0000000000113474
AUTHOR
Ricardo Olanda
Towards an extensible simulator of real motion platforms
Abstract The limitations of a real motion platform will not normally be discovered until it is completely built and tested. Late identification of its limitations imposes the necessity of a redesign of the motion platform. This, in turn, incurs important and significant economic costs for the manufacturer. Note that any change in the original design of the motion platform requires an investment in resources, money and time in order to perform the re-design of the platform. The main contribution of this paper is to address this problem by creating a virtual motion platform (VMP). This virtual motion platform is a computer-based simulation of a real motion platform which produces the same out…
Interacting with Augmented Reality Mirrors
This chapter deals with the topic of Augmented Reality Mirrors (ARMs) – a kind of specular interfaces making use of Augmented Reality technology. The review presented in the chapter first analyses the current setups for the construction of ARMs. Secondly, it presents a study on their potential for inferring in human perception (e.g. behaviour and emotions) and the high interactivity potential and usability they have. In the third place, it shows their use in different areas of knowledge, namely entertainment, edutainment, clothing, arts and medical therapy. Then, the chapter presents a discussion, highlighting the current technological barriers and the need for more research. Finally, futur…
Non-interleaved Quadtree Node Codification
The usual quadtree node non-pointer codification is based on interleaved binary representations of node coordinates, in such a way that every operation that concerns to the spatial position or to the specific orientation of the region represented by the node needs to undo this interleaving process. So, the computation time of such operations is linear with the node depth. In this paper an alternative codification is presented called “non-interleaved codification”. The new codification has a simpler management and a higher intuitiveness than current codifications that use the interleaving approach. The proposed codification is more efficient than previous ones for the following set of operat…
Terrain data compression using wavelet-tiled pyramids for online 3D terrain visualization
Last years have witnessed the widespread use of online terrain visualization applications. However, the significant improvements achieved in sensing technologies have allowed an increasing size of the terrain databases. These increasing sizes represent a serious drawback when terrain data must be transmitted and rendered at interactive rates. In this paper, we propose a novel wavelet-tiled pyramid for compressing terrain data that replaces the traditional multiresolution pyramid usually used in wavelet compression schemes. The new wavelet-tiled pyramid modifies the wavelet analysis and synthesis processes, allowing an efficient transmission and reconstruction of terrain data in those applic…
Efficient Coding of Quadtree Nodes
In this paper an alternative non-pointer quadtree node codification to manage geographical spatial data is presented. New codification is based on a variable sequence of z-ordered base four digits. Memory requirements of the new codification are lower than previous codifications, and in particular lower than FD codification, the most commonly used in linear quadtrees. Furthermore, z-ordering makes compatible new codification with most of the algorithms developed for FD.
Motion Cueing Algorithms: A Review
Robotic motion platforms are commonly used in motion-based vehicle simulation. However, the reproduction of realistic accelerations within a reduced workspace is a major challenge. Thus, high-level control strategies commonly referred to as motion cueing algorithms (MCA) are required to convert the simulated vehicle physical state into actual motion for the motion platform. This paper reviews the most important strategies for the generation of motion cues in simulators, listing the advantages and drawbacks of the different solutions. The motion cueing problem, a general scheme and the four most common approaches – classical washout, adaptive washout, optimal control and model predictive con…
Multiuser Augmented Reality System for Indoor Exhibitions
Over the last years, museums and galleries are looking for new ways to show exhibitions to visitors. For that purpose, new technologies like augmented reality are used. In this paper an augmented reality system for indoor exhibitions is presented. The system is formed by visualization screens that mix exhibition environment, visitors included, with multimedia and virtual 3D objects which visitors can manipulate naturally using a markers system. This system has been used in the exhibition "Valencia, tierra de comarcas: Dialogos con el patrimonio", which deals with a trip through the valencian cultural heritage.
Introducción de metodologías de aprendizaje basado en problemas mediante tecnologías multimedia
La propuesta de trabajar por competencias en lugar de hacerlo como se hacía tradicionalmente, por objetivos, ha hecho proliferar las propuestas y alternativas metodológicas para favorecer un cambio en la Educación Superior. Una de estas metodologías es el aprendizaje basado en problemas (ABP). El ABP es una metodología de aprendizaje en la cual el punto de partida es un problema construido por el profesor que permite al estudiante identificar necesidades para comprender mejor ese problema, identificar principios que sustentan el conocimiento y cumplir objetivos de aprendizaje relacionados con cada porción del contenido de la materia. En el caso de las tecnologías de la información y las com…
Hybrid P2P schemes for remote terrain interactive visualization systems
Over the last few years, there has been a lot of development of interactive terrain visualization applications using remote databases. One of the main problems that these applications must face is scalability. These applications usually use a client-server model that cannot support a large number of concurrent requests without using a considerable number of servers. In this paper, we present a full comparative study of new hybrid P2P schemes for terrain interactive visualization systems. The performance evaluation results show that the best strategy consists of avoiding the periodical reporting among peer nodes about the current information contained in each node, while using some servers a…
A new parallel pipeline for DNA methylation analysis of long reads datasets
Background DNA methylation is an important mechanism of epigenetic regulation in development and disease. New generation sequencers allow genome-wide measurements of the methylation status by reading short stretches of the DNA sequence (Methyl-seq). Several software tools for methylation analysis have been proposed over recent years. However, the current trend is that the new sequencers and the ones expected for an upcoming future yield sequences of increasing length, making these software tools inefficient and obsolete. Results In this paper, we propose a new software based on a strategy for methylation analysis of Methyl-seq sequencing data that requires much shorter execution times while…
Entertainment virtual reality system for simulation of spaceflights over the surface of the planet Mars
In recent years Virtual Reality technologies have enabled astronomers to recreate and explore three dimensional structures of the Universe for scientific purposes. Mars, due to its scientific interest,has been the focal point of numerous research projects using these technologies, however, none of these virtual reality tools have been developed specifically for entertainment purposes.The focus of this paper is to present MarsVR, as an entertainment research project that educates people on the topography and orography of the planet Mars from the perspective of popular science. Some projects have been designed MarsVR for entertainment purposes and include the latest advances in 3D real time a…
Visualization of Large Terrain Using Non-restricted Quadtree Triangulations
This paper presents a set of new techniques oriented towards the real-time visualization of large terrains. These techniques are mainly focused on semi-regular triangulations of non-restricted quadtree terrain representations. Despite the fact that the paper shows that triangulations based on non-restricted quadtrees are as simple and efficient as those based on restricted quadtrees, the new triangulations avoid discontinuity problems among the boundaries of different patches without the need for tree balancing and extra triangles addition. Another important feature of the proposed triangulation is that it incorporates an efficient method for building triangle strips and triangle fans for t…
Additional file 1 of A new parallel pipeline for DNA methylation analysis of long reads datasets
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