An investigation into tools and protocols for commercial audio web-site creation
- Authors: Ndinga, S'busiso Simon
- Date: 2000
- Subjects: Web sites -- Design , Digital libraries , Internet -- Security measures
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4621 , http://hdl.handle.net/10962/d1006488 , Web sites -- Design , Digital libraries , Internet -- Security measures
- Description: This thesis presents a feasibility study of a Web-based digital music library and purchasing system. It investigates the current status of the enabling technologies for developing such a system. An analysis of various Internet audio codecs, streaming audio protocols, Internet credit card payment security methods, and ways for accessing remote Web databases is presented. The objective of the analysis is to determine the viability and the economic benefits of using these technologies when developing systems that facilitate music distribution over the Internet. A prototype of a distributed digital music library and purchasing system named WAPS (for Web-based Audio Purchasing System) was developed and implemented in the Java programming language. In this thesis both the physical and the logical component elements of WAPS are explored in depth so as to provide an insight into the inherent problems of creating such a system, as well as the overriding benefits derived from the creation of such a system.
- Full Text:
- Date Issued: 2000
- Authors: Ndinga, S'busiso Simon
- Date: 2000
- Subjects: Web sites -- Design , Digital libraries , Internet -- Security measures
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4621 , http://hdl.handle.net/10962/d1006488 , Web sites -- Design , Digital libraries , Internet -- Security measures
- Description: This thesis presents a feasibility study of a Web-based digital music library and purchasing system. It investigates the current status of the enabling technologies for developing such a system. An analysis of various Internet audio codecs, streaming audio protocols, Internet credit card payment security methods, and ways for accessing remote Web databases is presented. The objective of the analysis is to determine the viability and the economic benefits of using these technologies when developing systems that facilitate music distribution over the Internet. A prototype of a distributed digital music library and purchasing system named WAPS (for Web-based Audio Purchasing System) was developed and implemented in the Java programming language. In this thesis both the physical and the logical component elements of WAPS are explored in depth so as to provide an insight into the inherent problems of creating such a system, as well as the overriding benefits derived from the creation of such a system.
- Full Text:
- Date Issued: 2000
Designing and implementing a virtual reality interaction framework
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
Development of the components of a low cost, distributed facial virtual conferencing system
- Authors: Panagou, Soterios
- Date: 2000 , 2011-11-10
- Subjects: Virtual computer systems , Virtual reality , Computer conferencing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4622 , http://hdl.handle.net/10962/d1006490 , Virtual computer systems , Virtual reality , Computer conferencing
- Description: This thesis investigates the development of a low cost, component based facial virtual conferencing system. The design is decomposed into an encoding phase and a decoding phase, which communicate with each other via a network connection. The encoding phase is composed of three components: model acquisition (which handles avatar generation), pose estimation and expression analysis. Audio is not considered part of the encoding and decoding process, and as such is not evaluated. The model acquisition component is implemented using a visual hull reconstruction algorithm that is able to reconstruct real-world objects using only sets of images of the object as input. The object to be reconstructed is assumed to lie in a bounding volume of voxels. The reconstruction process involves the following stages: - Space carving for basic shape extraction; - Isosurface extraction to remove voxels not part of the surface of the reconstruction; - Mesh connection to generate a closed, connected polyhedral mesh; - Texture generation. Texturing is achieved by Gouraud shading the reconstruction with a vertex colour map; - Mesh decimation to simplify the object. The original algorithm has complexity O(n), but suffers from an inability to reconstruct concave surfaces that do not form part of the visual hull of the object. A novel extension to this algorithm based on Normalised Cross Correlation (NCC) is proposed to overcome this problem. An extension to speed up traditional NCC evaluations is proposed which reduces the NCC search space from a 2D search problem down to a single evaluation. Pose estimation and expression analysis are performed by tracking six fiducial points on the face of a subject. A tracking algorithm is developed that uses Normalised Cross Correlation to facilitate robust tracking that is invariant to changing lighting conditions, rotations and scaling. Pose estimation involves the recovery of the head position and orientation through the tracking of the triangle formed by the subject's eyebrows and nose tip. A rule-based evaluation of points that are tracked around the subject's mouth forms the basis of the expression analysis. A user assisted feedback loop and caching mechanism is used to overcome tracking errors due to fast motion or occlusions. The NCC tracker is shown to achieve a tracking performance of 10 fps when tracking the six fiducial points. The decoding phase is divided into 3 tasks, namely: avatar movement, expression generation and expression management. Avatar movement is implemented using the base VR system. Expression generation is facilitated using a Vertex Interpolation Deformation method. A weighting system is proposed for expression management. Its function is to gradually transform from one expression to the next. The use of the vertex interpolation method allows real-time deformations of the avatar representation, achieving 16 fps when applied to a model consisting of 7500 vertices. An Expression Parameter Lookup Table (EPLT) facilitates an independent mapping between the two phases. It defines a list of generic expressions that are known to the system and associates an Expression ID with each one. For each generic expression, it relates the expression analysis rules for any subject with the expression generation parameters for any avatar model. The result is that facial expression replication between any subject and avatar combination can be performed by transferring only the Expression ID from the encoder application to the decoder application. The ideas developed in the thesis are demonstrated in an implementation using the CoRgi Virtual Reality system. It is shown that the virtual-conferencing application based on this design requires only a bandwidth of 2 Kbps. , Adobe Acrobat Pro 9.4.6 , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 2000
- Authors: Panagou, Soterios
- Date: 2000 , 2011-11-10
- Subjects: Virtual computer systems , Virtual reality , Computer conferencing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4622 , http://hdl.handle.net/10962/d1006490 , Virtual computer systems , Virtual reality , Computer conferencing
- Description: This thesis investigates the development of a low cost, component based facial virtual conferencing system. The design is decomposed into an encoding phase and a decoding phase, which communicate with each other via a network connection. The encoding phase is composed of three components: model acquisition (which handles avatar generation), pose estimation and expression analysis. Audio is not considered part of the encoding and decoding process, and as such is not evaluated. The model acquisition component is implemented using a visual hull reconstruction algorithm that is able to reconstruct real-world objects using only sets of images of the object as input. The object to be reconstructed is assumed to lie in a bounding volume of voxels. The reconstruction process involves the following stages: - Space carving for basic shape extraction; - Isosurface extraction to remove voxels not part of the surface of the reconstruction; - Mesh connection to generate a closed, connected polyhedral mesh; - Texture generation. Texturing is achieved by Gouraud shading the reconstruction with a vertex colour map; - Mesh decimation to simplify the object. The original algorithm has complexity O(n), but suffers from an inability to reconstruct concave surfaces that do not form part of the visual hull of the object. A novel extension to this algorithm based on Normalised Cross Correlation (NCC) is proposed to overcome this problem. An extension to speed up traditional NCC evaluations is proposed which reduces the NCC search space from a 2D search problem down to a single evaluation. Pose estimation and expression analysis are performed by tracking six fiducial points on the face of a subject. A tracking algorithm is developed that uses Normalised Cross Correlation to facilitate robust tracking that is invariant to changing lighting conditions, rotations and scaling. Pose estimation involves the recovery of the head position and orientation through the tracking of the triangle formed by the subject's eyebrows and nose tip. A rule-based evaluation of points that are tracked around the subject's mouth forms the basis of the expression analysis. A user assisted feedback loop and caching mechanism is used to overcome tracking errors due to fast motion or occlusions. The NCC tracker is shown to achieve a tracking performance of 10 fps when tracking the six fiducial points. The decoding phase is divided into 3 tasks, namely: avatar movement, expression generation and expression management. Avatar movement is implemented using the base VR system. Expression generation is facilitated using a Vertex Interpolation Deformation method. A weighting system is proposed for expression management. Its function is to gradually transform from one expression to the next. The use of the vertex interpolation method allows real-time deformations of the avatar representation, achieving 16 fps when applied to a model consisting of 7500 vertices. An Expression Parameter Lookup Table (EPLT) facilitates an independent mapping between the two phases. It defines a list of generic expressions that are known to the system and associates an Expression ID with each one. For each generic expression, it relates the expression analysis rules for any subject with the expression generation parameters for any avatar model. The result is that facial expression replication between any subject and avatar combination can be performed by transferring only the Expression ID from the encoder application to the decoder application. The ideas developed in the thesis are demonstrated in an implementation using the CoRgi Virtual Reality system. It is shown that the virtual-conferencing application based on this design requires only a bandwidth of 2 Kbps. , Adobe Acrobat Pro 9.4.6 , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 2000
Distributed authentication for resource control
- Authors: Burdis, Keith Robert
- Date: 2000
- Subjects: Computers -- Access control , Data protection , Computer networks -- Security measures , Electronic data processing departments -- Security measures
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4630 , http://hdl.handle.net/10962/d1006512 , Computers -- Access control , Data protection , Computer networks -- Security measures , Electronic data processing departments -- Security measures
- Description: This thesis examines distributed authentication in the process of controlling computing resources. We investigate user sign-on and two of the main authentication technologies that can be used to control a resource through authentication and providing additional security services. The problems with the existing sign-on scenario are that users have too much credential information to manage and are prompted for this information too often. Single Sign-On (SSO) is a viable solution to this problem if physical procedures are introduced to minimise the risks associated with its use. The Generic Security Services API (GSS-API) provides security services in a manner in- dependent of the environment in which these security services are used, encapsulating security functionality and insulating users from changes in security technology. The un- derlying security functionality is provided by GSS-API mechanisms. We developed the Secure Remote Password GSS-API Mechanism (SRPGM) to provide a mechanism that has low infrastructure requirements, is password-based and does not require the use of long-term asymmetric keys. We provide implementations of the Java GSS-API bindings and the LIPKEY and SRPGM GSS-API mechanisms. The Secure Authentication and Security Layer (SASL) provides security to connection- based Internet protocols. After finding deficiencies in existing SASL mechanisms we de- veloped the Secure Remote Password SASL mechanism (SRP-SASL) that provides strong password-based authentication and countermeasures against known attacks, while still be- ing simple and easy to implement. We provide implementations of the Java SASL binding and several SASL mechanisms, including SRP-SASL.
- Full Text:
- Date Issued: 2000
- Authors: Burdis, Keith Robert
- Date: 2000
- Subjects: Computers -- Access control , Data protection , Computer networks -- Security measures , Electronic data processing departments -- Security measures
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4630 , http://hdl.handle.net/10962/d1006512 , Computers -- Access control , Data protection , Computer networks -- Security measures , Electronic data processing departments -- Security measures
- Description: This thesis examines distributed authentication in the process of controlling computing resources. We investigate user sign-on and two of the main authentication technologies that can be used to control a resource through authentication and providing additional security services. The problems with the existing sign-on scenario are that users have too much credential information to manage and are prompted for this information too often. Single Sign-On (SSO) is a viable solution to this problem if physical procedures are introduced to minimise the risks associated with its use. The Generic Security Services API (GSS-API) provides security services in a manner in- dependent of the environment in which these security services are used, encapsulating security functionality and insulating users from changes in security technology. The un- derlying security functionality is provided by GSS-API mechanisms. We developed the Secure Remote Password GSS-API Mechanism (SRPGM) to provide a mechanism that has low infrastructure requirements, is password-based and does not require the use of long-term asymmetric keys. We provide implementations of the Java GSS-API bindings and the LIPKEY and SRPGM GSS-API mechanisms. The Secure Authentication and Security Layer (SASL) provides security to connection- based Internet protocols. After finding deficiencies in existing SASL mechanisms we de- veloped the Secure Remote Password SASL mechanism (SRP-SASL) that provides strong password-based authentication and countermeasures against known attacks, while still be- ing simple and easy to implement. We provide implementations of the Java SASL binding and several SASL mechanisms, including SRP-SASL.
- Full Text:
- Date Issued: 2000
Minimal motion capture with inverse kinematics for articulated human figure animation
- Authors: Casanueva, Luis
- Date: 2000
- Subjects: Virtual reality , Image processing -- Digital techniques
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4620 , http://hdl.handle.net/10962/d1006485 , Virtual reality , Image processing -- Digital techniques
- Description: Animating an articulated figure usually requires expensive hardware in terms of motion capture equipment, processing power and rendering power. This implies a high cost system and thus eliminates the use of personal computers to drive avatars in virtual environments. We propose a system to animate an articulated human upper body in real-time, using minimal motion capture trackers to provide position and orientation for the limbs. The system has to drive an avatar in a virtual environment on a low-end computer. The cost of the motion capture equipment must be relatively low (hence the use of minimal trackers). We discuss the various types of motion capture equipment and decide to use electromagnetic trackers which are adequate for our requirements while being reasonably priced. We also discuss the use of inverse kinematics to solve for the articulated chains making up the topology of the articulated figure. Furthermore, we offer a method to describe articulated chains as well as a process to specify the reach of up to four link chains with various levels of redundancy for use in articulated figures. We then provide various types of constraints to reduce the redundancy of non-defined articulated chains, specifically for chains found in an articulated human upper body. Such methods include a way to solve for the redundancy in the orientation of the neck link, as well as three different methods to solve the redundancy of the articulated human arm. The first method involves eliminating a degree of freedom from the chain, thus reducing its redundancy. The second method calculates the elevation angle of the elbow position from the elevation angle of the hand. The third method determines the actual position of the elbow from an average of previous positions of the elbow according to the position and orientation of the hand. The previous positions of the elbow are captured during the calibration process. The redundancy of the neck is easily solved due to the small amount of redundancy in the chain. When solving the arm, the first method which should give a perfect result in theory, gives a poor result in practice due to the limitations of both the motion capture equipment and the design. The second method provides an adequate result for the position of the redundant elbow in most cases although fails in some cases. Still it benefits from a simple approach as well as very little need for calibration. The third method provides the most accurate method of the three for the position of the redundant elbow although it also fails in some cases. This method however requires a long calibration session for each user. The last two methods allow for the calibration data to be used in latter session, thus reducing considerably the calibration required. In combination with a virtual reality system, these processes allow for the real-time animation of an articulated figure to drive avatars in virtual environments or for low quality animation on a low-end computer.
- Full Text:
- Date Issued: 2000
- Authors: Casanueva, Luis
- Date: 2000
- Subjects: Virtual reality , Image processing -- Digital techniques
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4620 , http://hdl.handle.net/10962/d1006485 , Virtual reality , Image processing -- Digital techniques
- Description: Animating an articulated figure usually requires expensive hardware in terms of motion capture equipment, processing power and rendering power. This implies a high cost system and thus eliminates the use of personal computers to drive avatars in virtual environments. We propose a system to animate an articulated human upper body in real-time, using minimal motion capture trackers to provide position and orientation for the limbs. The system has to drive an avatar in a virtual environment on a low-end computer. The cost of the motion capture equipment must be relatively low (hence the use of minimal trackers). We discuss the various types of motion capture equipment and decide to use electromagnetic trackers which are adequate for our requirements while being reasonably priced. We also discuss the use of inverse kinematics to solve for the articulated chains making up the topology of the articulated figure. Furthermore, we offer a method to describe articulated chains as well as a process to specify the reach of up to four link chains with various levels of redundancy for use in articulated figures. We then provide various types of constraints to reduce the redundancy of non-defined articulated chains, specifically for chains found in an articulated human upper body. Such methods include a way to solve for the redundancy in the orientation of the neck link, as well as three different methods to solve the redundancy of the articulated human arm. The first method involves eliminating a degree of freedom from the chain, thus reducing its redundancy. The second method calculates the elevation angle of the elbow position from the elevation angle of the hand. The third method determines the actual position of the elbow from an average of previous positions of the elbow according to the position and orientation of the hand. The previous positions of the elbow are captured during the calibration process. The redundancy of the neck is easily solved due to the small amount of redundancy in the chain. When solving the arm, the first method which should give a perfect result in theory, gives a poor result in practice due to the limitations of both the motion capture equipment and the design. The second method provides an adequate result for the position of the redundant elbow in most cases although fails in some cases. Still it benefits from a simple approach as well as very little need for calibration. The third method provides the most accurate method of the three for the position of the redundant elbow although it also fails in some cases. This method however requires a long calibration session for each user. The last two methods allow for the calibration data to be used in latter session, thus reducing considerably the calibration required. In combination with a virtual reality system, these processes allow for the real-time animation of an articulated figure to drive avatars in virtual environments or for low quality animation on a low-end computer.
- Full Text:
- Date Issued: 2000
A distributed approach to surround sound production
- Authors: Smith, Adrian Wilfrid
- Date: 1999
- Subjects: Surround-sound systems , Computer sound processing , Music -- Data processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4602 , http://hdl.handle.net/10962/d1004855 , Surround-sound systems , Computer sound processing , Music -- Data processing
- Description: The requirement for multi-channel surround sound in audio production applications is growing rapidly. Audio processing in these applications can be costly, particularly in multi-channel systems. A distributed approach is proposed for the development of a realtime spatialization system for surround sound music production, using Ambisonic surround sound methods. The latency in the system is analyzed, with a focus on the audio processing and network delays, in order to ascertain the feasibility of an enhanced, distributed real-time spatialization system.
- Full Text:
- Date Issued: 1999
- Authors: Smith, Adrian Wilfrid
- Date: 1999
- Subjects: Surround-sound systems , Computer sound processing , Music -- Data processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4602 , http://hdl.handle.net/10962/d1004855 , Surround-sound systems , Computer sound processing , Music -- Data processing
- Description: The requirement for multi-channel surround sound in audio production applications is growing rapidly. Audio processing in these applications can be costly, particularly in multi-channel systems. A distributed approach is proposed for the development of a realtime spatialization system for surround sound music production, using Ambisonic surround sound methods. The latency in the system is analyzed, with a focus on the audio processing and network delays, in order to ascertain the feasibility of an enhanced, distributed real-time spatialization system.
- Full Text:
- Date Issued: 1999
Adaptive flow management of multimedia data with a variable quality of service
- Authors: Littlejohn, Paul Stephen
- Date: 1999
- Subjects: Multimedia systems , Multimedia systems -- Evaluation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4605 , http://hdl.handle.net/10962/d1004863 , Multimedia systems , Multimedia systems -- Evaluation
- Description: Much of the current research involving the delivery of multimedia data focuses on the need to maintain a constant Quality of Service (QoS) throughout the lifetime of the connection. Delivery of a constant QoS requires that a guaranteed bandwidth is available for the entire connection. Techniques, such as resource reservation, are able to provide for this. These approaches work well across networks that are fairly homogeneous, and which have sufficient resources to sustain the guarantees, but are not currently viable over either heterogeneous or unreliable networks. To cater for the great number of networks (including the Internet) which do not conform to the ideal conditions required by constant Quality of Service mechanisms, this thesis proposes a different approach, that of dynamically adjusting the QoS in response to changing network conditions. Instead of optimizing the Quality of Service, the approach used in this thesis seeks to ensure the delivery of the information, at the best possible quality, as determined by the carrying ability of the poorest segment in the network link. To illustrate and examine this model, a service-adaptive system is described, which allows for the streaming of multimedia audio data across a network using the RealTime Transport Protocol. This application continually adjusts its service requests in response to the current network conditions. A client/server model is outlined whereby the server attempts to provide scalable media content, in this case audio data, to a client at the highest possible Quality of Service. The thesis presents and evaluates a number of renegotiation methods for adjusting the Quality of Service between the client and server. An A djusted QoS renegotiation method algorithm is suggested, which delivers the best possible quality, within an acceptable loss boundary.
- Full Text:
- Date Issued: 1999
- Authors: Littlejohn, Paul Stephen
- Date: 1999
- Subjects: Multimedia systems , Multimedia systems -- Evaluation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4605 , http://hdl.handle.net/10962/d1004863 , Multimedia systems , Multimedia systems -- Evaluation
- Description: Much of the current research involving the delivery of multimedia data focuses on the need to maintain a constant Quality of Service (QoS) throughout the lifetime of the connection. Delivery of a constant QoS requires that a guaranteed bandwidth is available for the entire connection. Techniques, such as resource reservation, are able to provide for this. These approaches work well across networks that are fairly homogeneous, and which have sufficient resources to sustain the guarantees, but are not currently viable over either heterogeneous or unreliable networks. To cater for the great number of networks (including the Internet) which do not conform to the ideal conditions required by constant Quality of Service mechanisms, this thesis proposes a different approach, that of dynamically adjusting the QoS in response to changing network conditions. Instead of optimizing the Quality of Service, the approach used in this thesis seeks to ensure the delivery of the information, at the best possible quality, as determined by the carrying ability of the poorest segment in the network link. To illustrate and examine this model, a service-adaptive system is described, which allows for the streaming of multimedia audio data across a network using the RealTime Transport Protocol. This application continually adjusts its service requests in response to the current network conditions. A client/server model is outlined whereby the server attempts to provide scalable media content, in this case audio data, to a client at the highest possible Quality of Service. The thesis presents and evaluates a number of renegotiation methods for adjusting the Quality of Service between the client and server. An A djusted QoS renegotiation method algorithm is suggested, which delivers the best possible quality, within an acceptable loss boundary.
- Full Text:
- Date Issued: 1999
An investigation into the use of IEEE 1394 for audio and control data distribution in music studio environments
- Authors: Laubscher, Robert Alan
- Date: 1999 , 2011-11-10
- Subjects: Digital electronics , Sound -- Recording and reproducing -- Digital techniques , MIDI (Standard) , Music -- Data processing , Computer sound processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4619 , http://hdl.handle.net/10962/d1006483 , Digital electronics , Sound -- Recording and reproducing -- Digital techniques , MIDI (Standard) , Music -- Data processing , Computer sound processing
- Description: This thesis investigates the feasibility of using a new digital interconnection technology, the IEEE-1394 High Performance Serial Bus, for audio and control data distribution in local and remote music recording studio environments. Current methods for connecting studio devices are described, and the need for a new digital interconnection technology explained. It is shown how this new interconnection technology and developing protocol standards make provision for multi-channel audio and control data distribution, routing, copyright protection, and device synchronisation. Feasibility is demonstrated by the implementation of a custom hardware and software solution. Remote music studio connectivity is considered, and the emerging standards and technologies for connecting future music studio utilising this new technology are discussed. , Microsoft Word , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 1999
- Authors: Laubscher, Robert Alan
- Date: 1999 , 2011-11-10
- Subjects: Digital electronics , Sound -- Recording and reproducing -- Digital techniques , MIDI (Standard) , Music -- Data processing , Computer sound processing
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4619 , http://hdl.handle.net/10962/d1006483 , Digital electronics , Sound -- Recording and reproducing -- Digital techniques , MIDI (Standard) , Music -- Data processing , Computer sound processing
- Description: This thesis investigates the feasibility of using a new digital interconnection technology, the IEEE-1394 High Performance Serial Bus, for audio and control data distribution in local and remote music recording studio environments. Current methods for connecting studio devices are described, and the need for a new digital interconnection technology explained. It is shown how this new interconnection technology and developing protocol standards make provision for multi-channel audio and control data distribution, routing, copyright protection, and device synchronisation. Feasibility is demonstrated by the implementation of a custom hardware and software solution. Remote music studio connectivity is considered, and the emerging standards and technologies for connecting future music studio utilising this new technology are discussed. , Microsoft Word , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 1999
An object-oriented toolkit for music notation
- Authors: Eales, Andrew Arnold
- Date: 1999 , 2000-04-26
- Subjects: Musical notation , Object-oriented programming (Computer science) , Computer music -- History and criticism , Musical notation -- Software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4618 , http://hdl.handle.net/10962/d1006473 , Musical notation , Object-oriented programming (Computer science) , Computer music -- History and criticism , Musical notation -- Software
- Description: This thesis investigates the design and implementation of an object-oriented toolkit for music notation. It considers whether object-oriented technology provides features that are desirable for representing music notation. The ability to sympathetically represent the conventions of music notation provides software tools that are flexible to use, and easily extended to represent less common features of music notation. The design and implementation of an object-oriented class hierarchy that captures the structural and semantic relationships of music notation symbols is described. Functions that search for symbols, and update symbol positions are also implemented. Traditional context-sensitive and spatial relationships between music symbols may be maintained, or extended to provide notational features found in modern music. MIDI functionality includes the ability to play music notation and to allow step-recording of MIDI events. The toolkit has been designed to simplify the creation of applications that make use of music notation; example applications are created to demonstrate its capabilities. , Microsoft Word , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 1999
- Authors: Eales, Andrew Arnold
- Date: 1999 , 2000-04-26
- Subjects: Musical notation , Object-oriented programming (Computer science) , Computer music -- History and criticism , Musical notation -- Software
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4618 , http://hdl.handle.net/10962/d1006473 , Musical notation , Object-oriented programming (Computer science) , Computer music -- History and criticism , Musical notation -- Software
- Description: This thesis investigates the design and implementation of an object-oriented toolkit for music notation. It considers whether object-oriented technology provides features that are desirable for representing music notation. The ability to sympathetically represent the conventions of music notation provides software tools that are flexible to use, and easily extended to represent less common features of music notation. The design and implementation of an object-oriented class hierarchy that captures the structural and semantic relationships of music notation symbols is described. Functions that search for symbols, and update symbol positions are also implemented. Traditional context-sensitive and spatial relationships between music symbols may be maintained, or extended to provide notational features found in modern music. MIDI functionality includes the ability to play music notation and to allow step-recording of MIDI events. The toolkit has been designed to simplify the creation of applications that make use of music notation; example applications are created to demonstrate its capabilities. , Microsoft Word , Adobe Acrobat 9.46 Paper Capture Plug-in
- Full Text:
- Date Issued: 1999
Buffering strategies and bandwidth renegotiation for MPEG video streams
- Authors: Schonken, Nico
- Date: 1999
- Subjects: Video compression , Computer algorithms , Digital video
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4651 , http://hdl.handle.net/10962/d1006620 , Video compression , Computer algorithms , Digital video
- Description: This paper confirms the existence of short-term and long-term variation of the required bandwidth for MPEG videostreams. We show how the use of a small amount of buffering and GOP grouping can significantly reduce the effect of the short-term variation. By introducing a number of bandwidth renegotiation techniques, which can be applied to MPEG video streams in general, we are able to reduce the effect of long-term variation. These techniques include those that need the a priori knowledge of frame sizes as well as one that can renegotiate dynamically. A costing algorithm has also been introduced in order to compare various proposals against each other.
- Full Text:
- Date Issued: 1999
- Authors: Schonken, Nico
- Date: 1999
- Subjects: Video compression , Computer algorithms , Digital video
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4651 , http://hdl.handle.net/10962/d1006620 , Video compression , Computer algorithms , Digital video
- Description: This paper confirms the existence of short-term and long-term variation of the required bandwidth for MPEG videostreams. We show how the use of a small amount of buffering and GOP grouping can significantly reduce the effect of the short-term variation. By introducing a number of bandwidth renegotiation techniques, which can be applied to MPEG video streams in general, we are able to reduce the effect of long-term variation. These techniques include those that need the a priori knowledge of frame sizes as well as one that can renegotiate dynamically. A costing algorithm has also been introduced in order to compare various proposals against each other.
- Full Text:
- Date Issued: 1999
An investigation of nondeterminism in functional programming languages
- Authors: Graham, Gwyneth Clare
- Date: 1997
- Subjects: Functional programming languages
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4658 , http://hdl.handle.net/10962/d1006658 , Functional programming languages
- Description: This thesis investigates nondeterminism in functional programming languages. To establish a precise understanding of nondeterministic language properties, Sondergaard and Sestoft's analysis and definitions of functional language properties are adopted as are the characterizations of weak and strong nondeterminism. This groundwork is followed by a denotational semantic description of a nondeterministic language (suggested by Sondergaard and Sestoft). In this manner, a precise characterization of the effects of strong nondeterminism is developed. Methods used to hide nondeterminism to in order to overcome or sidestep the problem of strong nondeterminism in pure functional languages are defined. These different techniques ensure that functional languages remain pure but also include some of the advantages of nondeterminism. Lastly, this discussion of nondeterminism is applied to the area of functional parallel language implementation to indicate that the related problem and the possible solutions are not purely academic. This application gives rise to an interesting discussion on optimization of list parallelism. This technique relies on the ability to decide when a bag may be used instead of a list.
- Full Text:
- Date Issued: 1997
- Authors: Graham, Gwyneth Clare
- Date: 1997
- Subjects: Functional programming languages
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4658 , http://hdl.handle.net/10962/d1006658 , Functional programming languages
- Description: This thesis investigates nondeterminism in functional programming languages. To establish a precise understanding of nondeterministic language properties, Sondergaard and Sestoft's analysis and definitions of functional language properties are adopted as are the characterizations of weak and strong nondeterminism. This groundwork is followed by a denotational semantic description of a nondeterministic language (suggested by Sondergaard and Sestoft). In this manner, a precise characterization of the effects of strong nondeterminism is developed. Methods used to hide nondeterminism to in order to overcome or sidestep the problem of strong nondeterminism in pure functional languages are defined. These different techniques ensure that functional languages remain pure but also include some of the advantages of nondeterminism. Lastly, this discussion of nondeterminism is applied to the area of functional parallel language implementation to indicate that the related problem and the possible solutions are not purely academic. This application gives rise to an interesting discussion on optimization of list parallelism. This technique relies on the ability to decide when a bag may be used instead of a list.
- Full Text:
- Date Issued: 1997
An investigation into some critical computer networking parameters : Internet addressing and routing
- Authors: Isted, Edwin David
- Date: 1996
- Subjects: Computer networks , Internet , Electronic mail systems
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4608 , http://hdl.handle.net/10962/d1004874 , Computer networks , Internet , Electronic mail systems
- Description: This thesis describes the evaluation of several proposals suggested as replacements for the currenT Internet's TCPJIP protocol suite. The emphasis of this thesis is on how the proposals solve the current routing and addressing problems associated with the Internet. The addressing problem is found to be related to address space depletion, and the routing problem related to excessive routing costs. The evaluation is performed based on criteria selected for their applicability as future Internet design criteria. AIl the protocols are evaluated using the above-mentioned criteria. It is concluded that the most suitable addressing mechanism is an expandable multi-level format, with a logical separation of location and host identification information. Similarly, the most suitable network representation technique is found to be an unrestricted hierarchical structure which uses a suitable abstraction mechanism. It is further found that these two solutions could adequately solve the existing addressing and routing problems and allow substantial growth of the Internet.
- Full Text:
- Date Issued: 1996
An investigation into some critical computer networking parameters : Internet addressing and routing
- Authors: Isted, Edwin David
- Date: 1996
- Subjects: Computer networks , Internet , Electronic mail systems
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4608 , http://hdl.handle.net/10962/d1004874 , Computer networks , Internet , Electronic mail systems
- Description: This thesis describes the evaluation of several proposals suggested as replacements for the currenT Internet's TCPJIP protocol suite. The emphasis of this thesis is on how the proposals solve the current routing and addressing problems associated with the Internet. The addressing problem is found to be related to address space depletion, and the routing problem related to excessive routing costs. The evaluation is performed based on criteria selected for their applicability as future Internet design criteria. AIl the protocols are evaluated using the above-mentioned criteria. It is concluded that the most suitable addressing mechanism is an expandable multi-level format, with a logical separation of location and host identification information. Similarly, the most suitable network representation technique is found to be an unrestricted hierarchical structure which uses a suitable abstraction mechanism. It is further found that these two solutions could adequately solve the existing addressing and routing problems and allow substantial growth of the Internet.
- Full Text:
- Date Issued: 1996
Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environment
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
Remora : implementing adaptive parallelism on a heterogeneous cluster of networked workstations
- Authors: Rehmet, Geoffrey Michael
- Date: 1995
- Subjects: LINDA (Computer system) , Local area networks (Computer networks) , Computer networks , Remora (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4673 , http://hdl.handle.net/10962/d1006696 , LINDA (Computer system) , Local area networks (Computer networks) , Computer networks , Remora (Computer system)
- Description: Computers connected to a local area network are often only fully utilized for short periods of time. In fact, most workstations are not used at all for a significant portion of the day. The combined "idle time" of the workstations on a network constitutes a significant computing resource, which is generally wasted. If harnessed properly, such a resource could constitute a cheap alternative to expensive high-performance computers. Adaptive parallelism refers to the parallel execution of a computation on a dynamically changing set of processors. This thesis investigates the viability of this approach as a vehicle to harness the "idle cycles" available on a heterogeneous cluster of networked computers. A system, called Remora, which implements adaptive parallelism via the Linda programming paradigm, is presented. Experiments, performed using Remora, show that adaptive parallelism provides an efficient vehicle for using idle processor cycles, without having an adverse effect on the tasks which constitute the normal workload of the computers being used.
- Full Text:
- Date Issued: 1995
- Authors: Rehmet, Geoffrey Michael
- Date: 1995
- Subjects: LINDA (Computer system) , Local area networks (Computer networks) , Computer networks , Remora (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4673 , http://hdl.handle.net/10962/d1006696 , LINDA (Computer system) , Local area networks (Computer networks) , Computer networks , Remora (Computer system)
- Description: Computers connected to a local area network are often only fully utilized for short periods of time. In fact, most workstations are not used at all for a significant portion of the day. The combined "idle time" of the workstations on a network constitutes a significant computing resource, which is generally wasted. If harnessed properly, such a resource could constitute a cheap alternative to expensive high-performance computers. Adaptive parallelism refers to the parallel execution of a computation on a dynamically changing set of processors. This thesis investigates the viability of this approach as a vehicle to harness the "idle cycles" available on a heterogeneous cluster of networked computers. A system, called Remora, which implements adaptive parallelism via the Linda programming paradigm, is presented. Experiments, performed using Remora, show that adaptive parallelism provides an efficient vehicle for using idle processor cycles, without having an adverse effect on the tasks which constitute the normal workload of the computers being used.
- Full Text:
- Date Issued: 1995
Routing MIDI messages in a shared music studio environment
- Authors: Mosala, Thabo Jerry
- Date: 1995
- Subjects: MIDI (Standard) , Computer networks
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4672 , http://hdl.handle.net/10962/d1006695 , MIDI (Standard) , Computer networks
- Description: The Rhodes Computer Music Network (RHOCMN) is a network which allows main studio resources to be shared. RHOCMN is growing into a multi-workstation environment and additional devices are being incorporated into the system. A star configuration is used for transmitting MIDI from a MIDI patch bay to the workstations and MIDI devices. This imposes several disadvantages on the use of the studio, such as wiring problems. In a quest to avoid problems related to MIDI in RHOCMN, the MIDINet system was developed. The idea was to acquire a viable solution to MIDI's main problems which does not involve a redefinition of the MIDI specification.
- Full Text:
- Date Issued: 1995
- Authors: Mosala, Thabo Jerry
- Date: 1995
- Subjects: MIDI (Standard) , Computer networks
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4672 , http://hdl.handle.net/10962/d1006695 , MIDI (Standard) , Computer networks
- Description: The Rhodes Computer Music Network (RHOCMN) is a network which allows main studio resources to be shared. RHOCMN is growing into a multi-workstation environment and additional devices are being incorporated into the system. A star configuration is used for transmitting MIDI from a MIDI patch bay to the workstations and MIDI devices. This imposes several disadvantages on the use of the studio, such as wiring problems. In a quest to avoid problems related to MIDI in RHOCMN, the MIDINet system was developed. The idea was to acquire a viable solution to MIDI's main problems which does not involve a redefinition of the MIDI specification.
- Full Text:
- Date Issued: 1995
The analysis of a computer music network and the implementation of essential subsystems
- Authors: Wilks, Antony John
- Date: 1995
- Subjects: Computer networks , Computer music , MIDI (Standard)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4666 , http://hdl.handle.net/10962/d1006682 , Computer networks , Computer music , MIDI (Standard)
- Description: The inability to share resources in commercial and institutional computer music studios results in non-optimal resource utilisation. The use of computers to process, store and communicate data can be extended within these studios, to provide the capability of sharing resources amongst their users. This thesis describes a computer music network which was designed for this purpose. Certain devices had to be custom built for the implementation of the network. The thesis discusses the design and construction of these devices.
- Full Text:
- Date Issued: 1995
- Authors: Wilks, Antony John
- Date: 1995
- Subjects: Computer networks , Computer music , MIDI (Standard)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4666 , http://hdl.handle.net/10962/d1006682 , Computer networks , Computer music , MIDI (Standard)
- Description: The inability to share resources in commercial and institutional computer music studios results in non-optimal resource utilisation. The use of computers to process, store and communicate data can be extended within these studios, to provide the capability of sharing resources amongst their users. This thesis describes a computer music network which was designed for this purpose. Certain devices had to be custom built for the implementation of the network. The thesis discusses the design and construction of these devices.
- Full Text:
- Date Issued: 1995
Cogitator : a parallel, fuzzy, database-driven expert system
- Authors: Baise, Paul
- Date: 1994 , 2012-10-08
- Subjects: Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4667 , http://hdl.handle.net/10962/d1006684 , Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Description: The quest to build anthropomorphic machines has led researchers to focus on knowledge and the manipulation thereof. Recently, the expert system was proposed as a solution, working well in small, well understood domains. However these initial attempts highlighted the tedious process associated with building systems to display intelligence, the most notable being the Knowledge Acquisition Bottleneck. Attempts to circumvent this problem have led researchers to propose the use of machine learning databases as a source of knowledge. Attempts to utilise databases as sources of knowledge has led to the development Database-Driven Expert Systems. Furthermore, it has been ascertained that a requisite for intelligent systems is powerful computation. In response to these problems and proposals, a new type of database-driven expert system, Cogitator is proposed. It is shown to circumvent the Knowledge Acquisition Bottleneck and posess many other advantages over both traditional expert systems and connectionist systems, whilst having non-serious disadvantages. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Baise, Paul
- Date: 1994 , 2012-10-08
- Subjects: Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4667 , http://hdl.handle.net/10962/d1006684 , Expert systems (Computer science) , Artificial intelligence -- Computer programs , System design , Cogitator (Computer system)
- Description: The quest to build anthropomorphic machines has led researchers to focus on knowledge and the manipulation thereof. Recently, the expert system was proposed as a solution, working well in small, well understood domains. However these initial attempts highlighted the tedious process associated with building systems to display intelligence, the most notable being the Knowledge Acquisition Bottleneck. Attempts to circumvent this problem have led researchers to propose the use of machine learning databases as a source of knowledge. Attempts to utilise databases as sources of knowledge has led to the development Database-Driven Expert Systems. Furthermore, it has been ascertained that a requisite for intelligent systems is powerful computation. In response to these problems and proposals, a new type of database-driven expert system, Cogitator is proposed. It is shown to circumvent the Knowledge Acquisition Bottleneck and posess many other advantages over both traditional expert systems and connectionist systems, whilst having non-serious disadvantages. , KMBT_223
- Full Text:
- Date Issued: 1994
Parallel implementation of a virtual reality system on a transputer architecture
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
Static analysis of functional languages
- Authors: Mountjoy, Jon-Dean
- Date: 1994 , 2012-10-10
- Subjects: Functional programming languages
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4669 , http://hdl.handle.net/10962/d1006690 , Functional programming languages
- Description: Static analysis is the name given to a number of compile time analysis techniques used to automatically generate information which can lead to improvements in the execution performance of function languages. This thesis provides an introduction to these techniques and their implementation. The abstract interpretation framework is an example of a technique used to extract information from a program by providing the program with an alternate semantics and evaluating this program over a non-standard domain. The elements of this domain represent certain properties of interest. This framework is examined in detail, as well as various extensions and variants of it. The use of binary logical relations and program logics as alternative formulations of the framework , and partial equivalence relations as an extension to it, are also looked at. The projection analysis framework determines how much of a sub-expression can be evaluated by examining the context in which the expression is to be evaluated, and provides an elegant method for finding particular types of information from data structures. This is also examined. The most costly operation in implementing an analysis is the computation of fixed points. Methods developed to make this process more efficient are looked at. This leads to the final chapter which highlights the dependencies and relationships between the different frameworks and their mathematical disciplines. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Mountjoy, Jon-Dean
- Date: 1994 , 2012-10-10
- Subjects: Functional programming languages
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4669 , http://hdl.handle.net/10962/d1006690 , Functional programming languages
- Description: Static analysis is the name given to a number of compile time analysis techniques used to automatically generate information which can lead to improvements in the execution performance of function languages. This thesis provides an introduction to these techniques and their implementation. The abstract interpretation framework is an example of a technique used to extract information from a program by providing the program with an alternate semantics and evaluating this program over a non-standard domain. The elements of this domain represent certain properties of interest. This framework is examined in detail, as well as various extensions and variants of it. The use of binary logical relations and program logics as alternative formulations of the framework , and partial equivalence relations as an extension to it, are also looked at. The projection analysis framework determines how much of a sub-expression can be evaluated by examining the context in which the expression is to be evaluated, and provides an elegant method for finding particular types of information from data structures. This is also examined. The most costly operation in implementing an analysis is the computation of fixed points. Methods developed to make this process more efficient are looked at. This leads to the final chapter which highlights the dependencies and relationships between the different frameworks and their mathematical disciplines. , KMBT_223
- Full Text:
- Date Issued: 1994
A distributed Linda server on a network of heterogeneous processors
- Authors: Smith, Graham Leslie
- Date: 1993
- Subjects: LINDA (Computer system) , Parallel programming (Computer science)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4610 , http://hdl.handle.net/10962/d1004890 , LINDA (Computer system) , Parallel programming (Computer science)
- Description: Linda is an approach to parallelism which relies on a virtual associative shared memory called tuple space. Tuple space is accessed through a small set of primitive operations and is conceptually easy to understand and manipulate. The physical implementation of a Linda tuple space may of course be completely different from the conceptual model. Rhodes has implemented versions of Linda on a ring of RS-232 joined PC's and on a cluster of T800 transputers with a single copy of tuple space on one transputer. Current research targets the implementation of a distributed Linda server on a network of heterogeneous processors. This work describes the design and implementation of a distributed Linda server. Emphasis is placed on aspects of the design which enhance portability and efficiency.
- Full Text:
- Date Issued: 1993
- Authors: Smith, Graham Leslie
- Date: 1993
- Subjects: LINDA (Computer system) , Parallel programming (Computer science)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4610 , http://hdl.handle.net/10962/d1004890 , LINDA (Computer system) , Parallel programming (Computer science)
- Description: Linda is an approach to parallelism which relies on a virtual associative shared memory called tuple space. Tuple space is accessed through a small set of primitive operations and is conceptually easy to understand and manipulate. The physical implementation of a Linda tuple space may of course be completely different from the conceptual model. Rhodes has implemented versions of Linda on a ring of RS-232 joined PC's and on a cluster of T800 transputers with a single copy of tuple space on one transputer. Current research targets the implementation of a distributed Linda server on a network of heterogeneous processors. This work describes the design and implementation of a distributed Linda server. Emphasis is placed on aspects of the design which enhance portability and efficiency.
- Full Text:
- Date Issued: 1993