDMS SOA capability to couple simulation applications to existing Battle Command systems. The demonstration will leverage RDECOM MATREX simulation tools and TRADOC Maneuver Support Battle Laboratory Virtual Base Defense Operations Center facilities. The battle command systems are those specific to the operation of a base defense operations center in support of force protection missions. The SDMS SOA consists of four components that will be discussed. An Asset Management Service (AMS) will automatically discover the existence, state, and interface definition required to interact with a named asset (sensor or a sensor platform, a process such as level-1 fusion, or an interface to a sensor or other network endpoint). A Streaming Video Service (SVS) will automatically discover the existence, state, and interfaces required to interact with a named video stream, and abstract the consumers of the video stream from the originating device. A Task Manager Service (TMS) will be used to automatically discover the existence of a named mission task, and will interpret, translate and transmit a mission command for the blue force unit(s) described in a mission order. JC3IEDM data objects, and software development kit (SDK), will be utilized as the basic data object definition for implemented web services.

  17. Supporting the Loewenstein occupational therapy cognitive assessment using distributed user interfaces.

    PubMed

    Tesoriero, Ricardo; Gallud Lazaro, Jose A; Altalhi, Abdulrahman H

    2017-02-01

    Improve the quantity and quality of information obtained from traditional Loewenstein Occupational Therapy Cognitive Assessment Battery systems to monitor the evolution of patients' rehabilitation process as well as to compare different rehabilitation therapies. The system replaces traditional artefacts with virtual versions of them to take advantage of cutting edge interaction technology. The system is defined as a Distributed User Interface (DUI) supported by a display ecosystem, including mobile devices as well as multi-touch surfaces. Due to the heterogeneity of the devices involved in the system, the software technology is based on a client-server architecture using the Web as the software platform. The system provides therapists with information that is not available (or it is very difficult to gather) using traditional technologies (i.e. response time measurements, object tracking, information storage and retrieval facilities, etc.). The use of DUIs allows therapists to gather information that is unavailable using traditional assessment methods as well as adapt the system to patients' profile to increase the range of patients that are able to take this assessment. Implications for Rehabilitation Using a Distributed User Interface environment to carry out LOTCAs improves the quality of the information gathered during the rehabilitation assessment. This system captures physical data regarding patient's interaction during the assessment to improve the rehabilitation process analysis. Allows professionals to adapt the assessment procedure to create different versions according to patients' profile. Improves the availability of patients' profile information to therapists to adapt the assessment procedure.

  18. NEOview: Near Earth Object Data Discovery and Query

    NASA Astrophysics Data System (ADS)

    Tibbetts, M.; Elvis, M.; Galache, J. L.; Harbo, P.; McDowell, J. C.; Rudenko, M.; Van Stone, D.; Zografou, P.

    2013-10-01

    Missions to Near Earth Objects (NEOs) figure prominently in NASA's Flexible Path approach to human space exploration. NEOs offer insight into both the origins of the Solar System and of life, as well as a source of materials for future missions. With NEOview scientists can locate NEO datasets, explore metadata provided by the archives, and query or combine disparate NEO datasets in the search for NEO candidates for exploration. NEOview is a software system that illustrates how standards-based interfaces facilitate NEO data discovery and research. NEOview software follows a client-server architecture. The server is a configurable implementation of the International Virtual Observatory Alliance (IVOA) Table Access Protocol (TAP), a general interface for tabular data access, that can be deployed as a front end to existing NEO datasets. The TAP client, seleste, is a graphical interface that provides intuitive means of discovering NEO providers, exploring dataset metadata to identify fields of interest, and constructing queries to retrieve or combine data. It features a powerful, graphical query builder capable of easing the user's introduction to table searches. Through science use cases, NEOview demonstrates how potential targets for NEO rendezvous could be identified by combining data from complementary sources. Through deployment and operations, it has been shown that the software components are data independent and configurable to many different data servers. As such, NEOview's TAP server and seleste TAP client can be used to create a seamless environment for data discovery and exploration for tabular data in any astronomical archive.

  19. Integrating UniTree with the data migration API

    NASA Technical Reports Server (NTRS)

    Schrodel, David G.

    1994-01-01

    The Data Migration Application Programming Interface (DMAPI) has the potential to allow developers of open systems Hierarchical Storage Management (HSM) products to virtualize native file systems without the requirement to make changes to the underlying operating system. This paper describes advantages of virtualizing native file systems in hierarchical storage management systems, the DMAPI at a high level, what the goals are for the interface, and the integration of the Convex UniTree+HSM with DMAPI along with some of the benefits derived in the resulting product.

  20. Virtual and Material Buildings: Construction and Constructivism in Architecture and Writing.

    ERIC Educational Resources Information Center

    Medway, Peter

    1996-01-01

    Endorses recent arguments for more study of writing that shapes and directs the production of material artifacts and for considering writing as one semiotic mode among others. Considers a case of "nonwritten" symbolic production, architectural design, for what it may suggest for the study and teaching of writing. (TB)

  1. Architectural Methodology Report

    NASA Technical Reports Server (NTRS)

    Dhas, Chris

    2000-01-01

    The establishment of conventions between two communicating entities in the end systems is essential for communications. Examples of the kind of decisions that need to be made in establishing a protocol convention include the nature of the data representation, the for-mat and the speed of the date representation over the communications path, and the sequence of control messages (if any) which are sent. One of the main functions of a protocol is to establish a standard path between the communicating entities. This is necessary to create a virtual communications medium with certain desirable characteristics. In essence, it is the function of the protocol to transform the characteristics of the physical communications environment into a more useful virtual communications model. The final function of a protocol is to establish standard data elements for communications over the path; that is, the protocol serves to create a virtual data element for exchange. Other systems may be constructed in which the transferred element is a program or a job. Finally, there are special purpose applications in which the element to be transferred may be a complex structure such as all or part of a graphic display. NASA's Glenn Research Center (GRC) defines and develops advanced technology for high priority national needs in communications technologies for application to aeronautics and space. GRC tasked Computer Networks and Software Inc. (CNS) to describe the methodologies used in developing a protocol architecture for an in-space Internet node. The node would support NASA:s four mission areas: Earth Science; Space Science; Human Exploration and Development of Space (HEDS); Aerospace Technology. This report presents the methodology for developing the protocol architecture. The methodology addresses the architecture for a computer communications environment. It does not address an analog voice architecture.

  2. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    NASA Astrophysics Data System (ADS)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  3. HyFinBall: A Two-Handed, Hybrid 2D/3D Desktop VR Interface for Visualization

    DTIC Science & Technology

    2013-01-01

    user study . This is done in the context of a rich, visual analytics interface containing coordinated views with 2D and 3D visualizations and...the user interface (hardware and software), the design space, as well as preliminary results of a formal user study . This is done in the context of a ... virtual reality , user interface , two-handed interface , hybrid user interface , multi-touch, gesture,

  4. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chao, Tian-Jy; Kim, Younghun

    An end-to-end interoperability and workflows from building architecture design to one or more simulations, in one aspect, may comprise establishing a BIM enablement platform architecture. A data model defines data entities and entity relationships for enabling the interoperability and workflows. A data definition language may be implemented that defines and creates a table schema of a database associated with the data model. Data management services and/or application programming interfaces may be implemented for interacting with the data model. Web services may also be provided for interacting with the data model via the Web. A user interface may be implemented thatmore » communicates with users and uses the BIM enablement platform architecture, the data model, the data definition language, data management services and application programming interfaces to provide functions to the users to perform work related to building information management.« less

  5. An intelligent control and virtual display system for evolutionary space station workstation design

    NASA Technical Reports Server (NTRS)

    Feng, Xin; Niederjohn, Russell J.; Mcgreevy, Michael W.

    1992-01-01

    Research and development of the Advanced Display and Computer Augmented Control System (ADCACS) for the space station Body-Ported Cupola Virtual Workstation (BP/VCWS) were pursued. The potential applications were explored of body ported virtual display and intelligent control technology for the human-system interfacing applications is space station environment. The new system is designed to enable crew members to control and monitor a variety of space operations with greater flexibility and efficiency than existing fixed consoles. The technologies being studied include helmet mounted virtual displays, voice and special command input devices, and microprocessor based intelligent controllers. Several research topics, such as human factors, decision support expert systems, and wide field of view, color displays are being addressed. The study showed the significant advantages of this uniquely integrated display and control system, and its feasibility for human-system interfacing applications in the space station command and control environment.

  6. Adaptive Fault Detection on Liquid Propulsion Systems with Virtual Sensors: Algorithms and Architectures

    NASA Technical Reports Server (NTRS)

    Matthews, Bryan L.; Srivastava, Ashok N.

    2010-01-01

    Prior to the launch of STS-119 NASA had completed a study of an issue in the flow control valve (FCV) in the Main Propulsion System of the Space Shuttle using an adaptive learning method known as Virtual Sensors. Virtual Sensors are a class of algorithms that estimate the value of a time series given other potentially nonlinearly correlated sensor readings. In the case presented here, the Virtual Sensors algorithm is based on an ensemble learning approach and takes sensor readings and control signals as input to estimate the pressure in a subsystem of the Main Propulsion System. Our results indicate that this method can detect faults in the FCV at the time when they occur. We use the standard deviation of the predictions of the ensemble as a measure of uncertainty in the estimate. This uncertainty estimate was crucial to understanding the nature and magnitude of transient characteristics during startup of the engine. This paper overviews the Virtual Sensors algorithm and discusses results on a comprehensive set of Shuttle missions and also discusses the architecture necessary for deploying such algorithms in a real-time, closed-loop system or a human-in-the-loop monitoring system. These results were presented at a Flight Readiness Review of the Space Shuttle in early 2009.

  7. Engineering the Surface/Interface Structures of Titanium Dioxide Micro and Nano Architectures towards Environmental and Electrochemical Applications

    PubMed Central

    Wang, Xiaoliang; Zhao, Yanyan; Mølhave, Kristian

    2017-01-01

    Titanium dioxide (TiO2) materials have been intensively studied in the past years because of many varied applications. This mini review article focuses on TiO2 micro and nano architectures with the prevalent crystal structures (anatase, rutile, brookite, and TiO2(B)), and summarizes the major advances in the surface and interface engineering and applications in environmental and electrochemical applications. We analyze the advantages of surface/interface engineered TiO2 micro and nano structures, and present the principles and growth mechanisms of TiO2 nanostructures via different strategies, with an emphasis on rational control of the surface and interface structures. We further discuss the applications of TiO2 micro and nano architectures in photocatalysis, lithium/sodium ion batteries, and Li–S batteries. Throughout the discussion, the relationship between the device performance and the surface/interface structures of TiO2 micro and nano structures will be highlighted. Then, we discuss the phase transitions of TiO2 nanostructures and possible strategies of improving the phase stability. The review concludes with a perspective on the current challenges and future research directions. PMID:29120393

  8. Excavator Design Validation

    NASA Technical Reports Server (NTRS)

    Pholsiri, Chalongrath; English, James; Seberino, Charles; Lim, Yi-Je

    2010-01-01

    The Excavator Design Validation tool verifies excavator designs by automatically generating control systems and modeling their performance in an accurate simulation of their expected environment. Part of this software design includes interfacing with human operations that can be included in simulation-based studies and validation. This is essential for assessing productivity, versatility, and reliability. This software combines automatic control system generation from CAD (computer-aided design) models, rapid validation of complex mechanism designs, and detailed models of the environment including soil, dust, temperature, remote supervision, and communication latency to create a system of high value. Unique algorithms have been created for controlling and simulating complex robotic mechanisms automatically from just a CAD description. These algorithms are implemented as a commercial cross-platform C++ software toolkit that is configurable using the Extensible Markup Language (XML). The algorithms work with virtually any mobile robotic mechanisms using module descriptions that adhere to the XML standard. In addition, high-fidelity, real-time physics-based simulation algorithms have also been developed that include models of internal forces and the forces produced when a mechanism interacts with the outside world. This capability is combined with an innovative organization for simulation algorithms, new regolith simulation methods, and a unique control and study architecture to make powerful tools with the potential to transform the way NASA verifies and compares excavator designs. Energid's Actin software has been leveraged for this design validation. The architecture includes parametric and Monte Carlo studies tailored for validation of excavator designs and their control by remote human operators. It also includes the ability to interface with third-party software and human-input devices. Two types of simulation models have been adapted: high-fidelity discrete element models and fast analytical models. By using the first to establish parameters for the second, a system has been created that can be executed in real time, or faster than real time, on a desktop PC. This allows Monte Carlo simulations to be performed on a computer platform available to all researchers, and it allows human interaction to be included in a real-time simulation process. Metrics on excavator performance are established that work with the simulation architecture. Both static and dynamic metrics are included.

  9. Virtual reality and brain computer interface in neurorehabilitation

    PubMed Central

    Dahdah, Marie; Driver, Simon; Parsons, Thomas D.; Richter, Kathleen M.

    2016-01-01

    The potential benefit of technology to enhance recovery after central nervous system injuries is an area of increasing interest and exploration. The primary emphasis to date has been motor recovery/augmentation and communication. This paper introduces two original studies to demonstrate how advanced technology may be integrated into subacute rehabilitation. The first study addresses the feasibility of brain computer interface with patients on an inpatient spinal cord injury unit. The second study explores the validity of two virtual environments with acquired brain injury as part of an intensive outpatient neurorehabilitation program. These preliminary studies support the feasibility of advanced technologies in the subacute stage of neurorehabilitation. These modalities were well tolerated by participants and could be incorporated into patients' inpatient and outpatient rehabilitation regimens without schedule disruptions. This paper expands the limited literature base regarding the use of advanced technologies in the early stages of recovery for neurorehabilitation populations and speaks favorably to the potential integration of brain computer interface and virtual reality technologies as part of a multidisciplinary treatment program. PMID:27034541

  10. From GUI to Gallery: A Study of Online Virtual Environments.

    ERIC Educational Resources Information Center

    Guynup, Stephen Lawrence

    This paper began as an attempt to clarify and classify the development of Web3D environments from 1995 to the present. In that process, important facts came to light. A large proportion of these sites were virtual galleries and museums. Second, these same environments covered a wide array of architectural interpretations and represented some of…

  11. File System Virtual Appliances: Third-Party File System Implementations Without the Pain

    DTIC Science & Technology

    2008-05-01

    Eifeldt. POSIX: a developer’s view of standards. USENIX ATC, pages 24–24. USENIX Association, 1997. [12] M. Eisler , P. Corbett, M. Kazar, D. S...Gingell, J. P. Moran, and W. A. Shannon. Virtual Memory Architecture in SunOS. USENIX Summer Conference, pages 81–94, 1987 . [17] D. Gupta, L. Cherkasova, R

  12. ReportTutor – An Intelligent Tutoring System that Uses a Natural Language Interface

    PubMed Central

    Crowley, Rebecca S.; Tseytlin, Eugene; Jukic, Drazen

    2005-01-01

    ReportTutor is an extension to our work on Intelligent Tutoring Systems for visual diagnosis. ReportTutor combines a virtual microscope and a natural language interface to allow students to visually inspect a virtual slide as they type a diagnostic report on the case. The system monitors both actions in the virtual microscope interface as well as text created by the student in the reporting interface. It provides feedback about the correctness, completeness, and style of the report. ReportTutor uses MMTx with a custom data-source created with the NCI Metathesaurus. A separate ontology of cancer specific concepts is used to structure the domain knowledge needed for evaluation of the student’s input including co-reference resolution. As part of the early evaluation of the system, we collected data from 4 pathology residents who typed in their reports without the tutoring aspects of the system, and compared responses to an expert dermatopathologist. We analyzed the resulting reports to (1) identify the error rates and distribution among student reports, (2) determine the performance of the system in identifying features within student reports, and (3) measure the accuracy of the system in distinguishing between correct and incorrect report elements. PMID:16779024

  13. Exploring the simulation requirements for virtual regional anesthesia training

    NASA Astrophysics Data System (ADS)

    Charissis, V.; Zimmer, C. R.; Sakellariou, S.; Chan, W.

    2010-01-01

    This paper presents an investigation towards the simulation requirements for virtual regional anaesthesia training. To this end we have developed a prototype human-computer interface designed to facilitate Virtual Reality (VR) augmenting educational tactics for regional anaesthesia training. The proposed interface system, aims to compliment nerve blocking techniques methods. The system is designed to operate in real-time 3D environment presenting anatomical information and enabling the user to explore the spatial relation of different human parts without any physical constrains. Furthermore the proposed system aims to assist the trainee anaesthetists so as to build a mental, three-dimensional map of the anatomical elements and their depictive relationship to the Ultra-Sound imaging which is used for navigation of the anaesthetic needle. Opting for a sophisticated approach of interaction, the interface elements are based on simplified visual representation of real objects, and can be operated through haptic devices and surround auditory cues. This paper discusses the challenges involved in the HCI design, introduces the visual components of the interface and presents a tentative plan of future work which involves the development of realistic haptic feedback and various regional anaesthesia training scenarios.

  14. Virtual acoustic environments for comprehensive evaluation of model-based hearing devices.

    PubMed

    Grimm, Giso; Luberadzka, Joanna; Hohmann, Volker

    2018-06-01

    Create virtual acoustic environments (VAEs) with interactive dynamic rendering for applications in audiology. A toolbox for creation and rendering of dynamic virtual acoustic environments (TASCAR) that allows direct user interaction was developed for application in hearing aid research and audiology. The software architecture and the simulation methods used to produce VAEs are outlined. Example environments are described and analysed. With the proposed software, a tool for simulation of VAEs is available. A set of VAEs rendered with the proposed software was described.

  15. Coordination and Cooperation to Achieve the GEOSS Space Segment: A Systems Approach

    NASA Technical Reports Server (NTRS)

    Killough, Brian D., Jr.

    2007-01-01

    Established in April 2007, the SEO has made significant accomplishments in the support of CEOS and the virtual constellations. These accomplishments include (1) constellation trade studies for Atmospheric Composition and Land Surface Imaging, (2) a new engineering framework for requirements definition, assessment and architecture planning, (3) completion of a draft requirements document and gap analysis for the Atmospheric Composition Virtual Constellation, and (4) the development of a DVD video highlighting CEOS and the Virtual Constellation concept.

  16. Mathematical Basis of Knowledge Discovery and Autonomous Intelligent Architectures - Technology for the Creation of Virtual objects in the Real World

    DTIC Science & Technology

    2005-12-14

    control of position/orientation of mobile TV cameras. 9 Unit 9 Force interaction system Unit 6 Helmet mounted displays robot like device drive...joints of the master arm (see Unit 1) which joint coordinates are tracked by the virtual manipulator. Unit 6 . Two displays built in the helmet...special device for simulating the tactile- kinaesthetic effect of immersion. When virtual body is a manipulator it comprises: − master arm with 6

  17. Memory access in shared virtual memory

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berrendorf, R.

    1992-01-01

    Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.

  18. Memory access in shared virtual memory

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berrendorf, R.

    1992-09-01

    Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.

  19. The universal toolbox thermal imager

    NASA Astrophysics Data System (ADS)

    Hollock, Steve; Jones, Graham; Usowicz, Paul

    2003-09-01

    The Introduction of Microsoft Pocket PC 2000/2002 has seen a standardisation of the operating systems used by the majority of PDA manufacturers. This, coupled with the recent price reductions associated with these devices, has led to a rapid increase in the sales of such units; their use is now common in industrial, commercial and domestic applications throughout the world. This paper describes the results of a programme to develop a thermal imager that will interface directly to all of these units so as to take advantage of the existing and future installed base of such devices. The imager currently interfaces with virtually any Pocket PC which provides the necessary processing, display and storage capability; as an alternative, the output of the unit can be visualised and processed in real time using a PC or laptop computer. In future, the open architecture employed by this imager will allow it to support all mobile computing devices, including phones and PDAs. The imager has been designed for one-handed or two-handed operation so that it may be pointed at awkward angles or used in confined spaces; this flexibility of use coupled with the extensive feature range and exceedingly low-cost of the imager, is extending the marketplace for thermal imaging from military and professional, through industrial to the commercial and domestic marketplaces.

  20. Advances in the TRIDEC Cloud

    NASA Astrophysics Data System (ADS)

    Hammitzsch, Martin; Spazier, Johannes; Reißland, Sven

    2016-04-01

    The TRIDEC Cloud is a platform that merges several complementary cloud-based services for instant tsunami propagation calculations and automated background computation with graphics processing units (GPU), for web-mapping of hazard specific geospatial data, and for serving relevant functionality to handle, share, and communicate threat specific information in a collaborative and distributed environment. The platform offers a modern web-based graphical user interface so that operators in warning centres and stakeholders of other involved parties (e.g. CPAs, ministries) just need a standard web browser to access a full-fledged early warning and information system with unique interactive features such as Cloud Messages and Shared Maps. Furthermore, the TRIDEC Cloud can be accessed in different modes, e.g. the monitoring mode, which provides important functionality required to act in a real event, and the exercise-and-training mode, which enables training and exercises with virtual scenarios re-played by a scenario player. The software system architecture and open interfaces facilitate global coverage so that the system is applicable for any region in the world and allow the integration of different sensor systems as well as the integration of other hazard types and use cases different to tsunami early warning. Current advances of the TRIDEC Cloud platform will be summarized in this presentation.

  1. NELS 2.0 - A general system for enterprise wide information management

    NASA Technical Reports Server (NTRS)

    Smith, Stephanie L.

    1993-01-01

    NELS, the NASA Electronic Library System, is an information management tool for creating distributed repositories of documents, drawings, and code for use and reuse by the aerospace community. The NELS retrieval engine can load metadata and source files of full text objects, perform natural language queries to retrieve ranked objects, and create links to connect user interfaces. For flexibility, the NELS architecture has layered interfaces between the application program and the stored library information. The session manager provides the interface functions for development of NELS applications. The data manager is an interface between session manager and the structured data system. The center of the structured data system is the Wide Area Information Server. This system architecture provides access to information across heterogeneous platforms in a distributed environment. There are presently three user interfaces that connect to the NELS engine; an X-Windows interface, and ASCII interface and the Spatial Data Management System. This paper describes the design and operation of NELS as an information management tool and repository.

  2. Web GIS in practice X: a Microsoft Kinect natural user interface for Google Earth navigation

    PubMed Central

    2011-01-01

    This paper covers the use of depth sensors such as Microsoft Kinect and ASUS Xtion to provide a natural user interface (NUI) for controlling 3-D (three-dimensional) virtual globes such as Google Earth (including its Street View mode), Bing Maps 3D, and NASA World Wind. The paper introduces the Microsoft Kinect device, briefly describing how it works (the underlying technology by PrimeSense), as well as its market uptake and application potential beyond its original intended purpose as a home entertainment and video game controller. The different software drivers available for connecting the Kinect device to a PC (Personal Computer) are also covered, and their comparative pros and cons briefly discussed. We survey a number of approaches and application examples for controlling 3-D virtual globes using the Kinect sensor, then describe Kinoogle, a Kinect interface for natural interaction with Google Earth, developed by students at Texas A&M University. Readers interested in trying out the application on their own hardware can download a Zip archive (included with the manuscript as additional files 1, 2, &3) that contains a 'Kinnogle installation package for Windows PCs'. Finally, we discuss some usability aspects of Kinoogle and similar NUIs for controlling 3-D virtual globes (including possible future improvements), and propose a number of unique, practical 'use scenarios' where such NUIs could prove useful in navigating a 3-D virtual globe, compared to conventional mouse/3-D mouse and keyboard-based interfaces. PMID:21791054

  3. Web GIS in practice X: a Microsoft Kinect natural user interface for Google Earth navigation.

    PubMed

    Boulos, Maged N Kamel; Blanchard, Bryan J; Walker, Cory; Montero, Julio; Tripathy, Aalap; Gutierrez-Osuna, Ricardo

    2011-07-26

    This paper covers the use of depth sensors such as Microsoft Kinect and ASUS Xtion to provide a natural user interface (NUI) for controlling 3-D (three-dimensional) virtual globes such as Google Earth (including its Street View mode), Bing Maps 3D, and NASA World Wind. The paper introduces the Microsoft Kinect device, briefly describing how it works (the underlying technology by PrimeSense), as well as its market uptake and application potential beyond its original intended purpose as a home entertainment and video game controller. The different software drivers available for connecting the Kinect device to a PC (Personal Computer) are also covered, and their comparative pros and cons briefly discussed. We survey a number of approaches and application examples for controlling 3-D virtual globes using the Kinect sensor, then describe Kinoogle, a Kinect interface for natural interaction with Google Earth, developed by students at Texas A&M University. Readers interested in trying out the application on their own hardware can download a Zip archive (included with the manuscript as additional files 1, 2, &3) that contains a 'Kinnogle installation package for Windows PCs'. Finally, we discuss some usability aspects of Kinoogle and similar NUIs for controlling 3-D virtual globes (including possible future improvements), and propose a number of unique, practical 'use scenarios' where such NUIs could prove useful in navigating a 3-D virtual globe, compared to conventional mouse/3-D mouse and keyboard-based interfaces.

  4. Evaluation of navigation interfaces in virtual environments

    NASA Astrophysics Data System (ADS)

    Mestre, Daniel R.

    2014-02-01

    When users are immersed in cave-like virtual reality systems, navigational interfaces have to be used when the size of the virtual environment becomes larger than the physical extent of the cave floor. However, using navigation interfaces, physically static users experience self-motion (visually-induced vection). As a consequence, sensorial incoherence between vision (indicating self-motion) and other proprioceptive inputs (indicating immobility) can make them feel dizzy and disoriented. We tested, in two experimental studies, different locomotion interfaces. The objective was twofold: testing spatial learning and cybersickness. In a first experiment, using first-person navigation with a flystick ®, we tested the effect of sensorial aids, a spatialized sound or guiding arrows on the ground, attracting the user toward the goal of the navigation task. Results revealed that sensorial aids tended to impact negatively spatial learning. Moreover, subjects reported significant levels of cybersickness. In a second experiment, we tested whether such negative effects could be due to poorly controlled rotational motion during simulated self-motion. Subjects used a gamepad, in which rotational and translational displacements were independently controlled by two joysticks. Furthermore, we tested first- versus third-person navigation. No significant difference was observed between these two conditions. Overall, cybersickness tended to be lower, as compared to experiment 1, but the difference was not significant. Future research should evaluate further the hypothesis of the role of passively perceived optical flow in cybersickness, but manipulating the virtual environment'sperrot structure. It also seems that video-gaming experience might be involved in the user's sensitivity to cybersickness.

  5. A Survey of Middleware for Sensor and Network Virtualization

    PubMed Central

    Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd.

    2014-01-01

    Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization. PMID:25615737

  6. A survey of middleware for sensor and network virtualization.

    PubMed

    Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd

    2014-12-12

    Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization.

  7. Cortical Spiking Network Interfaced with Virtual Musculoskeletal Arm and Robotic Arm

    PubMed Central

    Dura-Bernal, Salvador; Zhou, Xianlian; Neymotin, Samuel A.; Przekwas, Andrzej; Francis, Joseph T.; Lytton, William W.

    2015-01-01

    Embedding computational models in the physical world is a critical step towards constraining their behavior and building practical applications. Here we aim to drive a realistic musculoskeletal arm model using a biomimetic cortical spiking model, and make a robot arm reproduce the same trajectories in real time. Our cortical model consisted of a 3-layered cortex, composed of several hundred spiking model-neurons, which display physiologically realistic dynamics. We interconnected the cortical model to a two-joint musculoskeletal model of a human arm, with realistic anatomical and biomechanical properties. The virtual arm received muscle excitations from the neuronal model, and fed back proprioceptive information, forming a closed-loop system. The cortical model was trained using spike timing-dependent reinforcement learning to drive the virtual arm in a 2D reaching task. Limb position was used to simultaneously control a robot arm using an improved network interface. Virtual arm muscle activations responded to motoneuron firing rates, with virtual arm muscles lengths encoded via population coding in the proprioceptive population. After training, the virtual arm performed reaching movements which were smoother and more realistic than those obtained using a simplistic arm model. This system provided access to both spiking network properties and to arm biophysical properties, including muscle forces. The use of a musculoskeletal virtual arm and the improved control system allowed the robot arm to perform movements which were smoother than those reported in our previous paper using a simplistic arm. This work provides a novel approach consisting of bidirectionally connecting a cortical model to a realistic virtual arm, and using the system output to drive a robotic arm in real time. Our techniques are applicable to the future development of brain neuroprosthetic control systems, and may enable enhanced brain-machine interfaces with the possibility for finer control of limb prosthetics. PMID:26635598

  8. A Functional Approach to Hyperspectral Image Analysis in the Cloud

    NASA Astrophysics Data System (ADS)

    Wilson, A.; Lindholm, D. M.; Coddington, O.; Pilewskie, P.

    2017-12-01

    Hyperspectral image volumes are very large. A hyperspectral image analysis (HIA) may use 100TB of data, a huge barrier to their use. Hylatis is a new NASA project to create a toolset for HIA. Through web notebook and cloud technology, Hylatis will provide a more interactive experience for HIA by defining and implementing concepts and operations for HIA, identified and vetted by subject matter experts, and callable within a general purpose language, particularly Python. Hylatis leverages LaTiS, a data access framework developed at LASP. With an OPeNDAP compliant interface plus additional server side capabilities, the LaTiS API provides a uniform interface to virtually any data source, and has been applied to various storage systems, including: file systems, databases, remote servers, and in various domains including: space science, systems administration and stock quotes. In the LaTiS architecture, data `adapters' read data into a data model, where server-side computations occur. Data `writers' write data from the data model into the desired format. The Hylatis difference is the data model. In LaTiS, data are represented as mathematical functions of independent and dependent variables. Domain semantics are not present at this level, but are instead present in higher software layers. The benefit of a domain agnostic, mathematical representation is having the power of math, particularly functional algebra, unconstrained by domain semantics. This agnosticism supports reusable server side functionality applicable in any domain, such as statistical, filtering, or projection operations. Algorithms to aggregate or fuse data can be simpler because domain semantics are separated from the math. Hylatis will map the functional model onto the Spark relational interface, thereby adding a functional interface to that big data engine.This presentation will discuss Hylatis goals, strategies, and current state.

  9. Naval Applications of Virtual Reality,

    DTIC Science & Technology

    1993-01-01

    Expert Virtual Reality Special Report 󈨡, pp. 67- 72. 14. SUBJECT TERMS 15 NUMBER o0 PAGES man-machine interface virtual reality decision support...collective and individual performance. -" Virtual reality projects could help *y by Mark Gembicki Av-t-abilty CodesA Avafllat Idt Iofe and David Rousseau...alt- 67 VIRTUAL . REALITY SPECIAl, REPORT r-OPY avcriaikxb to DD)C qg .- 154,41X~~~~~~~~~~~~j 1411 iI..:41 T a].’ 1,1 4 1111 I 4 1 * .11 ~ 4 l.~w111511 I

  10. Deploying Embodied AI into Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Burden, David J. H.

    The last two years have seen the start of commercial activity within virtual worlds. Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception — and until recently in Second Life they were non-existent. However there is real commercial scope for Als in these worlds — in roles from virtual sales staff and tutors to personal assistants. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied Als, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture being used for the deployment of chatbot driven avatars within the Second Life virtual world, looks at the challenges of deploying an AI within such a virtual world, the possible implications for the Turing Test, and identifies research directions for the future.

  11. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  12. The South African Astronomical Observatory instrumentation software architecture and the SHOC instruments

    NASA Astrophysics Data System (ADS)

    van Gend, Carel; Lombaard, Briehan; Sickafoose, Amanda; Whittal, Hamish

    2016-07-01

    Until recently, software for instruments on the smaller telescopes at the South African Astronomical Observatory (SAAO) has not been designed for remote accessibility and frequently has not been developed using modern software best-practice. We describe a software architecture we have implemented for use with new and upgraded instruments at the SAAO. The architecture was designed to allow for multiple components and to be fast, reliable, remotely- operable, support different user interfaces, employ as much non-proprietary software as possible, and to take future-proofing into consideration. Individual component drivers exist as standalone processes, communicating over a network. A controller layer coordinates the various components, and allows a variety of user interfaces to be used. The Sutherland High-speed Optical Cameras (SHOC) instruments incorporate an Andor electron-multiplying CCD camera, a GPS unit for accurate timing and a pair of filter wheels. We have applied the new architecture to the SHOC instruments, with the camera driver developed using Andor's software development kit. We have used this to develop an innovative web-based user-interface to the instrument.

  13. Integrating medical devices in the operating room using service-oriented architectures.

    PubMed

    Ibach, Bastian; Benzko, Julia; Schlichting, Stefan; Zimolong, Andreas; Radermacher, Klaus

    2012-08-01

    Abstract With the increasing documentation requirements and communication capabilities of medical devices in the operating room, the integration and modular networking of these devices have become more and more important. Commercial integrated operating room systems are mainly proprietary developments using usually proprietary communication standards and interfaces, which reduce the possibility of integrating devices from different vendors. To overcome these limitations, there is a need for an open standardized architecture that is based on standard protocols and interfaces enabling the integration of devices from different vendors based on heterogeneous software and hardware components. Starting with an analysis of the requirements for device integration in the operating room and the techniques used for integrating devices in other industrial domains, a new concept for an integration architecture for the operating room based on the paradigm of a service-oriented architecture is developed. Standardized communication protocols and interface descriptions are used. As risk management is an important factor in the field of medical engineering, a risk analysis of the developed concept has been carried out and the first prototypes have been implemented.

  14. An Architecture for Cross-Cloud System Management

    NASA Astrophysics Data System (ADS)

    Dodda, Ravi Teja; Smith, Chris; van Moorsel, Aad

    The emergence of the cloud computing paradigm promises flexibility and adaptability through on-demand provisioning of compute resources. As the utilization of cloud resources extends beyond a single provider, for business as well as technical reasons, the issue of effectively managing such resources comes to the fore. Different providers expose different interfaces to their compute resources utilizing varied architectures and implementation technologies. This heterogeneity poses a significant system management problem, and can limit the extent to which the benefits of cross-cloud resource utilization can be realized. We address this problem through the definition of an architecture to facilitate the management of compute resources from different cloud providers in an homogenous manner. This preserves the flexibility and adaptability promised by the cloud computing paradigm, whilst enabling the benefits of cross-cloud resource utilization to be realized. The practical efficacy of the architecture is demonstrated through an implementation utilizing compute resources managed through different interfaces on the Amazon Elastic Compute Cloud (EC2) service. Additionally, we provide empirical results highlighting the performance differential of these different interfaces, and discuss the impact of this performance differential on efficiency and profitability.

  15. IAIMS Architecture

    PubMed Central

    Hripcsak, George

    1997-01-01

    Abstract An information system architecture defines the components of a system and the interfaces among the components. A good architecture is essential for creating an Integrated Advanced Information Management System (IAIMS) that works as an integrated whole yet is flexible enough to accommodate many users and roles, multiple applications, changing vendors, evolving user needs, and advancing technology. Modularity and layering promote flexibility by reducing the complexity of a system and by restricting the ways in which components may interact. Enterprise-wide mediation promotes integration by providing message routing, support for standards, dictionary-based code translation, a centralized conceptual data schema, business rule implementation, and consistent access to databases. Several IAIMS sites have adopted a client-server architecture, and some have adopted a three-tiered approach, separating user interface functions, application logic, and repositories. PMID:9067884

  16. NASA/NBS (National Aeronautics and Space Administration/National Bureau of Standards) standard reference model for telerobot control system architecture (NASREM)

    NASA Technical Reports Server (NTRS)

    Albus, James S.; Mccain, Harry G.; Lumia, Ronald

    1989-01-01

    The document describes the NASA Standard Reference Model (NASREM) Architecture for the Space Station Telerobot Control System. It defines the functional requirements and high level specifications of the control system for the NASA space Station document for the functional specification, and a guideline for the development of the control system architecture, of the 10C Flight Telerobot Servicer. The NASREM telerobot control system architecture defines a set of standard modules and interfaces which facilitates software design, development, validation, and test, and make possible the integration of telerobotics software from a wide variety of sources. Standard interfaces also provide the software hooks necessary to incrementally upgrade future Flight Telerobot Systems as new capabilities develop in computer science, robotics, and autonomous system control.

  17. Communication Architecture in Mixed-Reality Simulations of Unmanned Systems

    PubMed Central

    2018-01-01

    Verification of the correct functionality of multi-vehicle systems in high-fidelity scenarios is required before any deployment of such a complex system, e.g., in missions of remote sensing or in mobile sensor networks. Mixed-reality simulations where both virtual and physical entities can coexist and interact have been shown to be beneficial for development, testing, and verification of such systems. This paper deals with the problems of designing a certain communication subsystem for such highly desirable realistic simulations. Requirements of this communication subsystem, including proper addressing, transparent routing, visibility modeling, or message management, are specified prior to designing an appropriate solution. Then, a suitable architecture of this communication subsystem is proposed together with solutions to the challenges that arise when simultaneous virtual and physical message transmissions occur. The proposed architecture can be utilized as a high-fidelity network simulator for vehicular systems with implicit mobility models that are given by real trajectories of the vehicles. The architecture has been utilized within multiple projects dealing with the development and practical deployment of multi-UAV systems, which support the architecture’s viability and advantages. The provided experimental results show the achieved similarity of the communication characteristics of the fully deployed hardware setup to the setup utilizing the proposed mixed-reality architecture. PMID:29538290

  18. Investigation of rat exploratory behavior via evolving artificial neural networks.

    PubMed

    Costa, Ariadne de Andrade; Tinós, Renato

    2016-09-01

    Neuroevolution comprises the use of evolutionary computation to define the architecture and/or to train artificial neural networks (ANNs). This strategy has been employed to investigate the behavior of rats in the elevated plus-maze, which is a widely used tool for studying anxiety in mice and rats. Here we propose a neuroevolutionary model, in which both the weights and the architecture of artificial neural networks (our virtual rats) are evolved by a genetic algorithm. This model is an improvement of a previous model that involves the evolution of just the weights of the ANN by the genetic algorithm. In order to compare both models, we analyzed traditional measures of anxiety behavior, like the time spent and the number of entries in both open and closed arms of the maze. When compared to real rat data, our findings suggest that the results from the model introduced here are statistically better than those from other models in the literature. In this way, the neuroevolution of architecture is clearly important for the development of the virtual rats. Moreover, this technique allowed the comprehension of the importance of different sensory units and different number of hidden neurons (performing as memory) in the ANNs (virtual rats). Copyright © 2016 Elsevier B.V. All rights reserved.

  19. Models for Experimental High Density Housing

    NASA Astrophysics Data System (ADS)

    Bradecki, Tomasz; Swoboda, Julia; Nowak, Katarzyna; Dziechciarz, Klaudia

    2017-10-01

    The article presents the effects of research on models of high density housing. The authors present urban projects for experimental high density housing estates. The design was based on research performed on 38 examples of similar housing in Poland that have been built after 2003. Some of the case studies show extreme density and that inspired the researchers to test individual virtual solutions that would answer the question: How far can we push the limits? The experimental housing projects show strengths and weaknesses of design driven only by such indexes as FAR (floor attenuation ratio - housing density) and DPH (dwellings per hectare). Although such projects are implemented, the authors believe that there are reasons for limits since high index values may be in contradiction to the optimum character of housing environment. Virtual models on virtual plots presented by the authors were oriented toward maximising the DPH index and DAI (dwellings area index) which is very often the main driver for developers. The authors also raise the question of sustainability of such solutions. The research was carried out in the URBAN model research group (Gliwice, Poland) that consists of academic researchers and architecture students. The models reflect architectural and urban regulations that are valid in Poland. Conclusions might be helpful for urban planners, urban designers, developers, architects and architecture students.

  20. Usage of Thin-Client/Server Architecture in Computer Aided Education

    ERIC Educational Resources Information Center

    Cimen, Caghan; Kavurucu, Yusuf; Aydin, Halit

    2014-01-01

    With the advances of technology, thin-client/server architecture has become popular in multi-user/single network environments. Thin-client is a user terminal in which the user can login to a domain and run programs by connecting to a remote server. Recent developments in network and hardware technologies (cloud computing, virtualization, etc.)…

  1. Overcoming the brittleness of glass through bio-inspiration and micro-architecture.

    PubMed

    Mirkhalaf, M; Dastjerdi, A Khayer; Barthelat, F

    2014-01-01

    Highly mineralized natural materials such as teeth or mollusk shells boast unusual combinations of stiffness, strength and toughness currently unmatched by engineering materials. While high mineral contents provide stiffness and hardness, these materials also contain weaker interfaces with intricate architectures, which can channel propagating cracks into toughening configurations. Here we report the implementation of these features into glass, using a laser engraving technique. Three-dimensional arrays of laser-generated microcracks can deflect and guide larger incoming cracks, following the concept of 'stamp holes'. Jigsaw-like interfaces, infiltrated with polyurethane, furthermore channel cracks into interlocking configurations and pullout mechanisms, significantly enhancing energy dissipation and toughness. Compared with standard glass, which has no microstructure and is brittle, our bio-inspired glass displays built-in mechanisms that make it more deformable and 200 times tougher. This bio-inspired approach, based on carefully architectured interfaces, provides a new pathway to toughening glasses, ceramics or other hard and brittle materials.

  2. Overcoming the brittleness of glass through bio-inspiration and micro-architecture

    NASA Astrophysics Data System (ADS)

    Mirkhalaf, M.; Dastjerdi, A. Khayer; Barthelat, F.

    2014-01-01

    Highly mineralized natural materials such as teeth or mollusk shells boast unusual combinations of stiffness, strength and toughness currently unmatched by engineering materials. While high mineral contents provide stiffness and hardness, these materials also contain weaker interfaces with intricate architectures, which can channel propagating cracks into toughening configurations. Here we report the implementation of these features into glass, using a laser engraving technique. Three-dimensional arrays of laser-generated microcracks can deflect and guide larger incoming cracks, following the concept of ‘stamp holes’. Jigsaw-like interfaces, infiltrated with polyurethane, furthermore channel cracks into interlocking configurations and pullout mechanisms, significantly enhancing energy dissipation and toughness. Compared with standard glass, which has no microstructure and is brittle, our bio-inspired glass displays built-in mechanisms that make it more deformable and 200 times tougher. This bio-inspired approach, based on carefully architectured interfaces, provides a new pathway to toughening glasses, ceramics or other hard and brittle materials.

  3. Ownership and Agency of an Independent Supernumerary Hand Induced by an Imitation Brain-Computer Interface.

    PubMed

    Bashford, Luke; Mehring, Carsten

    2016-01-01

    To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and by using brain-computer interfaces. Traditionally these illusions investigate the replacement of a body part by an artificial counterpart, however as brain-computer interface research develops it offers us the possibility to explore the case where non-body objects are controlled in addition to movements of our own limbs. Therefore we propose a new illusion designed to test the feeling of ownership and control of an independent supernumerary hand. Subjects are under the impression they control a virtual reality hand via a brain-computer interface, but in reality there is no causal connection between brain activity and virtual hand movement but correct movements are observed with 80% probability. These imitation brain-computer interface trials are interspersed with movements in both the subjects' real hands, which are in view throughout the experiment. We show that subjects develop strong feelings of ownership and control over the third hand, despite only receiving visual feedback with no causal link to the actual brain signals. Our illusion is crucially different from previously reported studies as we demonstrate independent ownership and control of the third hand without loss of ownership in the real hands.

  4. Virtual Reality: Real Promises and False Expectations.

    ERIC Educational Resources Information Center

    Homan, Willem J.

    1994-01-01

    Examines virtual reality (VR), and discusses the dilemma of defining VR, the limitations of the current technology, and the implications of VR for education. Highlights include a VR experience; human factors and the interface; and altered reality versus VR. (Author/AEF)

  5. Development of a multimodal transportation educational virtual appliance (MTEVA) to study congestion during extreme tropical events.

    DOT National Transportation Integrated Search

    2011-11-28

    In this study, a prototype Multimodal Transportation Educational Virtual Appliance (MTEVA) is developed to assist in transportation and cyberinfrastructure undergraduate education. This initial version of the MTEVA provides a graphical user interface...

  6. A universal data access and protocol integration mechanism for smart home

    NASA Astrophysics Data System (ADS)

    Shao, Pengfei; Yang, Qi; Zhang, Xuan

    2013-03-01

    With the lack of standardized or completely missing communication interfaces in home electronics, there is no perfect solution to address every aspect in smart homes based on existing protocols and technologies. In addition, the central control unit (CCU) of smart home system working point-to-point between the multiple application interfaces and the underlying hardware interfaces leads to its complicated architecture and unpleasant performance. A flexible data access and protocol integration mechanism is required. The current paper offers a universal, comprehensive data access and protocol integration mechanism for a smart home. The universal mechanism works as a middleware adapter with unified agreements of the communication interfaces and protocols, offers an abstraction of the application level from the hardware specific and decoupling the hardware interface modules from the application level. Further abstraction for the application interfaces and the underlying hardware interfaces are executed based on adaption layer to provide unified interfaces for more flexible user applications and hardware protocol integration. This new universal mechanism fundamentally changes the architecture of the smart home and in some way meets the practical requirement of smart homes more flexible and desirable.

  7. Web-Based Course Management and Web Services

    ERIC Educational Resources Information Center

    Mandal, Chittaranjan; Sinha, Vijay Luxmi; Reade, Christopher M. P.

    2004-01-01

    The architecture of a web-based course management tool that has been developed at IIT [Indian Institute of Technology], Kharagpur and which manages the submission of assignments is discussed. Both the distributed architecture used for data storage and the client-server architecture supporting the web interface are described. Further developments…

  8. 75 FR 2433 - Special Conditions: Boeing Model 747-8/-8F Airplanes, Systems and Data Networks Security...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-01-15

    ... design features associated with the architecture and connectivity capabilities of the airplane's computer... novel or unusual design features: digital systems architecture composed of several connected networks. The architecture and network configuration may be used for, or interfaced with, a diverse set of...

  9. 76 FR 36863 - Special Conditions: Gulfstream Model GVI Airplane; Electronic Systems Security Protection From...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-23

    ... airplane. This airplane will have novel or unusual design features associated with the architecture and... incorporate the following novel or unusual design features: Digital systems architecture composed of several connected networks. The proposed architecture and network configuration may be used for, or interfaced with...

  10. Interoperability for Space Mission Monitor and Control: Applying Technologies from Manufacturing Automation and Process Control Industries

    NASA Technical Reports Server (NTRS)

    Jones, Michael K.

    1998-01-01

    Various issues associated with interoperability for space mission monitor and control are presented in viewgraph form. Specific topics include: 1) Space Project Mission Operations Control Architecture (SuperMOCA) goals and methods for achieving them; 2) Specifics on the architecture: open standards ad layering, enhancing interoperability, and promoting commercialization; 3) An advertisement; 4) Status of the task - government/industry cooperation and architecture and technology demonstrations; and 5) Key features of messaging services and virtual devices.

  11. Human Factors Assessment of the UH-60M Common Avionics Architecture System (CAAS) Crew Station During the Limited User Evaluation (LEUE)

    DTIC Science & Technology

    2005-12-01

    weapon system evaluation as a high-level architecture and distributed interactive simulation 6 compliant, human-in-the-loop, virtual environment...Directorate to participate in the Limited Early User Evaluation (LEUE) of the Common Avionics Architecture System (CAAS) cockpit. ARL conducted a human...CAAS, the UH-60M PO conducted a limited early user evaluation (LEUE) to evaluate the integration of the CAAS in the UH-60M crew station. The

  12. Space Generic Open Avionics Architecture (SGOAA): Overview

    NASA Technical Reports Server (NTRS)

    Wray, Richard B.; Stovall, John R.

    1992-01-01

    A space generic open avionics architecture created for NASA is described. It will serve as the basis for entities in spacecraft core avionics, capable of being tailored by NASA for future space program avionics ranging from small vehicles such as Moon ascent/descent vehicles to large ones such as Mars transfer vehicles or orbiting stations. The standard consists of: (1) a system architecture; (2) a generic processing hardware architecture; (3) a six class architecture interface model; (4) a system services functional subsystem architectural model; and (5) an operations control functional subsystem architectural model.

  13. The Next Wave: Humans, Computers, and Redefining Reality

    NASA Technical Reports Server (NTRS)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  14. Hearing in True 3-D

    NASA Technical Reports Server (NTRS)

    2004-01-01

    In 1984, researchers from Ames Research Center came together to develop advanced human interfaces for NASA s teleoperations that would come to be known as "virtual reality." The basis of the work theorized that if the sensory interfaces met a certain threshold and sufficiently supported each other, then the operator would feel present in the remote/synthetic environment, rather than present in their physical location. Twenty years later, this prolific research continues to pay dividends to society in the form of cutting-edge virtual reality products, such as an interactive audio simulation system.

  15. Virtual Reality Based Collaborative Design by Children with High-Functioning Autism: Design-Based Flexibility, Identity, and Norm Construction

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Lee, Sungwoong

    2016-01-01

    This exploratory case study examined the process and potential impact of collaborative architectural design and construction in an OpenSimulator-based virtual reality (VR) on the social skills development of children with high-functioning autism (HFA). Two children with a formal medical diagnosis of HFA and one typically developing peer, aged…

  16. Live Virtual Constructive Distributed Test Environment Characterization Report

    NASA Technical Reports Server (NTRS)

    Murphy, Jim; Kim, Sam K.

    2013-01-01

    This report documents message latencies observed over various Live, Virtual, Constructive, (LVC) simulation environment configurations designed to emulate possible system architectures for the Unmanned Aircraft Systems (UAS) Integration in the National Airspace System (NAS) Project integrated tests. For each configuration, four scenarios with progressively increasing air traffic loads were used to determine system throughput and bandwidth impacts on message latency.

  17. DE-FG02-04ER25606 Identity Federation and Policy Management Guide: Final Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Humphrey, Marty, A

    The goal of this 3-year project was to facilitate a more productive dynamic matching between resource providers and resource consumers in Grid environments by explicitly specifying policies. There were broadly two problems being addressed by this project. First, there was a lack of an Open Grid Services Architecture (OGSA)-compliant mechanism for expressing, storing and retrieving user policies and Virtual Organization (VO) policies. Second, there was a lack of tools to resolve and enforce policies in the Open Services Grid Architecture. To address these problems, our overall approach in this project was to make all policies explicit (e.g., virtual organization policies,more » resource provider policies, resource consumer policies), thereby facilitating policy matching and policy negotiation. Policies defined on a per-user basis were created, held, and updated in MyPolMan, thereby providing a Grid user to centralize (where appropriate) and manage his/her policies. Organizationally, the corresponding service was VOPolMan, in which the policies of the Virtual Organization are expressed, managed, and dynamically consulted. Overall, we successfully defined, prototyped, and evaluated policy-based resource management and access control for OGSA-based Grids. This DOE project partially supported 17 peer-reviewed publications on a number of different topics: General security for Grids, credential management, Web services/OGSA/OGSI, policy-based grid authorization (for remote execution and for access to information), policy-directed Grid data movement/placement, policies for large-scale virtual organizations, and large-scale policy-aware grid architectures. In addition to supporting the PI, this project partially supported the training of 5 PhD students.« less

  18. Virtual displays for 360-degree video

    NASA Astrophysics Data System (ADS)

    Gilbert, Stephen; Boonsuk, Wutthigrai; Kelly, Jonathan W.

    2012-03-01

    In this paper we describe a novel approach for comparing users' spatial cognition when using different depictions of 360- degree video on a traditional 2D display. By using virtual cameras within a game engine and texture mapping of these camera feeds to an arbitrary shape, we were able to offer users a 360-degree interface composed of four 90-degree views, two 180-degree views, or one 360-degree view of the same interactive environment. An example experiment is described using these interfaces. This technique for creating alternative displays of wide-angle video facilitates the exploration of how compressed or fish-eye distortions affect spatial perception of the environment and can benefit the creation of interfaces for surveillance and remote system teleoperation.

  19. New virtual laboratories presenting advanced motion control concepts

    NASA Astrophysics Data System (ADS)

    Goubej, Martin; Krejčí, Alois; Reitinger, Jan

    2015-11-01

    The paper deals with development of software framework for rapid generation of remote virtual laboratories. Client-server architecture is chosen in order to employ real-time simulation core which is running on a dedicated server. Ordinary web browser is used as a final renderer to achieve hardware independent solution which can be run on different target platforms including laptops, tablets or mobile phones. The provided toolchain allows automatic generation of the virtual laboratory source code from the configuration file created in the open- source Inkscape graphic editor. Three virtual laboratories presenting advanced motion control algorithms have been developed showing the applicability of the proposed approach.

  20. BacNet and Analog/Digital Interfaces of the Building Controls Virtual Testbed

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Nouidui, Thierry Stephane; Wetter, Michael; Li, Zhengwei

    2011-11-01

    This paper gives an overview of recent developments in the Building Controls Virtual Test Bed (BCVTB), a framework for co-simulation and hardware-in-the-loop. First, a general overview of the BCVTB is presented. Second, we describe the BACnet interface, a link which has been implemented to couple BACnet devices to the BCVTB. We present a case study where the interface was used to couple a whole building simulation program to a building control system to assess in real-time the performance of a real building. Third, we present the ADInterfaceMCC, an analog/digital interface that allows a USB-based analog/digital converter to be linked tomore » the BCVTB. In a case study, we show how the link was used to couple the analog/digital converter to a building simulation model for local loop control.« less

  1. The electronic-commerce-oriented virtual merchandise model

    NASA Astrophysics Data System (ADS)

    Fang, Xiaocui; Lu, Dongming

    2004-03-01

    Electronic commerce has been the trend of commerce activities. Providing with Virtual Reality interface, electronic commerce has better expressing capacity and interaction means. But most of the applications of virtual reality technology in EC, 3D model is only the appearance description of merchandises. There is almost no information concerned with commerce information and interaction information. This resulted in disjunction of virtual model and commerce information. So we present Electronic Commerce oriented Virtual Merchandise Model (ECVMM), which combined a model with commerce information, interaction information and figure information of virtual merchandise. ECVMM with abundant information provides better support to information obtainment and communication in electronic commerce.

  2. A generic interface to reduce the efficiency-stability-cost gap of perovskite solar cells

    NASA Astrophysics Data System (ADS)

    Hou, Yi; Du, Xiaoyan; Scheiner, Simon; McMeekin, David P.; Wang, Zhiping; Li, Ning; Killian, Manuela S.; Chen, Haiwei; Richter, Moses; Levchuk, Ievgen; Schrenker, Nadine; Spiecker, Erdmann; Stubhan, Tobias; Luechinger, Norman A.; Hirsch, Andreas; Schmuki, Patrik; Steinrück, Hans-Peter; Fink, Rainer H.; Halik, Marcus; Snaith, Henry J.; Brabec, Christoph J.

    2017-12-01

    A major bottleneck delaying the further commercialization of thin-film solar cells based on hybrid organohalide lead perovskites is interface loss in state-of-the-art devices. We present a generic interface architecture that combines solution-processed, reliable, and cost-efficient hole-transporting materials without compromising efficiency, stability, or scalability of perovskite solar cells. Tantalum-doped tungsten oxide (Ta-WOx)/conjugated polymer multilayers offer a surprisingly small interface barrier and form quasi-ohmic contacts universally with various scalable conjugated polymers. In a simple device with regular planar architecture and a self-assembled monolayer, Ta-WOx-doped interface-based perovskite solar cells achieve maximum efficiencies of 21.2% and offer more than 1000 hours of light stability. By eliminating additional ionic dopants, these findings open up the entire class of organics as scalable hole-transporting materials for perovskite solar cells.

  3. Intelligent holographic databases

    NASA Astrophysics Data System (ADS)

    Barbastathis, George

    Memory is a key component of intelligence. In the human brain, physical structure and functionality jointly provide diverse memory modalities at multiple time scales. How could we engineer artificial memories with similar faculties? In this thesis, we attack both hardware and algorithmic aspects of this problem. A good part is devoted to holographic memory architectures, because they meet high capacity and parallelism requirements. We develop and fully characterize shift multiplexing, a novel storage method that simplifies disk head design for holographic disks. We develop and optimize the design of compact refreshable holographic random access memories, showing several ways that 1 Tbit can be stored holographically in volume less than 1 m3, with surface density more than 20 times higher than conventional silicon DRAM integrated circuits. To address the issue of photorefractive volatility, we further develop the two-lambda (dual wavelength) method for shift multiplexing, and combine electrical fixing with angle multiplexing to demonstrate 1,000 multiplexed fixed holograms. Finally, we propose a noise model and an information theoretic metric to optimize the imaging system of a holographic memory, in terms of storage density and error rate. Motivated by the problem of interfacing sensors and memories to a complex system with limited computational resources, we construct a computer game of Desert Survival, built as a high-dimensional non-stationary virtual environment in a competitive setting. The efficacy of episodic learning, implemented as a reinforced Nearest Neighbor scheme, and the probability of winning against a control opponent improve significantly by concentrating the algorithmic effort to the virtual desert neighborhood that emerges as most significant at any time. The generalized computational model combines the autonomous neural network and von Neumann paradigms through a compact, dynamic central representation, which contains the most salient features of the sensory inputs, fused with relevant recollections, reminiscent of the hypothesized cognitive function of awareness. The Declarative Memory is searched both by content and address, suggesting a holographic implementation. The proposed computer architecture may lead to a novel paradigm that solves 'hard' cognitive problems at low cost.

  4. Virtual reality for emergency training

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Altinkemer, K.

    1995-12-31

    Virtual reality is a sequence of scenes generated by a computer as a response to the five different senses. These senses are sight, sound, taste, touch, smell. Other senses that can be used in virtual reality include balance, pheromonal, and immunological senses. Many application areas include: leisure and entertainment, medicine, architecture, engineering, manufacturing, and training. Virtual reality is especially important when it is used for emergency training and management of natural disasters including earthquakes, floods, tornados and other situations which are hard to emulate. Classical training methods for these extraordinary environments lack the realistic surroundings that virtual reality can provide.more » In order for virtual reality to be a successful training tool the design needs to include certain aspects; such as how real virtual reality should be and how much fixed cost is entailed in setting up the virtual reality trainer. There are also pricing questions regarding the price per training session on virtual reality trainer, and the appropriate training time length(s).« less

  5. Virtual Worlds for Virtual Organizing

    NASA Astrophysics Data System (ADS)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  6. Electro-optic architecture (EOA) for sensors and actuators in aircraft propulsion systems

    NASA Technical Reports Server (NTRS)

    Glomb, W. L., Jr.

    1989-01-01

    Results of a study to design an optimal architecture for electro-optical sensing and control in advanced aircraft and space systems are described. The propulsion full authority digital Electronic Engine Control (EEC) was the focus for the study. The recommended architecture is an on-engine EEC which contains electro-optic interface circuits for fiber-optic sensors on the engine. Size and weight are reduced by multiplexing arrays of functionally similar sensors on a pair of optical fibers to common electro-optical interfaces. The architecture contains common, multiplex interfaces to seven sensor groups: (1) self luminous sensors; (2) high temperatures; (3) low temperatures; (4) speeds and flows; (5) vibration; (6) pressures; and (7) mechanical positions. Nine distinct fiber-optic sensor types were found to provide these sensing functions: (1) continuous wave (CW) intensity modulators; (2) time division multiplexing (TDM) digital optic codeplates; (3) time division multiplexing (TDM) analog self-referenced sensors; (4) wavelength division multiplexing (WDM) digital optic code plates; (5) wavelength division multiplexing (WDM) analog self-referenced intensity modulators; (6) analog optical spectral shifters; (7) self-luminous bodies; (8) coherent optical interferometers; and (9) remote electrical sensors. The report includes the results of a trade study including engine sensor requirements, environment, the basic sensor types, and relevant evaluation criteria. These figures of merit for the candidate interface types were calculated from the data supplied by leading manufacturers of fiber-optic sensors.

  7. Enabling Smart Manufacturing Research and Development using a Product Lifecycle Test Bed.

    PubMed

    Helu, Moneer; Hedberg, Thomas

    2015-01-01

    Smart manufacturing technologies require a cyber-physical infrastructure to collect and analyze data and information across the manufacturing enterprise. This paper describes a concept for a product lifecycle test bed built on a cyber-physical infrastructure that enables smart manufacturing research and development. The test bed consists of a Computer-Aided Technologies (CAx) Lab and a Manufacturing Lab that interface through the product model creating a "digital thread" of information across the product lifecycle. The proposed structure and architecture of the test bed is presented, which highlights the challenges and requirements of implementing a cyber-physical infrastructure for manufacturing. The novel integration of systems across the product lifecycle also helps identify the technologies and standards needed to enable interoperability between design, fabrication, and inspection. Potential research opportunities enabled by the test bed are also discussed, such as providing publicly accessible CAx and manufacturing reference data, virtual factory data, and a representative industrial environment for creating, prototyping, and validating smart manufacturing technologies.

  8. Enabling Smart Manufacturing Research and Development using a Product Lifecycle Test Bed

    PubMed Central

    Helu, Moneer; Hedberg, Thomas

    2017-01-01

    Smart manufacturing technologies require a cyber-physical infrastructure to collect and analyze data and information across the manufacturing enterprise. This paper describes a concept for a product lifecycle test bed built on a cyber-physical infrastructure that enables smart manufacturing research and development. The test bed consists of a Computer-Aided Technologies (CAx) Lab and a Manufacturing Lab that interface through the product model creating a “digital thread” of information across the product lifecycle. The proposed structure and architecture of the test bed is presented, which highlights the challenges and requirements of implementing a cyber-physical infrastructure for manufacturing. The novel integration of systems across the product lifecycle also helps identify the technologies and standards needed to enable interoperability between design, fabrication, and inspection. Potential research opportunities enabled by the test bed are also discussed, such as providing publicly accessible CAx and manufacturing reference data, virtual factory data, and a representative industrial environment for creating, prototyping, and validating smart manufacturing technologies. PMID:28664167

  9. Collaborative learning using Internet2 and remote collections of stereo dissection images.

    PubMed

    Dev, Parvati; Srivastava, Sakti; Senger, Steven

    2006-04-01

    We have investigated collaborative learning of anatomy over Internet2, using an application called remote stereo viewer (RSV). This application offers a unique method of teaching anatomy, using high-resolution stereoscopic images, in a client-server architecture. Rotated sequences of stereo image pairs were produced by volumetric rendering of the Visible female and by dissecting and photographing a cadaveric hand. A client-server application (RSV) was created to provide access to these image sets, using a highly interactive interface. The RSV system was used to provide a "virtual anatomy" session for students in the Stanford Medical School Gross Anatomy course. The RSV application allows both independent and collaborative modes of viewing. The most appealing aspects of the RSV application were the capacity for stereoscopic viewing and the potential to access the content remotely within a flexible temporal framework. The RSV technology, used over Internet2, thus serves as an effective complement to traditional methods of teaching gross anatomy. (c) 2006 Wiley-Liss, Inc.

  10. Cloud Computing for Mission Design and Operations

    NASA Technical Reports Server (NTRS)

    Arrieta, Juan; Attiyah, Amy; Beswick, Robert; Gerasimantos, Dimitrios

    2012-01-01

    The space mission design and operations community already recognizes the value of cloud computing and virtualization. However, natural and valid concerns, like security, privacy, up-time, and vendor lock-in, have prevented a more widespread and expedited adoption into official workflows. In the interest of alleviating these concerns, we propose a series of guidelines for internally deploying a resource-oriented hub of data and algorithms. These guidelines provide a roadmap for implementing an architecture inspired in the cloud computing model: associative, elastic, semantical, interconnected, and adaptive. The architecture can be summarized as exposing data and algorithms as resource-oriented Web services, coordinated via messaging, and running on virtual machines; it is simple, and based on widely adopted standards, protocols, and tools. The architecture may help reduce common sources of complexity intrinsic to data-driven, collaborative interactions and, most importantly, it may provide the means for teams and agencies to evaluate the cloud computing model in their specific context, with minimal infrastructure changes, and before committing to a specific cloud services provider.

  11. Using virtual data for training deep model for hand gesture recognition

    NASA Astrophysics Data System (ADS)

    Nikolaev, E. I.; Dvoryaninov, P. V.; Lensky, Y. Y.; Drozdovsky, N. S.

    2018-05-01

    Deep learning has shown real promise for the classification efficiency for hand gesture recognition problems. In this paper, the authors present experimental results for a deeply-trained model for hand gesture recognition through the use of hand images. The authors have trained two deep convolutional neural networks. The first architecture produces the hand position as a 2D-vector by input hand image. The second one predicts the hand gesture class for the input image. The first proposed architecture produces state of the art results with an accuracy rate of 89% and the second architecture with split input produces accuracy rate of 85.2%. In this paper, the authors also propose using virtual data for training a supervised deep model. Such technique is aimed to avoid using original labelled images in the training process. The interest of this method in data preparation is motivated by the need to overcome one of the main challenges of deep supervised learning: using a copious amount of labelled data during training.

  12. Development of a graphical user interface for the global land information system (GLIS)

    USGS Publications Warehouse

    Alstad, Susan R.; Jackson, David A.

    1993-01-01

    The process of developing a Motif Graphical User Interface for the Global Land Information System (GLIS) involved incorporating user requirements, in-house visual and functional design requirements, and Open Software Foundation (OSF) Motif style guide standards. Motif user interface windows have been developed using the software to support Motif window functions war written using the C programming language. The GLIS architecture was modified to support multiple servers and remote handlers running the X Window System by forming a network of servers and handlers connected by TCP/IP communications. In April 1993, prior to release the GLIS graphical user interface and system architecture modifications were test by developers and users located at the EROS Data Center and 11 beta test sites across the country.

  13. From Online to Ubiquitous Cities: The Technical Transformation of Virtual Communities

    NASA Astrophysics Data System (ADS)

    Anthopoulos, Leonidas; Fitsilis, Panos

    Various digital city projects, from the online cases (e.g. the America on Line) to the ubiquitous cities of South Korea, have achieved in creating technically 'physical' areas for the virtual communities, which share knowledge of common interest. Moreover, digital cities can succeed in simplifying citizen access to public information and services. Early digital cities deliver 'smart' and social services to citizens even with no digital skills, closing digital divide and establishing digital areas of trust in local communities. This paper presents the evolution of the digital cities, from the web to the ubiquitous architecture. It uses the latest digital city architecture and the current conditions of the digital city of Trikala (Greece), in order to present the evolution procedure of a digital city.

  14. Incorporating client-server database architecture and graphical user interface into outpatient medical records.

    PubMed Central

    Fiacco, P. A.; Rice, W. H.

    1991-01-01

    Computerized medical record systems require structured database architectures for information processing. However, the data must be able to be transferred across heterogeneous platform and software systems. Client-Server architecture allows for distributive processing of information among networked computers and provides the flexibility needed to link diverse systems together effectively. We have incorporated this client-server model with a graphical user interface into an outpatient medical record system, known as SuperChart, for the Department of Family Medicine at SUNY Health Science Center at Syracuse. SuperChart was developed using SuperCard and Oracle SuperCard uses modern object-oriented programming to support a hypermedia environment. Oracle is a powerful relational database management system that incorporates a client-server architecture. This provides both a distributed database and distributed processing which improves performance. PMID:1807732

  15. An agent-based peer-to-peer architecture for semantic discovery of manufacturing services across virtual enterprises

    NASA Astrophysics Data System (ADS)

    Zhang, Wenyu; Zhang, Shuai; Cai, Ming; Jian, Wu

    2015-04-01

    With the development of virtual enterprise (VE) paradigm, the usage of serviceoriented architecture (SOA) is increasingly being considered for facilitating the integration and utilisation of distributed manufacturing resources. However, due to the heterogeneous nature among VEs, the dynamic nature of a VE and the autonomous nature of each VE member, the lack of both sophisticated coordination mechanism in the popular centralised infrastructure and semantic expressivity in the existing SOA standards make the current centralised, syntactic service discovery method undesirable. This motivates the proposed agent-based peer-to-peer (P2P) architecture for semantic discovery of manufacturing services across VEs. Multi-agent technology provides autonomous and flexible problemsolving capabilities in dynamic and adaptive VE environments. Peer-to-peer overlay provides highly scalable coupling across decentralised VEs, each of which exhibiting as a peer composed of multiple agents dealing with manufacturing services. The proposed architecture utilises a novel, efficient, two-stage search strategy - semantic peer discovery and semantic service discovery - to handle the complex searches of manufacturing services across VEs through fast peer filtering. The operation and experimental evaluation of the prototype system are presented to validate the implementation of the proposed approach.

  16. Performance evaluation of data center service localization based on virtual resource migration in software defined elastic optical network.

    PubMed

    Yang, Hui; Zhang, Jie; Ji, Yuefeng; Tan, Yuanlong; Lin, Yi; Han, Jianrui; Lee, Young

    2015-09-07

    Data center interconnection with elastic optical network is a promising scenario to meet the high burstiness and high-bandwidth requirements of data center services. In our previous work, we implemented cross stratum optimization of optical network and application stratums resources that allows to accommodate data center services. In view of this, this study extends the data center resources to user side to enhance the end-to-end quality of service. We propose a novel data center service localization (DCSL) architecture based on virtual resource migration in software defined elastic data center optical network. A migration evaluation scheme (MES) is introduced for DCSL based on the proposed architecture. The DCSL can enhance the responsiveness to the dynamic end-to-end data center demands, and effectively reduce the blocking probability to globally optimize optical network and application resources. The overall feasibility and efficiency of the proposed architecture are experimentally verified on the control plane of our OpenFlow-based enhanced SDN testbed. The performance of MES scheme under heavy traffic load scenario is also quantitatively evaluated based on DCSL architecture in terms of path blocking probability, provisioning latency and resource utilization, compared with other provisioning scheme.

  17. Architecture and design of optical path networks utilizing waveband virtual links

    NASA Astrophysics Data System (ADS)

    Ito, Yusaku; Mori, Yojiro; Hasegawa, Hiroshi; Sato, Ken-ichi

    2016-02-01

    We propose a novel optical network architecture that uses waveband virtual links, each of which can carry several optical paths, to directly bridge distant node pairs. Future photonic networks should not only transparently cover extended areas but also expand fiber capacity. However, the traversal of many ROADM nodes impairs the optical signal due to spectrum narrowing. To suppress the degradation, the bandwidth of guard bands needs to be increased, which degrades fiber frequency utilization. Waveband granular switching allows us to apply broader pass-band filtering at ROADMs and to insert sufficient guard bands between wavebands with minimum frequency utilization offset. The scheme resolves the severe spectrum narrowing effect. Moreover, the guard band between optical channels in a waveband can be minimized, which increases the number of paths that can be accommodated per fiber. In the network, wavelength path granular routing is done without utilizing waveband virtual links, and it still suffers from spectrum narrowing. A novel network design algorithm that can bound the spectrum narrowing effect by limiting the number of hops (traversed nodes that need wavelength path level routing) is proposed in this paper. This algorithm dynamically changes the waveband virtual link configuration according to the traffic distribution variation, where optical paths that need many node hops are effectively carried by virtual links. Numerical experiments demonstrate that the number of necessary fibers is reduced by 23% compared with conventional optical path networks.

  18. Gesture therapy: an upper limb virtual reality-based motor rehabilitation platform.

    PubMed

    Sucar, Luis Enrique; Orihuela-Espina, Felipe; Velazquez, Roger Luis; Reinkensmeyer, David J; Leder, Ronald; Hernández-Franco, Jorge

    2014-05-01

    Virtual reality platforms capable of assisting rehabilitation must provide support for rehabilitation principles: promote repetition, task oriented training, appropriate feedback, and a motivating environment. As such, development of these platforms is a complex process which has not yet reached maturity. This paper presents our efforts to contribute to this field, presenting Gesture Therapy, a virtual reality-based platform for rehabilitation of the upper limb. We describe the system architecture and main features of the platform and provide preliminary evidence of the feasibility of the platform in its current status.

  19. Image-based 3D reconstruction and virtual environmental walk-through

    NASA Astrophysics Data System (ADS)

    Sun, Jifeng; Fang, Lixiong; Luo, Ying

    2001-09-01

    We present a 3D reconstruction method, which combines geometry-based modeling, image-based modeling and rendering techniques. The first component is an interactive geometry modeling method which recovery of the basic geometry of the photographed scene. The second component is model-based stereo algorithm. We discus the image processing problems and algorithms of walking through in virtual space, then designs and implement a high performance multi-thread wandering algorithm. The applications range from architectural planning and archaeological reconstruction to virtual environments and cinematic special effects.

  20. An Open Specification for Space Project Mission Operations Control Architectures

    NASA Technical Reports Server (NTRS)

    Hooke, A.; Heuser, W. R.

    1995-01-01

    An 'open specification' for Space Project Mission Operations Control Architectures is under development in the Spacecraft Control Working Group of the American Institute for Aeronautics and Astro- nautics. This architecture identifies 5 basic elements incorporated in the design of similar operations systems: Data, System Management, Control Interface, Decision Support Engine, & Space Messaging Service.

  1. Virtual machine provisioning, code management, and data movement design for the Fermilab HEPCloud Facility

    NASA Astrophysics Data System (ADS)

    Timm, S.; Cooper, G.; Fuess, S.; Garzoglio, G.; Holzman, B.; Kennedy, R.; Grassano, D.; Tiradani, A.; Krishnamurthy, R.; Vinayagam, S.; Raicu, I.; Wu, H.; Ren, S.; Noh, S.-Y.

    2017-10-01

    The Fermilab HEPCloud Facility Project has as its goal to extend the current Fermilab facility interface to provide transparent access to disparate resources including commercial and community clouds, grid federations, and HPC centers. This facility enables experiments to perform the full spectrum of computing tasks, including data-intensive simulation and reconstruction. We have evaluated the use of the commercial cloud to provide elasticity to respond to peaks of demand without overprovisioning local resources. Full scale data-intensive workflows have been successfully completed on Amazon Web Services for two High Energy Physics Experiments, CMS and NOνA, at the scale of 58000 simultaneous cores. This paper describes the significant improvements that were made to the virtual machine provisioning system, code caching system, and data movement system to accomplish this work. The virtual image provisioning and contextualization service was extended to multiple AWS regions, and to support experiment-specific data configurations. A prototype Decision Engine was written to determine the optimal availability zone and instance type to run on, minimizing cost and job interruptions. We have deployed a scalable on-demand caching service to deliver code and database information to jobs running on the commercial cloud. It uses the frontiersquid server and CERN VM File System (CVMFS) clients on EC2 instances and utilizes various services provided by AWS to build the infrastructure (stack). We discuss the architecture and load testing benchmarks on the squid servers. We also describe various approaches that were evaluated to transport experimental data to and from the cloud, and the optimal solutions that were used for the bulk of the data transport. Finally, we summarize lessons learned from this scale test, and our future plans to expand and improve the Fermilab HEP Cloud Facility.

  2. Virtual Machine Provisioning, Code Management, and Data Movement Design for the Fermilab HEPCloud Facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Timm, S.; Cooper, G.; Fuess, S.

    The Fermilab HEPCloud Facility Project has as its goal to extend the current Fermilab facility interface to provide transparent access to disparate resources including commercial and community clouds, grid federations, and HPC centers. This facility enables experiments to perform the full spectrum of computing tasks, including data-intensive simulation and reconstruction. We have evaluated the use of the commercial cloud to provide elasticity to respond to peaks of demand without overprovisioning local resources. Full scale data-intensive workflows have been successfully completed on Amazon Web Services for two High Energy Physics Experiments, CMS and NOνA, at the scale of 58000 simultaneous cores.more » This paper describes the significant improvements that were made to the virtual machine provisioning system, code caching system, and data movement system to accomplish this work. The virtual image provisioning and contextualization service was extended to multiple AWS regions, and to support experiment-specific data configurations. A prototype Decision Engine was written to determine the optimal availability zone and instance type to run on, minimizing cost and job interruptions. We have deployed a scalable on-demand caching service to deliver code and database information to jobs running on the commercial cloud. It uses the frontiersquid server and CERN VM File System (CVMFS) clients on EC2 instances and utilizes various services provided by AWS to build the infrastructure (stack). We discuss the architecture and load testing benchmarks on the squid servers. We also describe various approaches that were evaluated to transport experimental data to and from the cloud, and the optimal solutions that were used for the bulk of the data transport. Finally, we summarize lessons learned from this scale test, and our future plans to expand and improve the Fermilab HEP Cloud Facility.« less

  3. Comparative assessment of two interfaces for delivering a multimedia medical course in the French-speaking Virtual Medical University (UMVF).

    PubMed

    Brunetaud, Jean Marc; Leroy, Nicolas; Pelayo, Sylvia; Wascat, Caroline; Renard, Jean Marie; Prin, Lionel; Beuscart-Zéphir, Marie Catherine

    2003-01-01

    The UMVF aims at helping medical students during their normal curriculum via the facilities provided by Internet based techniques. This paper describes a comparative assessment of two interfaces delivering a multimedia course: a conventional web server (WS) and an integrated e-learning platform in the form of a Virtual Campus (VC). Eleven students were arbitrarily divided into two groups. We used a qualitative method for comparing their acceptance of the on line course provided by the two different interfaces. The two groups were globally satisfied. However, a decrease in satisfaction was noted at the end of the experimentation in the VC group. This may be explained by a more complex Graphical User Interface (GUI) of the VC and some constraints which do not exist with the WS. The current e-learning platforms are probably not optimised for working conditions where presential and virtual activities are mixed. We think that a new type of "light" platforms should be developed for these specific working conditions. Students of the two groups also had limitations about the multimedia environment. They may change their opinion if they get more accustomed with the multimedia environment and if their teachers make a more adequate use of the multimedia techniques.

  4. Haptic interfaces: Hardware, software and human performance

    NASA Technical Reports Server (NTRS)

    Srinivasan, Mandayam A.

    1995-01-01

    Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.

  5. User interface issues in supporting human-computer integrated scheduling

    NASA Technical Reports Server (NTRS)

    Cooper, Lynne P.; Biefeld, Eric W.

    1991-01-01

    The topics are presented in view graph form and include the following: characteristics of Operations Mission Planner (OMP) schedule domain; OMP architecture; definition of a schedule; user interface dimensions; functional distribution; types of users; interpreting user interaction; dynamic overlays; reactive scheduling; and transitioning the interface.

  6. INL Generic Robot Architecture

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    2005-03-30

    The INL Generic Robot Architecture is a generic, extensible software framework that can be applied across a variety of different robot geometries, sensor suites and low-level proprietary control application programming interfaces (e.g. mobility, aria, aware, player, etc.).

  7. An Augmented Virtuality Display for Improving UAV Usability

    DTIC Science & Technology

    2005-01-01

    cockpit. For a more universally-understood metaphor, we have turned to virtual environments of the type represented in video games . Many of the...people who have the need to fly UAVs (such as military personnel) have experience with playing video games . They are skilled in navigating virtual...Another aspect of tailoring the interface to those with video game experience is to use familiar controls. Microsoft has developed a popular and

  8. Advanced Technology for Portable Personal Visualization

    DTIC Science & Technology

    1993-01-01

    have no cable to drag. " We submitted a short article describing the ceiling tracker and the requirements demanded of trackers in see-through systems...Newspaper/Magazine Articles : "Virtual Reality: It’s All in the Mind," Atlanta Consnrution, 29 September 1992 "Virtual Reality: Exploring the Future...basic scientific investigation of the human haptic system or to serve as haptic interfaces for virtual environments and teleloperation. 2. Research

  9. A Canopy Architectural Model to Study the Competitive Ability of Chickpea with Sowthistle

    PubMed Central

    Cici, S-Zahra-Hosseini; Adkins, Steve; Hanan, Jim

    2008-01-01

    Background and Aims Improving the competitive ability of crops is a sustainable method of weed management. This paper shows how a virtual plant model of competition between chickpea (Cicer arietinum) and sowthistle (Sonchus oleraceus) can be used as a framework for discovering and/or developing more competitive chickpea cultivars. Methods The virtual plant models were developed using the L-systems formalism, parameterized according to measurements taken on plants at intervals during their development. A quasi-Monte Carlo light-environment model was used to model the effect of chickpea canopy on the development of sowthistle. The chickpea–light environment–sowthistle model (CLES model) captured the hypothesis that the architecture of chickpea plants modifies the light environment inside the canopy and determines sowthistle growth and development pattern. The resulting CLES model was parameterized for different chickpea cultivars (viz. ‘Macarena’, ‘Bumper’, ‘Jimbour’ and ‘99071-1001’) to compare their competitive ability with sowthistle. To validate the CLES model, an experiment was conducted using the same four chickpea cultivars as different treatments with a sowthistle growing under their canopy. Results and Conclusions The growth of sowthistle, both in silico and in glasshouse experiments, was reduced most by ‘99071-1001’, a cultivar with a short phyllochron. The second rank of competitive ability belonged to ‘Macarena’ and ‘Bumper’, while ‘Jimbour’ was the least competitive cultivar. The architecture of virtual chickpea plants modified the light inside the canopy, which influenced the growth and development of the sowthistle plants in response to different cultivars. This is the first time that a virtual plant model of a crop–weed interaction has been developed. This virtual plant model can serve as a platform for a broad range of applications in the study of chickpea–weed interactions and their environment. PMID:18375962

  10. Key Technologies of Phone Storage Forensics Based on ARM Architecture

    NASA Astrophysics Data System (ADS)

    Zhang, Jianghan; Che, Shengbing

    2018-03-01

    Smart phones are mainly running Android, IOS and Windows Phone three mobile platform operating systems. The android smart phone has the best market shares and its processor chips are almost ARM software architecture. The chips memory address mapping mechanism of ARM software architecture is different with x86 software architecture. To forensics to android mart phone, we need to understand three key technologies: memory data acquisition, the conversion mechanism from virtual address to the physical address, and find the system’s key data. This article presents a viable solution which does not rely on the operating system API for a complete solution to these three issues.

  11. Open Source Service Agent (OSSA) in the intelligence community's Open Source Architecture

    NASA Technical Reports Server (NTRS)

    Fiene, Bruce F.

    1994-01-01

    The Community Open Source Program Office (COSPO) has developed an architecture for the intelligence community's new Open Source Information System (OSIS). The architecture is a multi-phased program featuring connectivity, interoperability, and functionality. OSIS is based on a distributed architecture concept. The system is designed to function as a virtual entity. OSIS will be a restricted (non-public), user configured network employing Internet communications. Privacy and authentication will be provided through firewall protection. Connection to OSIS can be made through any server on the Internet or through dial-up modems provided the appropriate firewall authentication system is installed on the client.

  12. An infrastructure for data-intensive seismology using ADMIRE: laying the bricks for a new data highway

    NASA Astrophysics Data System (ADS)

    Trani, L.; Spinuso, A.; Galea, M.; Atkinson, M.; Van Eck, T.; Vilotte, J.

    2011-12-01

    The data bonanza generated by today's digital revolution is forcing scientists to rethink their methodologies and working practices. Traditional approaches to knowledge discovery are pushed to their limit and struggle to keep apace with the data flows produced by modern systems. This work shows how the ADMIRE data-intensive architecture supports seismologists by enabling them to focus on their scientific goals and questions, abstracting away the underlying technology platform that enacts their data integration and analysis tasks. ADMIRE accomplishes this partly by recognizing 3 different types of experts that require clearly defined interfaces between their interaction: the domain expert who is the application specialist, the data-analysis expert who is a specialist in extracting information from data, and the data-intensive engineer who develops the infrastructure for data-intensive computation. In order to provide a context in which each category of expert may flourish, ADMIRE uses a 3-level architecture: the upper - tool - level supports the work of both domain and data-analysis experts, housing an extensive and evolving set of portals, tools and development environments; the lower - enactment - level houses a large and dynamic community of providers delivering data and data-intensive enactment environments as an evolving infrastructure that supports all of the work underway in the upper layer. Most data-intensive engineers work here; the crucial innovation lies in the middle level, a gateway that is a tightly defined and stable interface through which the two diverse and dynamic upper and lower layers communicate. This is a minimal and simple protocol and language (DISPEL), ultimately to be controlled by standards, so that the upper and lower communities may invest, secure in the knowledge that changes in this interface will be carefully managed. We implemented a well-established procedure for processing seismic ambient noise on the prototype architecture. The primary goal was to evaluate its capabilities for large-scale integration and analysis of distributed data. A secondary goal was to gauge its potential and the added value that it might bring to the seismological community. Though still in its infant state, the architecture met the demands of our use case and promises to cater for our future requirements. We shall continue to develop its capabilities as part of an EU funded project VERCE - Virtual Earthquake and Seismology Research Community for Europe. VERCE aims to significantly advance our understanding of the Earth in order to aid society in its management of natural resources and hazards. Its strategy is to enable seismologists to fully exploit the under-utilized wealth of seismic data, and key to this is a data-intensive computation framework adapted to the scale and diversity of the community. This is a first step in building a data-intensive highway for geoscientists, smoothing their travel from the primary sources of data to new insights and rapid delivery of actionable information.

  13. Improved CLARAty Functional-Layer/Decision-Layer Interface

    NASA Technical Reports Server (NTRS)

    Estlin, Tara; Rabideau, Gregg; Gaines, Daniel; Johnston, Mark; Chouinard, Caroline; Nessnas, Issa; Shu, I-Hsiang

    2008-01-01

    Improved interface software for communication between the CLARAty Decision and Functional layers has been developed. [The Coupled Layer Architecture for Robotics Autonomy (CLARAty) was described in Coupled-Layer Robotics Architecture for Autonomy (NPO-21218), NASA Tech Briefs, Vol. 26, No. 12 (December 2002), page 48. To recapitulate: the CLARAty architecture was developed to improve the modularity of robotic software while tightening coupling between planning/execution and basic control subsystems. Whereas prior robotic software architectures typically contained three layers, the CLARAty contains two layers: a decision layer (DL) and a functional layer (FL).] Types of communication supported by the present software include sending commands from DL modules to FL modules and sending data updates from FL modules to DL modules. The present software supplants prior interface software that had little error-checking capability, supported data parameters in string form only, supported commanding at only one level of the FL, and supported only limited updates of the state of the robot. The present software offers strong error checking, and supports complex data structures and commanding at multiple levels of the FL, and relative to the prior software, offers a much wider spectrum of state-update capabilities.

  14. GNC Architecture Design for ARES Simulation. Revision 3.0. Revision 3.0

    NASA Technical Reports Server (NTRS)

    Gay, Robert

    2006-01-01

    The purpose of this document is to describe the GNC architecture and associated interfaces for all ARES simulations. Establishing a common architecture facilitates development across the ARES simulations and provides an efficient mechanism for creating an end-to-end simulation capability. In general, the GNC architecture is the frame work in which all GNC development takes place, including sensor and effector models. All GNC software applications have a standard location within the architecture making integration easier and, thus more efficient.

  15. SAFARI: An Environment for Creating Tutoring Systems in Industrial Training.

    ERIC Educational Resources Information Center

    Gecsei, J.; Frasson, C.

    Safari is a cooperative project involving four Quebec universities, two industrial partners (Virtual Prototypes, Inc., providing the VAPS software package, and Novasys, Inc., a consulting firm specializing in artificial intelligence and training), and government. VAPS (Virtual Applications Prototyping System) is a commercial interface-building and…

  16. Architectural Analysis of Dynamically Reconfigurable Systems

    NASA Technical Reports Server (NTRS)

    Lindvall, Mikael; Godfrey, Sally; Ackermann, Chris; Ray, Arnab; Yonkwa, Lyly

    2010-01-01

    oTpics include: the problem (increased flexibility of architectural styles decrease analyzability, behavior emerges and varies depending on the configuration, does the resulting system run according to the intended design, and architectural decisions can impede or facilitate testing); top down approach to architecture analysis, detection of defects and deviations, and architecture and its testability; currently targeted projects GMSEC and CFS; analyzing software architectures; analyzing runtime events; actual architecture recognition; GMPUB in Dynamic SAVE; sample output from new approach; taking message timing delays into account; CFS examples of architecture and testability; some recommendations for improved testablity; and CFS examples of abstract interfaces and testability; CFS example of opening some internal details.

  17. Interface Architecture for Testing in Foreign Language Education

    ERIC Educational Resources Information Center

    Laborda, Jesus Garcia

    2009-01-01

    The implications of new learning environments have been far-reaching and pervasive (Plass, 1998), at least in the field of interface design both in traditional computer and mobile devices (Fallahkhair, Pemberton, & Griffiths, 2007). Given the current status of efficient models, educators need the unproven unification of interfaces and working…

  18. An Architectural Experience for Interface Design

    ERIC Educational Resources Information Center

    Gong, Susan P.

    2016-01-01

    The problem of human-computer interface design was brought to the foreground with the emergence of the personal computer, the increasing complexity of electronic systems, and the need to accommodate the human operator in these systems. With each new technological generation discovering the interface design problems of its own technologies, initial…

  19. Virtual reality in surgical training.

    PubMed

    Lange, T; Indelicato, D J; Rosen, J M

    2000-01-01

    Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.

  20. Software architecture for time-constrained machine vision applications

    NASA Astrophysics Data System (ADS)

    Usamentiaga, Rubén; Molleda, Julio; García, Daniel F.; Bulnes, Francisco G.

    2013-01-01

    Real-time image and video processing applications require skilled architects, and recent trends in the hardware platform make the design and implementation of these applications increasingly complex. Many frameworks and libraries have been proposed or commercialized to simplify the design and tuning of real-time image processing applications. However, they tend to lack flexibility, because they are normally oriented toward particular types of applications, or they impose specific data processing models such as the pipeline. Other issues include large memory footprints, difficulty for reuse, and inefficient execution on multicore processors. We present a novel software architecture for time-constrained machine vision applications that addresses these issues. The architecture is divided into three layers. The platform abstraction layer provides a high-level application programming interface for the rest of the architecture. The messaging layer provides a message-passing interface based on a dynamic publish/subscribe pattern. A topic-based filtering in which messages are published to topics is used to route the messages from the publishers to the subscribers interested in a particular type of message. The application layer provides a repository for reusable application modules designed for machine vision applications. These modules, which include acquisition, visualization, communication, user interface, and data processing, take advantage of the power of well-known libraries such as OpenCV, Intel IPP, or CUDA. Finally, the proposed architecture is applied to a real machine vision application: a jam detector for steel pickling lines.

  1. Evolution of MPCV Service Module Propulsion and GNC Interface Requirements

    NASA Technical Reports Server (NTRS)

    Hickman, Heather K.; Dickens, Kevin W.; Madsen, Jennifer M.; Gutkowski, Jeffrey P.; Ierardo, Nicola; Jaeger, Markus; Lux, Johannes; Freundenberger, John L.; Paisley, Jonathan

    2014-01-01

    The Orion Multi-Purpose Crew Vehicle Service Module Propulsion Subsystem provides propulsion for the integrated Crew and Service Module. Updates in the exploration architecture between Constellation and MPCV as well as NASA's partnership with the European Space Agency have resulted in design changes to the SM Propulsion Subsystem and updates to the Propulsion interface requirements with Guidance Navigation and Control. This paper focuses on the Propulsion and GNC interface requirement updates between the Constellation Service Module and the European Service Module and how the requirement updates were driven or supported by architecture updates and the desired use of hardware with heritage to United States and European spacecraft for the Exploration Missions, EM-1 and EM-2.

  2. Interactive Volume Exploration of Petascale Microscopy Data Streams Using a Visualization-Driven Virtual Memory Approach.

    PubMed

    Hadwiger, M; Beyer, J; Jeong, Won-Ki; Pfister, H

    2012-12-01

    This paper presents the first volume visualization system that scales to petascale volumes imaged as a continuous stream of high-resolution electron microscopy images. Our architecture scales to dense, anisotropic petascale volumes because it: (1) decouples construction of the 3D multi-resolution representation required for visualization from data acquisition, and (2) decouples sample access time during ray-casting from the size of the multi-resolution hierarchy. Our system is designed around a scalable multi-resolution virtual memory architecture that handles missing data naturally, does not pre-compute any 3D multi-resolution representation such as an octree, and can accept a constant stream of 2D image tiles from the microscopes. A novelty of our system design is that it is visualization-driven: we restrict most computations to the visible volume data. Leveraging the virtual memory architecture, missing data are detected during volume ray-casting as cache misses, which are propagated backwards for on-demand out-of-core processing. 3D blocks of volume data are only constructed from 2D microscope image tiles when they have actually been accessed during ray-casting. We extensively evaluate our system design choices with respect to scalability and performance, compare to previous best-of-breed systems, and illustrate the effectiveness of our system for real microscopy data from neuroscience.

  3. Controlling Infrastructure Costs: Right-Sizing the Mission Control Facility

    NASA Technical Reports Server (NTRS)

    Martin, Keith; Sen-Roy, Michael; Heiman, Jennifer

    2009-01-01

    Johnson Space Center's Mission Control Center is a space vehicle, space program agnostic facility. The current operational design is essentially identical to the original facility architecture that was developed and deployed in the mid-90's. In an effort to streamline the support costs of the mission critical facility, the Mission Operations Division (MOD) of Johnson Space Center (JSC) has sponsored an exploratory project to evaluate and inject current state-of-the-practice Information Technology (IT) tools, processes and technology into legacy operations. The general push in the IT industry has been trending towards a data-centric computer infrastructure for the past several years. Organizations facing challenges with facility operations costs are turning to creative solutions combining hardware consolidation, virtualization and remote access to meet and exceed performance, security, and availability requirements. The Operations Technology Facility (OTF) organization at the Johnson Space Center has been chartered to build and evaluate a parallel Mission Control infrastructure, replacing the existing, thick-client distributed computing model and network architecture with a data center model utilizing virtualization to provide the MCC Infrastructure as a Service. The OTF will design a replacement architecture for the Mission Control Facility, leveraging hardware consolidation through the use of blade servers, increasing utilization rates for compute platforms through virtualization while expanding connectivity options through the deployment of secure remote access. The architecture demonstrates the maturity of the technologies generally available in industry today and the ability to successfully abstract the tightly coupled relationship between thick-client software and legacy hardware into a hardware agnostic "Infrastructure as a Service" capability that can scale to meet future requirements of new space programs and spacecraft. This paper discusses the benefits and difficulties that a migration to cloud-based computing philosophies has uncovered when compared to the legacy Mission Control Center architecture. The team consists of system and software engineers with extensive experience with the MCC infrastructure and software currently used to support the International Space Station (ISS) and Space Shuttle program (SSP).

  4. Virtual reality applications to automated rendezvous and capture

    NASA Technical Reports Server (NTRS)

    Hale, Joseph; Oneil, Daniel

    1991-01-01

    Virtual Reality (VR) is a rapidly developing Human/Computer Interface (HCI) technology. The evolution of high-speed graphics processors and development of specialized anthropomorphic user interface devices, that more fully involve the human senses, have enabled VR technology. Recently, the maturity of this technology has reached a level where it can be used as a tool in a variety of applications. This paper provides an overview of: VR technology, VR activities at Marshall Space Flight Center (MSFC), applications of VR to Automated Rendezvous and Capture (AR&C), and identifies areas of VR technology that requires further development.

  5. eduCRATE--a Virtual Hospital architecture.

    PubMed

    Stoicu-Tivadar, Lăcrimioara; Stoicu-Tivadar, Vasile; Berian, Dorin; Drăgan, Simona; Serban, Alexandru; Serban, Corina

    2014-01-01

    eduCRATE is a complex project proposal which aims to develop a virtual learning environment offering interactive digital content through original and integrated solutions using cloud computing, complex multimedia systems in virtual space and personalized design with avatars. Compared to existing similar products the project brings the novelty of using languages for medical guides in order to ensure a maximum of flexibility. The Virtual Hospital simulations will create interactive clinical scenarios for which students will find solutions for positive diagnosis and therapeutic management. The solution based on cloud computing and immersive multimedia is an attractive option in education because is economical and it matches the current working style of the young generation to whom it addresses.

  6. Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

    NASA Technical Reports Server (NTRS)

    Hyde, Patricia R.; Loftin, R. Bowen

    1993-01-01

    These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.

  7. Assessment method of digital Chinese dance movements based on virtual reality technology

    NASA Astrophysics Data System (ADS)

    Feng, Wei; Shao, Shuyuan; Wang, Shumin

    2008-03-01

    Virtual reality has played an increasing role in such areas as medicine, architecture, aviation, engineering science and advertising. However, in the art fields, virtual reality is still in its infancy in the representation of human movements. Based on the techniques of motion capture and reuse of motion capture data in virtual reality environment, this paper presents an assessment method in order to evaluate the quantification of dancers' basic Arm Position movements in Chinese traditional dance. In this paper, the data for quantifying traits of dance motions are defined and measured on dancing which performed by an expert and two beginners, with results indicating that they are beneficial for evaluating dance skills and distinctiveness, and the assessment method of digital Chinese dance movements based on virtual reality technology is validity and feasibility.

  8. Developing a methodology for the inverse estimation of root architectural parameters from field based sampling schemes

    NASA Astrophysics Data System (ADS)

    Morandage, Shehan; Schnepf, Andrea; Vanderborght, Jan; Javaux, Mathieu; Leitner, Daniel; Laloy, Eric; Vereecken, Harry

    2017-04-01

    Root traits are increasingly important in breading of new crop varieties. E.g., longer and fewer lateral roots are suggested to improve drought resistance of wheat. Thus, detailed root architectural parameters are important. However, classical field sampling of roots only provides more aggregated information such as root length density (coring), root counts per area (trenches) or root arrival curves at certain depths (rhizotubes). We investigate the possibility of obtaining the information about root system architecture of plants using field based classical root sampling schemes, based on sensitivity analysis and inverse parameter estimation. This methodology was developed based on a virtual experiment where a root architectural model was used to simulate root system development in a field, parameterized for winter wheat. This information provided the ground truth which is normally unknown in a real field experiment. The three sampling schemes coring, trenching, and rhizotubes where virtually applied to and aggregated information computed. Morris OAT global sensitivity analysis method was then performed to determine the most sensitive parameters of root architecture model for the three different sampling methods. The estimated means and the standard deviation of elementary effects of a total number of 37 parameters were evaluated. Upper and lower bounds of the parameters were obtained based on literature and published data of winter wheat root architectural parameters. Root length density profiles of coring, arrival curve characteristics observed in rhizotubes, and root counts in grids of trench profile method were evaluated statistically to investigate the influence of each parameter using five different error functions. Number of branches, insertion angle inter-nodal distance, and elongation rates are the most sensitive parameters and the parameter sensitivity varies slightly with the depth. Most parameters and their interaction with the other parameters show highly nonlinear effect to the model output. The most sensitive parameters will be subject to inverse estimation from the virtual field sampling data using DREAMzs algorithm. The estimated parameters can then be compared with the ground truth in order to determine the suitability of the sampling schemes to identify specific traits or parameters of the root growth model.

  9. ESA Planetary Science Archive Architecture and Data Management

    NASA Astrophysics Data System (ADS)

    Arviset, C.; Barbarisi, I.; Besse, S.; Barthelemy, M.; de Marchi, G.; Docasal, R.; Fraga, D.; Grotheer, E.; Heather, D.; Laantee, C.; Lim, T.; Macfarlane, A.; Martinez, S.; Montero, A.; Osinde, J.; Rios, C.; Saiz, J.; Vallat, C.

    2018-04-01

    The Planetary Science Archive is the European Space Agency repository of science data from all planetary science and exploration missions. This paper presents PSA's content, architecture, user interfaces, and the relation between the PSA and IPDA.

  10. Nature and origins of virtual environments - A bibliographical essay

    NASA Technical Reports Server (NTRS)

    Ellis, S. R.

    1991-01-01

    Virtual environments presented via head-mounted, computer-driven displays provide a new media for communication. They may be analyzed by considering: (1) what may be meant by an environment; (2) what is meant by the process of virtualization; and (3) some aspects of human performance that constrain environmental design. Their origins are traced from previous work in vehicle simulation and multimedia research. Pointers are provided to key technical references, in the dispersed, archival literature, that are relevant to the development and evaluation of virtual-environment interface systems.

  11. NEDE: an open-source scripting suite for developing experiments in 3D virtual environments.

    PubMed

    Jangraw, David C; Johri, Ansh; Gribetz, Meron; Sajda, Paul

    2014-09-30

    As neuroscientists endeavor to understand the brain's response to ecologically valid scenarios, many are leaving behind hyper-controlled paradigms in favor of more realistic ones. This movement has made the use of 3D rendering software an increasingly compelling option. However, mastering such software and scripting rigorous experiments requires a daunting amount of time and effort. To reduce these startup costs and make virtual environment studies more accessible to researchers, we demonstrate a naturalistic experimental design environment (NEDE) that allows experimenters to present realistic virtual stimuli while still providing tight control over the subject's experience. NEDE is a suite of open-source scripts built on the widely used Unity3D game development software, giving experimenters access to powerful rendering tools while interfacing with eye tracking and EEG, randomizing stimuli, and providing custom task prompts. Researchers using NEDE can present a dynamic 3D virtual environment in which randomized stimulus objects can be placed, allowing subjects to explore in search of these objects. NEDE interfaces with a research-grade eye tracker in real-time to maintain precise timing records and sync with EEG or other recording modalities. Python offers an alternative for experienced programmers who feel comfortable mastering and integrating the various toolboxes available. NEDE combines many of these capabilities with an easy-to-use interface and, through Unity's extensive user base, a much more substantial body of assets and tutorials. Our flexible, open-source experimental design system lowers the barrier to entry for neuroscientists interested in developing experiments in realistic virtual environments. Copyright © 2014 Elsevier B.V. All rights reserved.

  12. Brain-computer interface users speak up: the Virtual Users' Forum at the 2013 International Brain-Computer Interface Meeting.

    PubMed

    Peters, Betts; Bieker, Gregory; Heckman, Susan M; Huggins, Jane E; Wolf, Catherine; Zeitlin, Debra; Fried-Oken, Melanie

    2015-03-01

    More than 300 researchers gathered at the 2013 International Brain-Computer Interface (BCI) Meeting to discuss current practice and future goals for BCI research and development. The authors organized the Virtual Users' Forum at the meeting to provide the BCI community with feedback from users. We report on the Virtual Users' Forum, including initial results from ongoing research being conducted by 2 BCI groups. Online surveys and in-person interviews were used to solicit feedback from people with disabilities who are expert and novice BCI users. For the Virtual Users' Forum, their responses were organized into 4 major themes: current (non-BCI) communication methods, experiences with BCI research, challenges of current BCIs, and future BCI developments. Two authors with severe disabilities gave presentations during the Virtual Users' Forum, and their comments are integrated with the other results. While participants' hopes for BCIs of the future remain high, their comments about available systems mirror those made by consumers about conventional assistive technology. They reflect concerns about reliability (eg, typing accuracy/speed), utility (eg, applications and the desire for real-time interactions), ease of use (eg, portability and system setup), and support (eg, technical support and caregiver training). People with disabilities, as target users of BCI systems, can provide valuable feedback and input on the development of BCI as an assistive technology. To this end, participatory action research should be considered as a valuable methodology for future BCI research. Copyright © 2015 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  13. An IT Architecture for Systems Medicine.

    PubMed

    Ganzinger, Matthias; Gietzelt, Matthias; Karmen, Christian; Firnkorn, Daniel; Knaup, Petra

    2015-01-01

    Systems medicine aims to support treatment of complex diseases like cancer by integrating all available data for the disease. To provide such a decision support in clinical practice, a suitable IT architecture is necessary. We suggest a generic architecture comprised of the following three layers: data representation, decision support, and user interface. For the systems medicine research project "Clinically-applicable, omics-based assessment of survival, side effects, and targets in multiple myeloma" (CLIOMMICS) we developed a concrete instance of the generic architecture. We use i2b2 for representing the harmonized data. Since no deterministic model exists for multiple myeloma we use case-based reasoning for decision support. For clinical practice, visualizations of the results must be intuitive and clear. At the same time, they must communicate the uncertainty immanent in stochastic processes. Thus, we develop a specific user interface for systems medicine based on the web portal software Liferay.

  14. Architecture for distributed design and fabrication

    NASA Astrophysics Data System (ADS)

    McIlrath, Michael B.; Boning, Duane S.; Troxel, Donald E.

    1997-01-01

    We describe a flexible, distributed system architecture capable of supporting collaborative design and fabrication of semi-conductor devices and integrated circuits. Such capabilities are of particular importance in the development of new technologies, where both equipment and expertise are limited. Distributed fabrication enables direct, remote, physical experimentation in the development of leading edge technology, where the necessary manufacturing resources are new, expensive, and scarce. Computational resources, software, processing equipment, and people may all be widely distributed; their effective integration is essential in order to achieve the realization of new technologies for specific product requirements. Our architecture leverages is essential in order to achieve the realization of new technologies for specific product requirements. Our architecture leverages current vendor and consortia developments to define software interfaces and infrastructure based on existing and merging networking, CIM, and CAD standards. Process engineers and product designers access processing and simulation results through a common interface and collaborate across the distributed manufacturing environment.

  15. International interface design for Space Station Freedom - Challenges and solutions

    NASA Technical Reports Server (NTRS)

    Mayo, Richard E.; Bolton, Gordon R.; Laurini, Daniele

    1988-01-01

    The definition of interfaces for the International Space Station is discussed, with a focus on negotiations between NASA and ESA. The program organization and division of responsibilities for the Space Station are outlined; the basic features of physical and functional interfaces are described; and particular attention is given to the interface management and documentation procedures, architectural control elements, interface implementation and verification, and examples of Columbus interface solutions (including mechanical, ECLSS, thermal-control, electrical, data-management, standardized user, and software interfaces). Diagrams, drawings, graphs, and tables listing interface types are provided.

  16. Design and Development of a Virtual Facility Tour Using iPIX(TM) Technology

    NASA Technical Reports Server (NTRS)

    Farley, Douglas L.

    2002-01-01

    The capabilities of the iPIX virtual tour software, in conjunction with a web-based interface create a unique and valuable system that provides users with an efficient virtual capability to tour facilities while being able to acquire the necessary technical content is demonstrated. A users guide to the Mechanics and Durability Branch's virtual tour is presented. The guide provides the user with instruction on operating both scripted and unscripted tours as well as a discussion of the tours for Buildings 1148, 1205 and 1256 and NASA Langley Research Center. Furthermore, an indepth discussion has been presented on how to develop a virtual tour using the iPIX software interface with conventional html and JavaScript. The main aspects for discussion are on network and computing issues associated with using this capability. A discussion of how to take the iPIX pictures, manipulate them and bond them together to form hemispherical images is also presented. Linking of images with additional multimedia content is discussed. Finally, a method to integrate the iPIX software with conventional HTML and JavaScript to facilitate linking with multi-media is presented.

  17. Can walking motions improve visually induced rotational self-motion illusions in virtual reality?

    PubMed

    Riecke, Bernhard E; Freiberg, Jacob B; Grechkin, Timofey Y

    2015-02-04

    Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for providing stationary users a compelling sensation of rotational self-motion (circular vection). When tested individually, biomechanical and visual cues were similarly effective in eliciting self-motion illusions. However, in combination they yielded significantly more intense self-motion illusions. These findings provide the first compelling evidence that walking motions can be used to significantly enhance visually induced rotational self-motion perception in virtual environments (and vice versa) without having to provide for physical self-motion or motion platforms. This is noteworthy, as linear treadmills have been found to actually impair visually induced translational self-motion perception (Ash, Palmisano, Apthorp, & Allison, 2013). Given the predominant focus on linear walking interfaces for virtual-reality locomotion, our findings suggest that investigating circular and curvilinear walking interfaces offers a promising direction for future research and development and can help to enhance self-motion illusions, presence and immersion in virtual-reality systems. © 2015 ARVO.

  18. Virtual reality applied to teletesting

    NASA Astrophysics Data System (ADS)

    van den Berg, Thomas J.; Smeenk, Roland J. M.; Mazy, Alain; Jacques, Patrick; Arguello, Luis; Mills, Simon

    2003-05-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company costs. This can accomplished by increasing the automation and remote testing ("teletesting") capabilities of the test centre. Main problems related to teletesting are a lack of situational awareness and the separation of control over the test environment. The objective of the activity is to evaluate the use of distributed computing and Virtual Reality technology to support the teletesting of a payload under vacuum conditions, and to provide a unified man-machine interface for the monitoring and control of payload, vacuum chamber and robotics equipment. The activity includes the development and testing of a "Virtual Reality Teletesting System" (VRTS). The VRTS is deployed at one of the ESA certified test centres to perform an evaluation and test campaign using a real payload. The VRTS is entirely written in the Java programming language, using the J2EE application model. The Graphical User Interface runs as an applet in a Web browser, enabling easy access from virtually any place.

  19. Connecting Architecture and Implementation

    NASA Astrophysics Data System (ADS)

    Buchgeher, Georg; Weinreich, Rainer

    Software architectures are still typically defined and described independently from implementation. To avoid architectural erosion and drift, architectural representation needs to be continuously updated and synchronized with system implementation. Existing approaches for architecture representation like informal architecture documentation, UML diagrams, and Architecture Description Languages (ADLs) provide only limited support for connecting architecture descriptions and implementations. Architecture management tools like Lattix, SonarJ, and Sotoarc and UML-tools tackle this problem by extracting architecture information directly from code. This approach works for low-level architectural abstractions like classes and interfaces in object-oriented systems but fails to support architectural abstractions not found in programming languages. In this paper we present an approach for linking and continuously synchronizing a formalized architecture representation to an implementation. The approach is a synthesis of functionality provided by code-centric architecture management and UML tools and higher-level architecture analysis approaches like ADLs.

  20. AmapSim: a structural whole-plant simulator based on botanical knowledge and designed to host external functional models.

    PubMed

    Barczi, Jean-François; Rey, Hervé; Caraglio, Yves; de Reffye, Philippe; Barthélémy, Daniel; Dong, Qiao Xue; Fourcaud, Thierry

    2008-05-01

    AmapSim is a tool that implements a structural plant growth model based on a botanical theory and simulates plant morphogenesis to produce accurate, complex and detailed plant architectures. This software is the result of more than a decade of research and development devoted to plant architecture. New advances in the software development have yielded plug-in external functions that open up the simulator to functional processes. The simulation of plant topology is based on the growth of a set of virtual buds whose activity is modelled using stochastic processes. The geometry of the resulting axes is modelled by simple descriptive functions. The potential growth of each bud is represented by means of a numerical value called physiological age, which controls the value for each parameter in the model. The set of possible values for physiological ages is called the reference axis. In order to mimic morphological and architectural metamorphosis, the value allocated for the physiological age of buds evolves along this reference axis according to an oriented finite state automaton whose occupation and transition law follows a semi-Markovian function. Simulations were performed on tomato plants to demonstrate how the AmapSim simulator can interface external modules, e.g. a GREENLAB growth model and a radiosity model. The algorithmic ability provided by AmapSim, e.g. the reference axis, enables unified control to be exercised over plant development parameter values, depending on the biological process target: how to affect the local pertinent process, i.e. the pertinent parameter(s), while keeping the rest unchanged. This opening up to external functions also offers a broadened field of applications and thus allows feedback between plant growth and the physical environment.

  1. AmapSim: A Structural Whole-plant Simulator Based on Botanical Knowledge and Designed to Host External Functional Models

    PubMed Central

    Barczi, Jean-François; Rey, Hervé; Caraglio, Yves; de Reffye, Philippe; Barthélémy, Daniel; Dong, Qiao Xue; Fourcaud, Thierry

    2008-01-01

    Background and Aims AmapSim is a tool that implements a structural plant growth model based on a botanical theory and simulates plant morphogenesis to produce accurate, complex and detailed plant architectures. This software is the result of more than a decade of research and development devoted to plant architecture. New advances in the software development have yielded plug-in external functions that open up the simulator to functional processes. Methods The simulation of plant topology is based on the growth of a set of virtual buds whose activity is modelled using stochastic processes. The geometry of the resulting axes is modelled by simple descriptive functions. The potential growth of each bud is represented by means of a numerical value called physiological age, which controls the value for each parameter in the model. The set of possible values for physiological ages is called the reference axis. In order to mimic morphological and architectural metamorphosis, the value allocated for the physiological age of buds evolves along this reference axis according to an oriented finite state automaton whose occupation and transition law follows a semi-Markovian function. Key Results Simulations were performed on tomato plants to demostrate how the AmapSim simulator can interface external modules, e.g. a GREENLAB growth model and a radiosity model. Conclusions The algorithmic ability provided by AmapSim, e.g. the reference axis, enables unified control to be exercised over plant development parameter values, depending on the biological process target: how to affect the local pertinent process, i.e. the pertinent parameter(s), while keeping the rest unchanged. This opening up to external functions also offers a broadened field of applications and thus allows feedback between plant growth and the physical environment. PMID:17766310

  2. An Online Virtual Laboratory of Electricity

    ERIC Educational Resources Information Center

    Gómez Tejedor, J. A.; Moltó Martínez, G.; Barros Vidaurre, C.

    2008-01-01

    In this article, we describe a Java-based virtual laboratory, accessible via the Internet by means of a Web browser. This remote laboratory enables the students to build both direct and alternating current circuits. The program includes a graphical user interface which resembles the connection board, and also the electrical components and tools…

  3. Technology-Enhanced Learning and Community with Market Appeal.

    ERIC Educational Resources Information Center

    Young, Brian Alexander

    2000-01-01

    Describes the University of Dayton's Personalized Virtual Room. This Web interface to a virtual space that looks and feels like a campus residence was designed to encourage communication and connectivity among first-year students before they arrive on campus. Discusses the initiative's goals and successes, student reaction, and lessons learned.…

  4. A high performance two degree-of-freedom kinesthetic interface

    NASA Technical Reports Server (NTRS)

    Adelstein, Bernard D.; Rosen, Michael J.

    1991-01-01

    This summary focuses on the kinesthetic interface of a virtual environment system that was developed at the Newman Laboratory for Biomechanics and Human Rehabilitation at M.I.T. for the study of manual control in both motorically impaired and able-bodied individuals.

  5. Architecture and Concept of Operations for a Warfighter’s Internet. Volume 2: Appendices

    DTIC Science & Technology

    1998-01-28

    National Technical Information Service , where it will be available to the general public, including foreign nationals. This technical report has been...SUPPORT INTEGRATED SERVICES IN A MOBILE CELLULAR SYSTEM ARCHITECTURE (FOR ARCHITECTURE OPT. 2) B-1 1. Introduction B-l 2. Warfighter’s...Internet Architecture and Concept of Operation B-2 3. Subnet Provider Interface (SNPI) B-5 4. Integrated Services Cell Multiplexing (ISCM) B-9 5. Mobile

  6. Spatial issues in user interface design from a graphic design perspective

    NASA Technical Reports Server (NTRS)

    Marcus, Aaron

    1989-01-01

    The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication.

  7. Fragment-Based Docking: Development of the CHARMMing Web User Interface as a Platform for Computer-Aided Drug Design

    PubMed Central

    2015-01-01

    Web-based user interfaces to scientific applications are important tools that allow researchers to utilize a broad range of software packages with just an Internet connection and a browser.1 One such interface, CHARMMing (CHARMM interface and graphics), facilitates access to the powerful and widely used molecular software package CHARMM. CHARMMing incorporates tasks such as molecular structure analysis, dynamics, multiscale modeling, and other techniques commonly used by computational life scientists. We have extended CHARMMing’s capabilities to include a fragment-based docking protocol that allows users to perform molecular docking and virtual screening calculations either directly via the CHARMMing Web server or on computing resources using the self-contained job scripts generated via the Web interface. The docking protocol was evaluated by performing a series of “re-dockings” with direct comparison to top commercial docking software. Results of this evaluation showed that CHARMMing’s docking implementation is comparable to many widely used software packages and validates the use of the new CHARMM generalized force field for docking and virtual screening. PMID:25151852

  8. Fragment-based docking: development of the CHARMMing Web user interface as a platform for computer-aided drug design.

    PubMed

    Pevzner, Yuri; Frugier, Emilie; Schalk, Vinushka; Caflisch, Amedeo; Woodcock, H Lee

    2014-09-22

    Web-based user interfaces to scientific applications are important tools that allow researchers to utilize a broad range of software packages with just an Internet connection and a browser. One such interface, CHARMMing (CHARMM interface and graphics), facilitates access to the powerful and widely used molecular software package CHARMM. CHARMMing incorporates tasks such as molecular structure analysis, dynamics, multiscale modeling, and other techniques commonly used by computational life scientists. We have extended CHARMMing's capabilities to include a fragment-based docking protocol that allows users to perform molecular docking and virtual screening calculations either directly via the CHARMMing Web server or on computing resources using the self-contained job scripts generated via the Web interface. The docking protocol was evaluated by performing a series of "re-dockings" with direct comparison to top commercial docking software. Results of this evaluation showed that CHARMMing's docking implementation is comparable to many widely used software packages and validates the use of the new CHARMM generalized force field for docking and virtual screening.

  9. Scaffold architecture and pharmacophoric properties of natural products and trade drugs: application in the design of natural product-based combinatorial libraries.

    PubMed

    Lee, M L; Schneider, G

    2001-01-01

    Natural products were analyzed to determine whether they contain appealing novel scaffold architectures for potential use in combinatorial chemistry. Ring systems were extracted and clustered on the basis of structural similarity. Several such potential scaffolds for combinatorial chemistry were identified that are not present in current trade drugs. For one of these scaffolds a virtual combinatorial library was generated. Pharmacophoric properties of natural products, trade drugs, and the virtual combinatorial library were assessed using a self-organizing map. Obviously, current trade drugs and natural products have several topological pharmacophore patterns in common. These features can be systematically explored with selected combinatorial libraries based on a combination of natural product-derived and synthetic molecular building blocks.

  10. Electroencephalographic Correlates of Sensorimotor Integration and Embodiment during the Appreciation of Virtual Architectural Environments.

    PubMed

    Vecchiato, Giovanni; Tieri, Gaetano; Jelic, Andrea; De Matteis, Federico; Maglione, Anton G; Babiloni, Fabio

    2015-01-01

    Nowadays there is the hope that neuroscientific findings will contribute to the improvement of building design in order to create environments which satisfy man's demands. This can be achieved through the understanding of neurophysiological correlates of architectural perception. To this aim, the electroencephalographic (EEG) signals of 12 healthy subjects were recorded during the perception of three immersive virtual reality environments (VEs). Afterwards, participants were asked to describe their experience in terms of Familiarity, Novelty, Comfort, Pleasantness, Arousal, and Presence using a rating scale from 1 to 9. These perceptual dimensions are hypothesized to influence the pattern of cerebral spectral activity, while Presence is used to assess the realism of the virtual stimulation. Hence, the collected scores were used to analyze the Power Spectral Density (PSD) of the EEG for each behavioral dimension in the theta, alpha and mu bands by means of time-frequency analysis and topographic statistical maps. Analysis of Presence resulted in the activation of the frontal-midline theta, indicating the involvement of sensorimotor integration mechanisms when subjects expressed to feel more present in the VEs. Similar patterns also characterized the experience of familiar and comfortable VEs. In addition, pleasant VEs increased the theta power across visuomotor circuits and activated the alpha band in areas devoted to visuospatial exploration and processing of categorical spatial relations. Finally, the de-synchronization of the mu rhythm described the perception of pleasant and comfortable VEs, showing the involvement of left motor areas and embodied mechanisms for environment appreciation. Overall, these results show the possibility to measure EEG correlates of architectural perception involving the cerebral circuits of sensorimotor integration, spatial navigation, and embodiment. These observations can help testing architectural hypotheses in order to design environments matching the changing needs of humans.

  11. Electroencephalographic Correlates of Sensorimotor Integration and Embodiment during the Appreciation of Virtual Architectural Environments

    PubMed Central

    Vecchiato, Giovanni; Tieri, Gaetano; Jelic, Andrea; De Matteis, Federico; Maglione, Anton G.; Babiloni, Fabio

    2015-01-01

    Nowadays there is the hope that neuroscientific findings will contribute to the improvement of building design in order to create environments which satisfy man's demands. This can be achieved through the understanding of neurophysiological correlates of architectural perception. To this aim, the electroencephalographic (EEG) signals of 12 healthy subjects were recorded during the perception of three immersive virtual reality environments (VEs). Afterwards, participants were asked to describe their experience in terms of Familiarity, Novelty, Comfort, Pleasantness, Arousal, and Presence using a rating scale from 1 to 9. These perceptual dimensions are hypothesized to influence the pattern of cerebral spectral activity, while Presence is used to assess the realism of the virtual stimulation. Hence, the collected scores were used to analyze the Power Spectral Density (PSD) of the EEG for each behavioral dimension in the theta, alpha and mu bands by means of time-frequency analysis and topographic statistical maps. Analysis of Presence resulted in the activation of the frontal-midline theta, indicating the involvement of sensorimotor integration mechanisms when subjects expressed to feel more present in the VEs. Similar patterns also characterized the experience of familiar and comfortable VEs. In addition, pleasant VEs increased the theta power across visuomotor circuits and activated the alpha band in areas devoted to visuospatial exploration and processing of categorical spatial relations. Finally, the de-synchronization of the mu rhythm described the perception of pleasant and comfortable VEs, showing the involvement of left motor areas and embodied mechanisms for environment appreciation. Overall, these results show the possibility to measure EEG correlates of architectural perception involving the cerebral circuits of sensorimotor integration, spatial navigation, and embodiment. These observations can help testing architectural hypotheses in order to design environments matching the changing needs of humans. PMID:26733924

  12. Virtual Reality and Online Databases: Will "Look and Feel" Literally Mean "Look" and "Feel"? [and]"Online" Interviews Dr. Thomas A. Furness III, Virtual Reality Pioneer.

    ERIC Educational Resources Information Center

    Miller, Carmen

    1992-01-01

    The first of two articles discusses virtual reality (VR) and online databases; the second one reports on an interview with Thomas A. Furness III, who defines VR and explains work at the Human Interface Technology Laboratory (HIT). Sidebars contain a glossary of VR terms and a conversation with Toni Emerson, the HIT lab's librarian. (LRW)

  13. Virtual Evidence Cart - RP (VEC-RP).

    PubMed

    Liu, Fang; Fontelo, Paul; Muin, Michael; Ackerman, Michael

    2005-01-01

    VEC-RP (Virtual Evident Cart) is an open, Web-based, searchable collection of clinical questions and relevant references from MEDLINE/PubMed for healthcare professionals. The architecture consists of four parts: clinical questions, relevant articles from MEDLINE/PubMed, "bottom-line" answers, and peer reviews of entries. Only registered users can add reviews but unregistered users can read them. Feedback from physicians, mostly in the Philippines (RP) who tested the system, is positive.

  14. Teaching Students to Build Historical Buildings in Virtual Reality: A Didactic Strategy for Learning History of Art in Secondary Education

    ERIC Educational Resources Information Center

    Frontera, Eloi Biosca

    2009-01-01

    This article is a summary and conclusions of a field study carried out in a secondary education classroom with the aim of experimenting and observing how 13-year-old students learn the history of architecture by using complex virtual reality software. Within the framework of autonomous and active learning, students act as builders of some of the…

  15. An Analysis of Hardware-Assisted Virtual Machine Based Rootkits

    DTIC Science & Technology

    2014-06-01

    certain aspects of TPM implementation just to name a few. HyperWall is an architecture proposed by Szefer and Lee to protect guest VMs from...DISTRIBUTION CODE 13. ABSTRACT (maximum 200 words) The use of virtual machine (VM) technology has expanded rapidly since AMD and Intel implemented ...Intel VT-x implementations of Blue Pill to identify commonalities in the respective versions’ attack methodologies from both a functional and technical

  16. Functions and requirements document for interim store solidified high-level and transuranic waste

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Smith-Fewell, M.A., Westinghouse Hanford

    1996-05-17

    The functions, requirements, interfaces, and architectures contained within the Functions and Requirements (F{ampersand}R) Document are based on the information currently contained within the TWRS Functions and Requirements database. The database also documents the set of technically defensible functions and requirements associated with the solidified waste interim storage mission.The F{ampersand}R Document provides a snapshot in time of the technical baseline for the project. The F{ampersand}R document is the product of functional analysis, requirements allocation and architectural structure definition. The technical baseline described in this document is traceable to the TWRS function 4.2.4.1, Interim Store Solidified Waste, and its related requirements, architecture,more » and interfaces.« less

  17. Modular Neuronal Assemblies Embodied in a Closed-Loop Environment: Toward Future Integration of Brains and Machines

    PubMed Central

    Tessadori, Jacopo; Bisio, Marta; Martinoia, Sergio; Chiappalone, Michela

    2012-01-01

    Behaviors, from simple to most complex, require a two-way interaction with the environment and the contribution of different brain areas depending on the orchestrated activation of neuronal assemblies. In this work we present a new hybrid neuro-robotic architecture based on a neural controller bi-directionally connected to a virtual robot implementing a Braitenberg vehicle aimed at avoiding obstacles. The robot is characterized by proximity sensors and wheels, allowing it to navigate into a circular arena with obstacles of different sizes. As neural controller, we used hippocampal cultures dissociated from embryonic rats and kept alive over Micro Electrode Arrays (MEAs) for 3–8 weeks. The developed software architecture guarantees a bi-directional exchange of information between the natural and the artificial part by means of simple linear coding/decoding schemes. We used two different kinds of experimental preparation: “random” and “modular” populations. In the second case, the confinement was assured by a polydimethylsiloxane (PDMS) mask placed over the surface of the MEA device, thus defining two populations interconnected via specific microchannels. The main results of our study are: (i) neuronal cultures can be successfully interfaced to an artificial agent; (ii) modular networks show a different dynamics with respect to random culture, both in terms of spontaneous and evoked electrophysiological patterns; (iii) the robot performs better if a reinforcement learning paradigm (i.e., a tetanic stimulation delivered to the network following each collision) is activated, regardless of the modularity of the culture; (iv) the robot controlled by the modular network further enhances its capabilities in avoiding obstacles during the short-term plasticity trial. The developed paradigm offers a new framework for studying, in simplified model systems, neuro-artificial bi-directional interfaces for the development of new strategies for brain-machine interaction. PMID:23248586

  18. Using XML and Java for Astronomical Instrument Control

    NASA Astrophysics Data System (ADS)

    Koons, L.; Ames, T.; Evans, R.; Warsaw, C.; Sall, K.

    1999-12-01

    Traditionally, instrument command and control systems have been highly specialized, consisting mostly of custom code that is difficult to develop, maintain, and extend. Such solutions are initially very costly and are inflexible to subsequent engineering change requests. Instrument description is too tightly coupled with details of implementation. NASA/Goddard Space Flight Center and AppNet, Inc. are developing a very general and highly extensible framework that applies to virtually any kind of instrument that can be controlled by a computer (e.g., telescopes, microscopes and printers). A key aspect of the object-oriented architecture, implemented in Java, involves software that is driven by an instrument description. The Astronomical Instrument Markup Language (AIML) is a domain-specific implementation of the more generalized Instrument Markup Language (IML). The software architecture combines the platform-independent processing capabilities of Java with the vendor-independent data description syntax of Extensible Markup Language (XML), a human-readable and machine-understandable way to describe structured data. IML is used to describe command sets (including parameters, datatypes, and constraints) and their associated formats, telemetry, and communication mechanisms. The software uses this description to present graphical user interfaces to control and monitor the instrument. Recent efforts have extended to command procedures (scripting) and representation of data pipeline inputs, outputs, and connections. Near future efforts are likely to include an XML description of data visualizations, as well as the potential use of XSL (Extensible Stylesheet Language) to permit astronomers to customize the user interface on several levels: per user, instrument, subsystem, or observatory-wide. Our initial prototyping effort was targeted for HAWC (High-resolution Airborne Wideband Camera), a first-light instrument of SOFIA (the Stratospheric Observatory for Infrared Astronomy). A production-level application of this technology is for one of the three candidate detectors of SPIRE (Spectral and Photometric Imaging REceiver), a focal plane instrument proposed for the European Space Agency's Far Infrared Space Telescope. The detectors are being developed by the Infrared Astrophysics Branch of NASA/GSFC.

  19. Distributed Planning in a Mixed-Initiative Environment

    DTIC Science & Technology

    2008-06-01

    Knowledge Sources Control Remote Blackboard Remote Knowledge Sources Remot e Data Remot e Data Java Distributed Blackboard Figure 3 - Distributed...an interface agent or planning agent and the second type is a critic agent. Agents in the DEEP architecture extend and use the Java Agent...chosen because it is fully implemented in Java , and supports these requirements. 2.3.3 Interface Agents Interface agents are the interfaces through

  20. Implementing virtual reality interfaces for the geosciences

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bethel, W.; Jacobsen, J.; Austin, A.

    1996-06-01

    For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter threemore » or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.« less

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