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July 18, 2001 - The Event Heap, part of the iRoom infrastructure, is now available for download on our software page.

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The Interactive Workspaces Project at Stanford is exploring new possibilities for people to work together in technology-rich spaces with computing and interaction devices on many different scales. It is made up of faculty and students from the areas of Graphics. Human-Computer Interaction, Networking, and Databases. We have built experimental hardware and software testbeds that include large, high-resolution wall-mounted and tabletop displays (which we call Interactive Murals and Interactive Tables), as well as small, personal mobile computing devices such as laptops and PDAs connected through a wireless LAN. Specialized input and output devices such as LCD-tablets, laser pointer trackers, microphone arrays and pan-and-tilt cameras are also present in the environment. The research builds on previous work in graphics architectures, scientific visualization, ubiquitous computing, multimodal interaction, computer-supported cooperative work, and distributed system architectures. The environment is being developed through building several applications projects, in collaboration with faculty from a number of other departments, including Civil Engineering, Medical Informatics, and the Stanford Learning Lab. In this reserach, we focus both on the new software and hardware technologies and the realities of human interaction and work in a variety of application domains.

Motivation

Most of today's computing environments are designed to support the interaction between one person and one computer. The user sits at workstation or laptop, or holds a PDA, focusing on a single device at a time (even if there are several around and they are linked and synchronized). Collaboration is accomplished over the network, using email, shared files, or in some cases explicitly designed 'groupware'. In non-computerized work settings, on the other hand, people interact in a rich environment that includes information from many sources (paper, whiteboards, computers, physical models, etc). and are able to use these simultaneously and move among them flexibly and quickly. Hider 2 app. The few existing integrated multi-device computer environments today tend to be highly specialized and based on application-specific software.

We are designing and experimenting with multi-device, multi-user environments based on a new architecture that makes it easy to create and add new display and input devices, to move work of all kinds from one computing device to another, and to support and facilitate group interactions. In the same way that today's standard operating systems make it feasible to write single-workstation software that makes use of multiple devices and networked resources, we are constructing a higher level operating system for the world of ubiquitous computing.

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We have chosen to focus our current work an augmented dedicated space (a meeting room, rather than an individual's office or home, or a tele-connected set of spaces), and to concentrate on task-oriented work (rather than entertainment, personal communication, or ambient information). In the future, it is likely that , technology of the kind we are using will become cheap enough to be part of the common living space for many people, and we anticipate that the infrastructure we are building will be put to a wider range of uses. Also we start with the recognition that the environments we build are situated in a larger context, in which people work individually at workstations, in remote locations with mobile devices, in person without computer augmentation, etc. The interactive workspace is not a replacement for these other ways of working, but an addition to them, enhancing high-information, high-interaction collaborative activities.

Experimental Facilities

We have constructed two laboratory facilities in which to pursue the research:

  • The interactive mural (located in the Gates 3rd floor graphics lab) is a large, high-resolution, tiled display, constructed using 8 projectors connected either to a SGI dual-pipe IR or a cluster of 8 myrinet-connected PCs with NVIDIA graphics cards. We have designed and implemented a scalable graphics library that provides a single virtual display abstraction to the programmer, even though the physical display is driven by multiple overlapping projectors, multiple independent graphics accelerators and multiple processors.
  • The interactive room (located in Gates B23) is a testbed for combining multiple devices in an integrated environment. The room is equipped with two large wall-based displays. A 18' by 4.5' rear-projection blackboard-like display that with touch-sensitive SmartBoards occupies the side of the room and a presentation screen is the front of the room. The center of the room is occupied by a bottom-projected, conference room table display. A small PC cluster consisting of roughly 12-14 machines (soon to be enlarged with another 32-node cluster) hosts the various input and output devices and provides other services in the room.

Supporting these physical environments are a number of software infrastructure components:

  • Event Heap System: Events in the workspace are communicated from one device and process to another using an simple communication mechanism based on a tuplespace. The advantage of this approach, which we call an Event Heap, is that it allows dynamic reconfiguration and loose coupling (producers and consumers of events do not need to know anything about each other except the format of appropriate events in the heap). The current Event Heap is built upon the T-Spaces system, which provides a shared blackboard, or tuplespace, for posting and receiving events.
  • Mural Graphics and Toolkits: The Mural server provides a virtual display that supports OpenGL graphics over a tiled collection of actual displays. OpenGL programs can run on the Mural without modification via the use of a drop-in DLL. We are also developing toolkits that will provide higher-level support for interactive visualization on large displays. There are currently two low-level toolkits for programmers ( Millefeuille and the Visual Object Toolkit). In order to allow domain-oriented users to write simple applications without getting into the depths of the toolkit programming interfaces, we are developing a high-level XML-based scripting language for display and interaction called X2D. You can think of it as a modern descendant of HyperCard or Director/Flash - providing objects, layout facilities, and a simple scripting language.
  • XML-based Workspace Data Store or Memory: The interactive workspace is a context for ongoing project work, which involves large dynamic information collections, including documents, images, 3-D models, application-specific domain models, etc. As work goes on, these information components are imported (from the network or on devices such as laptops brought into the workspace), created, modified, shared, displayed, etc. They are linked into meaningful collections, such as those associated with a project, those that are active in the workspace at the end of a session (to be restored later), those under the control of a particular individual, etc. In a conventional system, the workstion operating system maintains the appropriate data. In a multi-device multi-user system, this coordinating function is a separate element in the workspace configuration. We have chosen to build it using a semi-structured database system, LORE, which uses XML structures as a basis. The data store will not contain all of the data (e.g., the images, 3D models, etc.), but is more like a catalog for keeping track of what is relevant to the workspace, with pointers (URLs) to outside resources as appropriate.
  • XML Transformations and Path Servers: In order to combine and build applications easily, we use XML as a standard data format for information interchange among components. Many people are working in other projects to develop XML-based standards for information such as graphics (SVG), molecular structures, buildings and CA drawings, etc. We will use a general XML-to-XML conversion engine (possibly Ricoh's PIA), that is available for any component to use. We are currently developing a method for automatically assembling a path of transformations from XML data sources to the workspace display servers.
  • Overface: We are developing a set of interactive tools for making it easy to use legacy applications within the workspace, as well as support novel interaction methods. The major motivation for the overface is that interactive applications based on desktop GUIs are hard to use on small or large-format displays with different types of input devices. At one level we are developing virtual application controllers that allow legacy applications to be controlled in new ways. With a virtual application controller part of an existing interface can be exported to a remote device such as a PDA, or adapted to a novel interface such as a gesture-based interface. The overface also provides a unified set of commands for all the different types of devices in the workspace.

Application Projects

The technologies for interactive workspaces are being developed in conjunction with a number of application projects that have high potential to take advantage of the capabilities we are developing. In these project we are working with research groups from around the University.

  • Ribosome structure research (with Russ Altman, Medical Informatics). This project integrates visualazations 2-dimensional secondary structure diagrams, sequence information, 3-D models and research data, for scientists to work on determining the structure of the E-coli Ribosome.
  • Construction project management (with Martin Fischer, Civil Engineering) This project facilitates the design and management of work on complex projects, using the workspace for interactive negotiation and modification of plans, 3D models, 4D models, and corrolary construction information.
  • Interactive learning (with Stanford Learning Laboratory) We are exploring ways to use workspaces to enhance teaching in a variety of subjects that are being explored by the learning laboratory.
  • 3D Medical Imaging (with Sandy Napel, Department of Radiology) This project is exploring the integration of high-density scan images with 3-D volumetric rendering and analysis, to enhance the ability of radiologists to assess patients and communicate results to other physicians.
  • Computer systems visualization (with Mendel Rosenblum, Computer Science) This project is developing new uses of visualization to aid in the design and debugging of complex computer and network systems.

Major Research Thrusts

  • A scalable, distributed display architecture that can provide a single virtual display abstraction to the programmer, even though the physical display is driven by multiple overlapping projectors, multiple independent graphics accelerators and multiple processors. Another goal of this research is to flexibly allocate rendering services to different displays.
  • New architectures for the integration of multiple people and devices in interactive spaces. This includes the Event Heap model for integrating events from multiple devices in away that allows dynamic configuration and is robust in the face of equipment failure, removal, addition and reconfiguration. A key research area is the way to manage the tradeoffs between flexibility and efficiency, especially for events that require very short latency in order to provide effective interaction. We need to support a range of capacities (e.g., high bandwidth for image transfer, low latency for real-time control devices). We also are experimenting with ways of using higher-level standards, such as XML for managing information flow across devices and applications.
  • Interaction styles and assoicated toolkits that are appropriate for large displays, multiple devices, and multiple users. These include the direct interaction affordances (e.g., standard menu bars are not applicable to a large multi-screen display) and the framework for maintaining and using contexts (e.g., user-specific parameters to be applied when the user is working across devices). A key goal is designing mechanisms to facilitate collaborative work by people working together in the space.
  • A generalized interaction architecture that is based on a user-centered interaction model. As the workspace develops in the future, we will explore more natural kinds of interaction, in which perception devices (such as cameras and microphones) are able to interpret the actions of people in the workspace as part of the control paradigm. This will require multimodal integration, in which more than one modality or device is used in carrying out a single activity from the user's point of view.

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Faculty

  • Pat Hanrahan (Graphics)
  • Terry Winograd (Human-computer interaction)
  • Armando Fox (Distributed systems, mobile computing and networking)

Consultants and staff working on the project

Susan Shepard, Maureen Stone

Students working on the project

Henry Berg, Ian Buck, Francois Gumbretiere, Emre Kiciman, Manali Holankar, Greg Humphreys, Brad Johanson, Brian Lee, Kathleen Liston, Shankar Ponnekanti, Richard Salvador, Caesar Sengupta, Rito Trevino, Allison Waugh Bara no sabaku drama cd bl.

Support

The Interactive Workspaces project has been supported by a variety of grants and equipment donations. Aiseesoft mac pdf to epub converter 3 3 8 download. The scalable graphics and visualization research and the construction of the Interactive Room has been supported by the Department of Energy under the Data and Visualization Corridors program. The HCI research has been supported by Interval Research, IBM and Philips. Equipment and software donations have been provided by EFI (E-beam trackers), IBM (server machines), InFocus (projectors), Intel (server machines), Microsoft (PDAs), and ParaGraph (handwriting recognition software).

Publications

  • ICrafter: A Service Framework for Ubiquitous Computing Environments. Shankar R. Ponnekanti, Brian Lee, Armando Fox, Pat Hanrahan, and Terry Winograd, UBICOMP 2001, Atlanta, Georgia.
  • Multibrowsing: Moving Web Content across Multiple Displays. Brad Johanson, Shankar R. Ponnekanti, Caesar Sengupta, and Armando Fox, UBICOMP 2001, Atlanta, Georgia.
  • Integrating Information Appliances into an Interactive Workspace, Armando Fox, Brad Johanson, Pat Hanrahan, and Terry Winograd, IEEE CG&A, May/June 2000
  • A Human-Centered Interaction Architecture, Terry Winograd, unpublished draft.
  • Visual Instruments for an Interactive Mural, Terry Winograd and Francois Guimbretiere, CHI99
  • A Distributed Graphics System for Large Tiled Displays, Greg Humphreys and Pat Hanrahan

Last modified: June 1, 2000 by Shepard

Graphics

12. Animation

All visual components can have animations associated with them. These animations can be used to move a component, or change its alpha, and also to trigger actions.

12.2 Adding animations: the <animation> tag

The <animation> tag is used to add an animation instance to a component. By default, animations are not played. They can be set to play by setting the state attribute to play or by sending it an action telling it to play. Sqlpro studio 1 0 452 gb.

12.3 Keyframing: the <keyframe> tag

Animations can be specified by keyframes. The structure for keyframe animations is given in the following example:

Notice that a component can have an arbitrary number of animations, and each <animation> can have an arbitrary number of keyframes. If less than two <keyframe> tags are specified, then the animation is not carried out.

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Animation parameters are interpolated according to the interpolation attribute within the <animation> tag. By default, linear interpolation is used, but cubic interpolation can also be specified. For finer grain animations, more keyframes can be added. If necessary, It is possible to provide one keyframe per frame of animation. This provides the most flexibility since no interpolation between frames will occur.

Animations can also be looped for continuous playback. To set the playback mode to loop, use the loop attribute and set it to true. Its default value is false.

12.4 Playback actions Best free software for music editing.

The playback of an animation can be controlled through the action tags. The possible actions include: play, stop, goto, pause, rewind, and forward. The format for specifying these commands is as follows:

Graphics For Iwork 3 1 12

These action events will be dispatched whenever a given condition occurs and activates a trigger. See the section on Interactivity. Joystick mapper free mac.





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