uk: Комп'ютерні науки

description: Verschiedene Bahngesellschaften bieten mittlerweile im Rahmen von Open-Data-Initiativen Datensätze zu ihren Streckennetzen an. Daneben stellt auch OpenStreetMap entsprechende Daten bereit, vorangetrieben durch das Projekt der OpenRailwayMap. Doch alle diese Datensätze liegen in unterschiedlichen Formaten und Datenmodellen vor und bilden jeweils nur begrenzte Gebiete ab. Dies erschwert die weitere Arbeit mit diesen Daten und erfordert eine vorherige Zusammenführung und Vereinheitlichung der Datensätze. Im konkreten Fall wurde für die Schweizerische Bundesbahn (SBB) eine Anwendung entwickelt, mit der auf Monitoren in Zügen der aktuelle Standort auf einer Hintergrundkarte visualisiert wird. Neben der eigentlichen Software war auch die Erstellung entsprechendes Kartenmaterial Teil des Projekts. Aufgrund des grenzüberschreitenden Einsatzes der Triebwagen wurde die Anforderung gestellt, dass die Hintergrundkarte die Schweiz und ihre Nachbarländern abzudecken hat. Die als Grundlage für die zu erstellende Streckenkarte dienenden Daten stellten dabei eine besondere Herausforderung dar. Zum einen war eine geeignete Datenquelle zu finden, da nur die Deutsche Bahn und das Schweizer Bundesamt für Verkehr im Rahmen von Open-Data-Initiativen Daten der jeweiligen Streckennetze anbieten. Für die Abdeckung der anderen Länder musste daher auf die Daten von OpenStreetMap zurückgegriffen werden. Zum anderen stellten aber auch die Datensätze selbst eine Herausforderung dar. Neben den noch vergleichsweise einfach konvertierbaren Datenformaten unterscheiden sich die Datensätze insbesondere in ihren Datenmodellen und Detaillierungsgraden. So beschreiben die Daten der Eisenbahnunternehmen lediglich Strecken, während die OpenStreetMap-Daten gleisgenau sind. Zur Zusammenführung der Datensätze wurde unter anderem ein Verfahren entwickelt, mit dem die gleisgenauen OpenStreetMap-Daten in eine Streckentopologie überführt werden können, indem zusammengehörige Gleise zu Strecken zusammengefasst und mit den Betriebsstellen zu einer Knoten-Kanten-Topologie überführt werden. Die Qualität der bei diesem Verfahren erzeugten Daten hängt jedoch von der Datenqualität der OpenStreetMap-Daten ab, insbesondere der Vollständigkeit bestimmter Zusatzinformationen.

uk: вхід без авторизації

name: Zusammenführung und Vereinheitlichung von Eisenbahn-Streckennetzdaten


Marco Lechner

type: Person

cs: Informatika

de: Informatik

fi: tietojenkäsittelytiede

uk: Комп'ютерні науки

en: Computer Science

fr: Informatique

da: Datalogi

es: Ciencias de la Computación

nl: Informatica

cs: Technické vědy

de: Ingenieurwissenschaften

fi: tekniikka

uk: Інженерія

en: Engineering Sciences

fr: Ingénierie

da: Ingeniørvidenskab

es: Ingeniería

nl: Engineering

description: Begrüßung und Moderation durch Marco Lechner, Vorsitzender des veranstaltenden FOSSGIS e.V. und Grußworte der gastgebenden Universität Passau von Prof. Harald Kosch und Prof. Dr. Tomas Sauer.

TIB AV-Portal

type: Service

type: WebContent

type: MediaObject

@language: de

cs: přihlášení není vyžadováno

de: keine Anmeldung erforderlich

uk: вхід без авторизації

en: no login required

nl: geen login vereist

name: Eröffnungsveranstaltung der FOSSGIS-Konferenz 2017

FOSSGIS e.V.

type: Organization

cs: Video

de: Video

fi: Video

uk: Відео

en: Video

fr: Vidéo

da: Video

nl: Video

es: Video


uk: Комп'ютерні науки

description: Vortrag des Goldsponsors WhereGroup. Die WhereGroup freut sich, in diesem Jahr - nach 2015 bereits zum zweiten Mal - Goldsponsor der FOSSGIS Konferenz zu sein.

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name: Vortrag Goldsponsor: Goldsponsor WhereGroup Vortrag Olaf Knopp


uk: Комп'ютерні науки

description: OSM Wiki-Tag History Interaktive Web-Visualisierung der Veränderung der Map_Feature Beschreibung im OSM-Wiki über die Zeit. Nicht nur die Daten von OSM selbst verändern sich fortwährend, auch deren Beschreibung im Wiki ist dem zeitlichen Wandel unterworfen. Diese zu untersuchen hilft bei Fragen zur konzeptionellen Qualität von OSM, insbesondere der Konsistenz zwischen den tatsächlich eingegeben Daten und den Empfehlungen im Wiki. Eine neue interaktive Web-basierte Visualisierung zeigt hierzu die Veränderung der tag- Beschreibungen im OSM-Wiki über die Zeit an. Über einen TimeSlider kann der Nutzer in nachvollziehen wann neue Tag-Beschreibungen in das Wiki hinzugefügt wurden. Das Open Source Projekt nutzt die Sprache Haskell zum Parsen der OSM Wiki Seiten. In der InfoBox der Wiki-Seiten wird überprüft, ob sich die Beschreibung der tags geändert hat. Diese Daten werden aggregiert und als JSON an die WebSeite gegeben. Diese nutzt Bibliotheken wie d3js, moment.js, underscore und jquery. In Anlehnung an Methoden der Information Visualization erfolgt die Darstellung in einer interaktiv dreh- und zoombaren kreisförmig angeordneten Baumstruktur. Der innere Kreis repräsentiert die Keys. Die Values werden nach außen hin hinzugefügt, wodurch älter Keys mit der Zeit nach innen wandern und so das „Wachsen“ der Map-Feature Beschreibungen im Wiki symbolisiert wird. Weitere Varianten und Verbesserungen der Visualisierung folgen. Wir freuen uns auf Anregungen. --- Für das Programmkomittee: Die Visualisierungen befinden sich derzeit noch temporär unter http://projects.mocnik-science.net/osm-vis/ , werden aber demnächst auf eine permanente URL umgezogen. Die neue URL wird rechtzeitig bekannt gegeben. Der FOSSGIS kann auch international kurzer Bericht über die FOSS4G 2016 Der FOSSGIS e.V. vertritt die deutschsprachige FOSS und OSM Community und versteht sich als deutschsprachiges Chapter der OSGeo Foundation. Seit dem Sommer 2016 weiß das nun auch die internationale Community, denn der FOSSGIS e.V. trat als offizieller Veranstalter internationalen OSGeo-Konferenz, der FOSS4G 2016, auf. Vorgestellt werden Zahlen, Bilder und auch ein paar Anekdoten, die sich rund um die Organisation eines solchen Events ergeben haben. Geopedia OSM, Wikipedia & YouTube Kern von „Geopedia“ ist die Bereitstellung des "Missing Link" zwischen einer geographischen Kartendarstellung (OpenStreetMaps) und öffentlichen Datenbanken (z.B. Wikipedia, YouToube et. al.). Das Programm visualisiert am Beispiel von Wikipedia die Lokalisierung einzelner Artikel. Es existiert als Anwendung im Browser und seit Mai 2016 auch als kostenlose App für iOS, Android und Windows Phone verfügbar. Wer „Geopedia“ seinen Standort (GPS) oder einen bestimmten Ort nennt, dem werden alle Punkte der Umgebung aufgelistet, über die das digitale Weltlexikon etwas weiß. Das Tool greift im Browser unter Verwendung der mediawiki-API auf die Daten zu, ist also auch immer aktuell. Die Einträge sind sortiert nach Entfernung bis zu einem Radius von maximal zehn Kilometern. Die Benutzeroberfläche zeigt den geographischen Standort eines Eintrags sowie einen Anriss des zugehörigen Wikipedia-Artikels an, ggf. mit Bild. Bei Interesse gelangt man zum vollständigen Artikel direkt auf der Wikipedia-Seite. Die Anwendung ist besonders für Globetrotter als digitaler Reiseführer von Nutzen - aus diesem Bedarf heraus ist sie auch entstanden. Die Anwendungsgebiete sind vielfältig, und auch eine Weiterentwicklung in Kombination mit anderen Datenbanken (z.B. Medien) ist bereits angedacht.

uk: вхід без авторизації

name: FOSSGIS-Konferenz 2017 - Lightning Talks Opening: OSM Wiki-Tag History - FOSS4G 2016 - Geopedia


uk: Комп'ютерні науки

description: Routenplanung durch Flächen - ein kurzer Überblick Routenplaner wie OSRM, GraphHopper oder pgRouting sind mittlerweile schon sehr ausgereift und können Routen für verschiedenen Profile (Auto, Fußgänger, Fahrrad ...) berechnen. Die Navigation über Flächen wie zum Beispiel Plätzen bereitet jedoch nach wie vor Probleme. Bis jetzt wird nur der Rand der Fläche in den Routinggraphen integriert. Eine Route die über einen Platz führt kann deswegen eine sehr unrealisitische Form bekommen. In manchen Fällen wir auch eine viel zu lange Route berechnet. Um dieses Problem zu lösen gibt es bereits mehrere Ansätze. Der Vortrag wird einen Überblick über die bestehenden Entwicklungen geben. Der naheliegendste Ansatz ist virtuelle Wege zu generieren die über den Platz führen und diese in den Routinggraphen zu integrieren. Dabei stehen einige Algorithmen zur Auswahl (Sichtverbindungen, Grid, Delaunay, Voronoi, Skeleton ... ). Zwei dieser Algorithmen werden genauer beschrieben und kurz vorgeführt. Interaktive Visualisierung von Geodaten in Jupyter Notebooks Shapely ist eine Python-Bibliothek für Geometrien und geometrische Operationen. Jupyter Notebookist eine Art dokument-orientierte, webbrowser-basierte Entwicklungsumgebung, in welcher man Python-Code schreiben und blockweise ausführen kann. Shapely-Geometrieobjekte können in Jupyter-Notebooks direkt als grafische Elemente dargestellt werden. Jupyter bietet die Möglichkeit den Input von Funktionen interaktiv über Elemente wie Slider oder Dropdown-Menüs zu ändern. Zusammen ermöglicht dies äußerst einfach interaktive Visualisierungen von geometrischen Daten, etwa zur Exploration von Datensätzen oder zur visuelle Analyse von Algorithmen. Gezeigt wird ein grober Überblick der Basics sowie ein paar einfache und hoffentlich beeindruckende Beispiele, die Lust auf mehr machen sollten. Verwendet werden dabei neben Shapely auch Fiona, pyproj, rtree und GeographicLib. Summer of Code - Bericht vom GSoC 2016 Der Google Summer of Code (GSoC) ist eine jährliche Veranstaltung, bei der Studierende aus der ganzen Welt einen Sommer lang Code für Open-Source-Projekte schreiben. Betreut werden sie dabei durch erfahrene Freiwillige aus den jeweiligen Open-Source-Communities. Auch OpenStreetMap beteiligt sich regelmäßig als Mentoringorganisation beim Google Summer of Code. 2016 konnten so sechs studentische Projekte betreut werden, darunter Verbesserungen am Code von JOSM und ein Plugin zur Bearbeitung von ÖPNV-Daten, ein Spur-Editor für iD sowie verbesserte Shadereffekte für das 3D-Rendering von OSM2World. Der Vortrag stellt neben dem generellen Ablauf des GSoC vor allem die diesjährigen Projekte vor und möchte dazu ermuntern, sich in diesem Jahr selbst am GSoC zu beteiligen – sei es als Studierender oder als Mentor. osm_address_db - Stand der Dinge In Salzburg wurde das Projekt osm_address_db in einem Vortrag vorgestellt. In diesem kurzen Talk wird der aktuelle Stand der Anwendung dargestellt. Was hat sich getan bzw. was ist in den kommenden Monaten zu erwarten? Je nach Stand der Entwicklung kann ggf. bereits ein erstes Release angekündigt werden, welches dann mit deutschlandweiten Daten regelmäßig auf dem aktuellen Stand gehalten wird.

uk: вхід без авторизації

name: FOSSGIS-Konferenz 2017 - Lightning Talks I: Routenplanung durch Flächen - Interaktive Visualisierung von Geodaten in Jupyter Notebooks - Summer of Code - osm_address_db


uk: Комп'ютерні науки

description: DeepVGI – Ein Deep Learning Framework zur Detektion von Gebäuden und Strassen auf Basis von Fernerkundungsbildern, OpenStreetMap und MapSwipe Daten. In jüngster Zeit werden zunehmend maschinelle Lernmethoden - insbesondere Deep Artifical Neural Networks (ANNs) zur automatischen Objektdetektion mit Fernerkundungsbildern untersucht und u.a. angewendet, um Gebäude, Straßennetze usw. zu finden. Um ein genaues Vorhersagemodell für eine Zieldomäne, d.h. ein konkretes Gebiet, zu erlernen beruhen diese Verfahren gewöhnlich auf einer großen Menge markierter Bilder. Gerade in ländlichen oder unentwickelten Orte gibt es normalerweise keine existierenden markierten Bildsätze. In aktuellen Arbeiten am HeiGIT (Heidelberg Institut for Geoinformation Technology) extrahieren wir Trainingsmarken (d. H. Supervisionswissen) aus OSM und integrieren zusätzlich VGI von der humanitären Anwendung MapSwipe, sowie einige manuell gelabelte Trainingsdaten, um so die gesamte Zieldomäne mit einer höheren Vorhersagegenauigkeit abzudecken. Zu diesem Zweck wird ein Deep Learning Framework namens AT-CNN vorgeschlagen, bei dem die von Deep Convolutional Neural Networks erfassten Fernerkundungsbildmerkmale aktiv von einer Quelldomäne zu einer Zieldomäne übertragen werden. Es kann das Wissen der verschiedenen Datenquellen für ein allgemeineres Vorhersagemodell verschmelzen, und ist so in der Lage, verschiedene Arten von Gebäuden in städtischen und ländlichen Gebieten gut zu detektieren. Einsatz von Lowcost-Lidarsystemen für die OSM-Landvermessung Seit Neusten gibt es recht preiswerte 2D-LIDAR-Systeme[1], die die Vermessung der Welt verändern könnten. Statt wie ein klassisches GPS einmal pro Sekunde die Position des Mappers zu erfassen können diese System 500 mal pro Sekunde die Umgebung des Mappers erfassen. Um die Genauigkeit der Abstandsmessung von 2.5cm nutzen zu können sollten Position und Orientierung des Sensorträgers mit einer ähnlichen Genauigkeit bekannt sein, dieses könnte durch Fortschritte bei den GPS-Geräten (RTK-Lib, etc.) oder durch Algorithmen der relativen Lokalisierung anhand der Sensordaten erfolgen (SLAM). Daneben sollten zusätzliche Sensoren (Kameras, IMU und Radsensoren) genutzt werden. Zur Scannerorientierung gibt es 2 Möglichkeiten: *horizontal: Gibt die meisten Daten in einer festen Höhe. Diese Daten lassen sich dann am besten mergen. *vertikal, quer zur Fahrrichtung: Mit dieser Ausrichtung könnten ggf. Bürgersteigkanten und damit Straßenbreiten oder auch Gebäudehöhen erfasst werden. Schwierigkeiten liegen insbesonders in der Erfassung und Ausfilterung von beweglichen Objekten wie Autos. Einsatzmöglichkeiten liegen aufgrund der hohen Detailierung insbesonders im Bereich des Indoormappings. [1] https://www.kickstarter.com/projects/scanse/sweep-scanning-lidar Unkonventionelle Karten mit g2jascii Kartendarstellungen mit Emojis und anderen Zeichen Mit gj2ascii steht eine Python Bibliothek zur Verfügung, die es erlaubt, einerseits über ein Terminal oder Kommandozeile, andrerseits über ein Python-Binding Vektorgeometrien mittels Buchstaben, Zahlen und Sondernzeichen oder auch Emojis darzustellen. Es entstehen witzige und damit auch etwas unkonventionelle Kartendarstellungen, welche als "witzige Auffrischung" betrachtet werden können. Somit ist es auch möglich, dass gewisse Assoziationen zu Gebieten oder Regionen visuell "untermalt" werden und auf eine unkonventionelle Art und Weise kommuniziert werden. Der Beitrag stellt einerseits gj2ascii vor, andrerseits zeigt er auch an ganz praktischen Beipsielen und Live-Demos, wie (einfach) die Anwendung der Bibliothek ist und wie mit den einzelnen Parametern bzw. Einstellungen gearbeitet werden kann. https://pypi.python.org/pypi/gj2ascii/0.4.1

uk: вхід без авторизації

name: FOSSGIS-Konferenz 2017 - Lightning Talks II: DeepVGI - Unkonventionelle Karten mit g2jascii - OpenStreetMap MicroServices - Einsatz von Lowcost-Lidarsystemen für die OSM-Landvermessung


uk: Комп'ютерні науки

description:
Vor dem offiziellen Start der Konferenz geben wir einen Einblick in die Welt der Open-Source-Software. Nach einer kleinen Einführung in das Thema stellen sich einige bekannte Open-Source-Projekte gezielt vor. Die Projekte werden dabei größtenteils von den Entwicklern selbst vorgestellt. Mit dabei sind unter anderem:

OpenLayers

QGIS

MapProxy

Mapbender

GeoServer

GRASS GIS

PostNAS Suite

 OpenLayers OpenLayers ist ein JavaScript WebMapping Client. Mit OpenLayers können dynamischen Karten aus einer Vielzahl von Quellen in jede beliebige Webseite eingebettet werden. OpenLayers bietet ein umfangreiches Set von Mapping-Werkzeugen und Widgets, ähnlich wie die der Google Maps API. Alle Funktionen laufen dabei innerhalb des Web-Browsers. QGIS QGIS ist ein benutzerfreundliches Desktop GIS, mit dem Geodaten visualisiert, verwaltet, bearbeitet und analysiert sowie druckfertige Karten erstellt werden können. QGIS ist über Plugins erweiterbar. MapProxy MapProxy ist ein Proxy für WMS und Tile-Dienste. MapProxy beschleunigt Kartenanwendungen durch das Vorgenerieren und Zwischenspeichern von Karten in einem lokalen Cache. Karten können durch MapProxy kombiniert, umtransformiert und manipuliert werden. Mapbender Mapbender ist eine WebGIS Client Suite. Mapbender ist ein Content Management System für Kartenanwendungen und Geodatendienste. Mapbender wird mit vorkonfigurierten Anwendungen zur Anzeige, Navigation und Abfrage von Karten ausgeliefert. Alle Anwendungen können über die Weboberfläche den eigenen Bedürfnissen angepasst werden. GeoServer GeoServer ist ein WebServer, der es ermöglicht Karten und Daten verschiedener Formate über Dienste bereit zu stellen. Die Daten werden über Eingabemasken, die sich an den Standards (WMS, WFS, WCS, WPS, Tile Caching und mehr) orientieren, veröffentlicht. GeoServer verfügt über eine anwenderfreundliche browserbasierte Administration, kann aber auch über eine REST Schnittstellen angesprochen werden. GRASS GIS GRASS GIS (Geographic Resources Analysis Support System) ist ein Geographisches Informationssystem und bietet umfangreiche Raster-, topologische Vektordaten-Funktionalität sowie Bildverarbeitung und Visualisierungsmöglichkeiten. GRASS GIS stellt Werkzeuge für Geodaten Management, räumliche Modellierung, Visualisierung von Raster- und Vektordaten sowie für die Prozessierung von Satelliten- und Luftbilddaten zur Verfügung. Darüberhinaus ermöglicht es das Erstellen anspruchsvoller Präsentationsgrafiken und druckfertiger Karten. PostNAS Suite Die PostNAS Suite bietet Lösungen zum Import von NAS Dateien und zur Weiterverarbeitung sowie Inwertsetzung der Informationen. ALKIS, ATKIS, ABK werden im NAS Austauschformat ausgegeben und können via ogr2ogr (OGR-Bibliothek) in unterschiedliche Systeme (PostgreSQL, Shape, Oracle u.a.) übertragen werden. Die PostNAS Suite stellt dabei Importskripte, das Importwerkzeug norGIS ALKIS-Import, MapServer Mapdateien für WMS, Mapbender Suchmodule und Skripte zur Informationsausgabe bereit. Über die QGIS Erweiterung norGIS ALKIS können NAS Dateien importiert, in QGIS visualsiert und als WMS veröffentlicht werden. Außerdem liegt ein QGIS ALKIS Suchplugin vor.

uk: вхід без авторизації

name: Die Open-Source-Software: Vorstellung ausgewählter Projekte


Abschlussveranstaltung

uk: Комп'ютерні науки

description: In diesem Jahr ist die Abschlußveranstaltung noch nicht der letzte Programmpunkt der Konferenz, sondern lediglich der Abschluss des dreitägigen Vortrags- und Workshopprogramms. Marco Lechner, Vorsitzender des veranstaltenden FOSSGIS e.V., fasst drei ereignisreiche Tage zusammen und gibt einen Ausblick auf die kommenden Veranstaltungen. Wer den Konferenz Feedbackbogen ausgefüllt hat, hat zudem die Chance bei der Verlosung einen der attraktiven Preise zu gewinnen. Nach der Abschlußveranstaltung freuen wir uns auf den Sektempfang des FOSSGIS e.V., zu dem alle herzlich eingeladen sind. Die Konferenz geht weiter mit dem OSM Mapping Event und dem OSM Samstag. Beide Veranstaltungen werden sicherlich weitere Höhepunkte der Konferenz bilden.

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Area-Workshop

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OSM-Samstag Zusammenfassung 1

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description: Berichte aus den Workshops

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OSM-Samstag Zusammenfassung 2

uk: Комп'ютерні науки

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Der Vortrag soll den aktuellen Stand für die Geodaten- und Kartennutzung im Bereich der Wikipedia wiedergeben. Teilaspekte sind nachfolgend aufgeführt. Durch Wikidata werden Objektinformationen und Geokoordinaten strukturiert abrufbar. Der Wikidata-Query-Service macht diese Daten über eine SPARQL-Abfrage abrufbar und verfügt neben anderen Features über einen Ergebnisanzeige in Kartenform. Beispiel: http://tinyurl.com/juwq9f4 Die Wikimedia-Foundation hat einen graphischen Karteneditor entwickelt um individuelle Karten in der Wikipedia erzeugen zu können. Eingesetzt wird dieser Editor und die Kartenanzeige bereits in dem Schwesterprojekt Wikivoyage. https://de.wikivoyage.org/wiki/Datei:Mapframe_Kartographer_demo.webm Herausforderungen liegen bei dieser Entwicklung insbesondere in den hohen zu erwartenden Zugriffszahlen bei einer direkten Artikeleinbindung. In diese Karten können über die Wikidata-ID auch Geometrien von OSM-Objekte eingebunden werden. Da die für die Wikipedia interessanten Objekte teilweise über den Projektrahmen von OSM hinausgehen wurde eine Möglichkeit geschaffen Geometrien als GeoJSON in dem Projekt Wikimedia Commons zu speichern. Dort werden diese Geometrien auch direkt visualisiert: https://commons.wikimedia.org/wiki/Data:Ecos.fws.gov/Endangered_habitat_58938/Phyllostegia_mollis.map Anschließend soll diskutiert werden wie sich diese Anwendungen weiterentwickeln sollen und wie die weitere Kooperation mit OSM oder anderen Anbietern von freien Geodaten sich entwickeln könnte.

uk: вхід без авторизації

name: Geodaten in der Wikipedia: Ein Update 2017


uk: Комп'ютерні науки

description: "We map what is on the ground" – so das Mantra aller OSM-Edits. Nicht immer wird das so rigoros durchgesetzt. Beispiel Adress- und Kontaktdaten, administrative Grenzen, Stromleitungskapazitäten usw. Anhand einer Karte für freien WLAN-Zugriff wird gezeigt, dass die Datenhaltung nicht immer in OSM passieren muss. Insbesondere die Meshtechnik im Freifunk-Netzwerk erlaubt hier eine geoegrafische Darstellung der Hotspots in Relation zu deren logischen (Link-)Verbindungen und weiteren Metadaten. [Praktische Beispiele zeigen Life-Darstellung von Funk-Verbindungsdaten, das Einrichten georeferenzierter HotSpots und die verfügbaren Analysetools.] - Dieser Text nur für längeren Vortrag

uk: вхід без авторизації

name: OSM und Freifunk: Geodaten themenübergreifend nutzen


uk: Комп'ютерні науки

description: Seekarten werden in der Berufs- und Sportschifffahrt für die Navigation von Schiffen verwendet und haben aufgrund ihrer Sicherheitsrelevanz einen enormen Qualitätsanspruch. Seekarten weisen eine hohe Informationsdichte auf und müssen übersichtlich und eindeutig verständlich sein. Das wird durch entsprechend intelligente Platzierung und Rotation von Objekten, sowie die Wahl verschiedener Farben und Schriftarten erreicht. Auf den ersten Blick erscheint das nicht weiter anspruchsvoll, untersucht man eine Seekarte jedoch im Detail, so stellen die Karteneigenschaften eine hohe Komplexität in Hinblick auf die Entwicklung von Algorithmen dar. Offizielle Seekarten werden computergestützt gerendert und manuell nachbearbeitet, um eine optimale Darstellung zu erreichen. Smrender ist ein OpenSource-Projekt, das versucht die Besonderheiten von Papierseekarten zu implementieren.

uk: вхід без авторизації

name: Smrender: Ein modularer, flexibler Papierseekarten-Renderer


uk: Комп'ютерні науки

description: This paper will detail an organization's development and implementation of Schematron in its workflow process to cut down on errors as well as develop consistent markup across articles and journals. The process for developing the Schematron will be explored. This consisted of compiling error reports from 8 months of data as the basis for writing rules.The paper will examine how the Schematron was implemented into a Content Management System and broken up into Phases for the varied workflows of the organization. Upon content ingestion, files are validated against a specific Phase in the Schematron, based on the workflow, and reports are generated if any rules throw an error or warning.The results of the implementation of the Schematron will be summarized. A decline in errors was realized which reduced the average number of deliveries prior to online approval. The case study demonstrates how introducing Schematron into an XML workflow can help a publisher drive their content markup while reducing publishing delays and cost of corrections.

@language: en

uk: вхід без авторизації

name: Developing a Schematron-Owning Your Content Markup: A Case Study


uk: Комп'ютерні науки

description: This paper describes an open-source Java/XSLT application that allows users to analyze and manipulate XML DTDs. The application can be used to generate reference documentation, create reports comparing two DTDs, convert DTDs into Schematron, and to automatically scaffold conversion scripts.The DtdAnalyzer tool has been used at the National Center for Biotechnology Information (NCBI), a part of the National Library of Medicine, for a number of years, to help maintain the suite of NLM DTDs, and to develop new conversion applications. NCBI has recently decided to release it as a self-contained application and to move its development onto GitHub (https://github.com/NCBITools/DtdAnalyzer).The heart of the tool is a Java application which converts a DTD into an XML representation, including all the element, attribute, and entity declarations contained inside the DTD. Additionally, DTDs can be annotated with specially-formatted comments which are recognized by this converter, and these annotations are delivered in the XML output.The resulting XML can be transformed to create many useful outputs, and a basic set of those transformation stylesheets, as described above, are included with this tool.

uk: вхід без авторизації

name: DTDAnalyzer: A tool for analyzing and manipulating DTDs


Evolutionary Chaos and the Road Ahead

uk: Комп'ютерні науки

description: The JATS user community is growing in both number and diversity. With the acceptance of the JATS as a NISO standard, that's likely to continue. But what does that mean for the future of the JATS when its development has always been driven by the user community? How does the JATS continue to evolve without descending into chaos?

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Living in a World of Book Tagging

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An Introduction To BITS

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uk: Комп'ютерні науки

description: TaxPub was created as an XML extension to the general JATS to provide domain-specific markup for prospective publishing in the area of biological systematics. The core idea of the schema is to delimit descriptions of taxa, or treatments, within an article, and to use these individual portions of information for various purposes. TaxPub was developed in a close cooperation between the author (Terence Catapano), a community interested in such markup (Plazi), the NLM JATS group and a journal publisher (Pensoft). Since July 2009, TaxPub has been routinely implemented in the everyday publishing practice of Pensoft, to provide: (1) Semantically enhanced, domain-specific XML versions of articles for archiving in PubMedCentral (PMC); (2) Visualization of taxon treatments on PMC; (3) Export of taxon treatments to various aggregators, such as Encyclopedia of Life, Plazi Treatment Repository, and the Wiki Species-ID.net.

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name: Implementation of TaxPub, an NLM DTD Extension for Domain-specific Markup in Taxonomy, from the Experience of a Biodiversity Publisher


An XML Workflow for Book Publishing

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Author Generated JATS XML Markup

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description: At Internet Scientific Publications, we have since day one marked up submitted manuscripts using an in-house developed Microsoft Word macro. After 14 years, we feel that this approach is not ideal for two reasons: 1) most errors that exist in the finished XML are introduced during the data-entry / markup stage, and 2) markup represents a significant time expense for our staff that could be better spent elsewhere. Since we only charge at the point an article is accepted for publication, there is a time investment marking up manuscripts that may never be monetarily recouped. Consequently, we have explored the option of allowing authors to mark up their own documents from our submission frontend website. There are draw-backs to this approach, namely the complexity and completeness of JATS and the huge learning curve a non-technical author would encounter, but we have in-turn concluded that a majority of the JATS definition does not need to be made available to an author in our frontend application. If an article requires more specific markup that we do not support in the application, we can always fallback to publisher side markup using our tried and tested Word macro. Quality control occurs later in the pipeline during copy-editing regardless of which markup pathway is followed.To facilitate this, we have created a self-contained Symfony2 bundle that supports manuscript markup utilizing a subset of the JATS Journal Publishing 3.0 tag suite. Much of the front and back matter is captured using simple form inputs and is validated using regular expressions developed using common input patterns. For the body, an HTML5 DOM based WYSIWYG editor is used. Although the generated markup is HTML5, by using a subset of JATS, we can unambiguously map between the two markup languages. We speculate that Amazon Mechanical Turk could be used to simplify certain article markup tasks like, for example, endnotes, where it would be off-putting for the author to tokenize the citation string. While the distribution model of a final product has not been determined, it will most likely be made available in a dual-licensed manner depending on the commerciality of the customer.

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Beware! The Spork

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description: Advice, advice, advice. There is so much advice on how to use the JATS. And everyone seems to have an opinion about how you should deal with your content.

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Book Tagging Panel Discussion

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uk: Комп'ютерні науки

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name: CFA institute and the NLM book DTD, Year 2


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name: From Markup to Linked Data: Mapping NISO JATS v1.0 to RDF using the SPAR (Semantic Publishing and Referencing) Ontologies


uk: Комп'ютерні науки

description: The presentation will describe the challenges, benefits, and opportunities resulting from converting an archival collection of approximately 750,000 files to JATS. The goal was to migrate the American Institute of Physics (AIP) and member society archival collection from multiple generations of proprietary markup to an industry standard to create a true archive, all managed within a new, more controlled content management system. Integral to the process was the adoption and application of the XML technologies XSLT, XPath, and Schematron to transform and check the content. Sounds straightforward doesn't it? Perform a thorough document analysis, map out the transformation rules, convert the data. But is it? Have you accounted for all historical variations, generated text, metadata, nomenclature variations on XML file assets? Beside your core, don't forget about reuse for other products, edge cases, online presentation, distribution channels and staff training!

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name: How Well do you Know Your Data? Converting an Archive of Proprietary Markup Schemes to JATS: A Case Study


uk: Комп'ютерні науки

description: Scholarly publishers and typesetting service providers in Japan, as well as the J-STAGE e-journal platform got together to devise a way to implement XML for Japanese-language scholarly articles, and worked with JATS working group to develop multi-language extention of JATS. It is now implemented at the new J-STAGE platform that was launched in May, 2012.

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name: Implementing XML for Japanese-language Scholarly Articles


uk: Комп'ютерні науки

description: The paper presents a brief overview of the challenges facing institutions with the XML-ization of academic journals and the steps being taken in Japan to meet both those challenges with the new J-STAGE3 implementation and a solution for automatically analyzing and converting PDF into XML for JATS metadata and bibliographic information. J-STAGE3 has fully adopted the metadata and bibliographic JATS format. The automated solution is currently achieving more than a 90% accuracy rate and future plans are to expand it to be able to produce full-text XML from PDF.

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name: Reducing Costs and Expanding XML Submissions with PDF to JATS Conversion


uk: Комп'ютерні науки

description: PMC strives to be a comprehensive archive of biomedical journals. Currently JATS provides no way to capture journal and issue specific front matter content, such as editorial boards, journal philosophy, submission instructions, etc. We developed an extension to the current Tag Suite, the pmc-journalmatter.dtd, that captures these journal artifacts. In mapping multiple publishing models, we found that front matter exists in two basic forms: issue and standing. The issue attribute should be used for administrative materials that are published in an issue. The standing attribute should be used for non-issue based and administrative materials that are not published in an issue, but are static, such as information published on a website. Our DTD aims to be flexible enough to accommodate a variety of user needs. It allows the users to update different elements of journal matter without the burden of updating all elements by offering separate document types.The document types include: author information, issue cover, editorial board, publisher information, and general information. In order to encapsulate front matter content, we introduced new elements that work in conjunction with JATS.This paper will explore the need for a front matter specific JATS extension, the limitations of the article model to represent this type of information, our process and rationale for the data mapping and subsequent development of new elements, and future implementation.

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name: The Front Matters: Capturing Journal Front Matter Content with JATS


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description: To ensure an immersive, yet comfortable experience, significant work is required during post-production to adapt the stereoscopic 3D (S3D) content to the targeted display and its environment. On the one hand, the content needs to be reconverged using horizontal image translation (HIT) so as to harmonize the depth across the shots. On the other hand, to prevent edge violation, specific re-convergence is required and depending on the viewing conditions floating windows need to be positioned. In order to simplify this time-consuming work we propose a depth grading tool that automatically adapts S3D content to digital cinema or home viewing environments. Based on a disparity map, a stereo point of interest in each shot is automatically evaluated. This point of interest is used for depth matching, i.e. to position the objects of interest of consecutive shots in a same plane so as to reduce visual fatigue. The tool adapts the re-convergence to avoid edge-violation, hyper-convergence and hyper-divergence. Floating windows are also automatically positioned. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Automatic depth grading tool to successfully adapt stereoscopic 3D content to digital cinema and home viewing environments


uk: Комп'ютерні науки

description: The fundamental visual property that drives 3D stereoscopic technology is the compelling qualitative experience of tangible solid objects, immersive space and realism that is lacking in conventional 2D displays. This qualitative visual phenomenon, referred to as ‘stereopsis’, is widely assumed to be a by-product of binocular vision. However, its underlying cause, variation and functional role remain largely unexplained. In this theoretical paper I briefly present an alternative hypothesis that stereopsis is not a phenomenon restricted to binocular vision, but a more basic qualitative visual property related to the perception of egocentric distance and scale. I review recent empirical evidence showing that stereopsis is not simply a product of binocular disparities or the mere perception of “more depth”. The theory and results imply critical distinctions between the qualitative experience of stereopsis and the quantitative perception of 3D structure. I describe how this alternative view has important implications for the perception of scale and realism in both conventional and stereoscopic display systems; e.g., perception of miniaturization (puppet-theater effect) and gigantism. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Immersion, tangibility, and realism: Explaining the qualitative experience of stereopsis


uk: Комп'ютерні науки

description: A multi-view display module using microelectromechanical system (MEMS) projectors is proposed to realize ultra-large screen autostereoscopic displays. The module consists of an array of MEMS projectors, a vertical diffuser, and a lenticular lens. All MEMS projectors having different horizontal positions project images that are superimposed on the vertical diffuser. Each cylindrical lens constituting the lenticular lens generates multiple three-dimensional (3D) pixels at different horizontal positions near its focal plane. Because the 3D pixel is an image of a micro-mirror of the MEMS projector, the number of 3D pixels in each lens is equal to the number of MEMS projectors. Therefore, the horizontal resolution of the module can be increased using more projectors. By properly modulating lasers in the MEMS projector, the horizontal positions of dots constituting a projected image can be altered at different horizontal scan lines. By increasing the number of scan lines corresponding to one 3D pixel, the number of views can be increased. Because the module has a frameless screen, a number of modules can be arranged two-dimensionally to obtain a large screen. The prototype module was constructed using four MEMS projectors. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Multi-view display module using MEMS projectors for an ultra-large screen autostereoscopic display


uk: Комп'ютерні науки

description: Stereoscopic 3D is undoubtedly one of the most attractive content. It has been deployed intensively during the last decade through movies and games. Among the advantages of 3D are the strong involvement of viewers and the increased feeling of presence. However, the sanitary e ects that can be generated by 3D are still not precisely known. For example, visual fatigue and visual discomfort are among symptoms that an observer may feel. In this paper, we propose an investigation of visual fatigue generated by 3D video watching, with the help of eye-tracking. From one side, a questionnaire, with the most frequent symptoms linked with 3D, is used in order to measure their variation over time. From the other side, visual characteristics such as pupil diameter, eye movements ( xations and saccades) and eye blinking have been explored thanks to data provided by the eye-tracker. The statistical analysis showed an important link between blinking duration and number of saccades with visual fatigue while pupil diameter and xations are not precise enough and are highly dependent on content. Finally, time and content play an important role in the growth of visual fatigue due to 3D watching. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Study of visual fatigue/discomfort generated by S3D video using eye-tracking data


uk: Комп'ютерні науки

description: As stereoscopic displays have spread, it is important to know what really causes the visual fatigue and discomfort and what happens in the visual system in the brain behind the retina while viewing stereoscopic 3D images on the displays. In this study, functional magnetic resonance imaging (fMRI) was used for the objective measurement to assess the human brain regions involved in the processing of the stereoscopic stimuli with excessive disparities. Based on the subjective measurement results, we selected two subsets of comfort videos and discomfort videos in our dataset. Then, a fMRI experiment was conducted with the subsets of comfort and discomfort videos in order to identify which brain regions activated while viewing the discomfort videos in a stereoscopic display. We found that, when viewing a stereoscopic display, the right middle frontal gyrus, the right inferior frontal gyrus, the right intraparietal lobule, the right middle temporal gyrus, and the bilateral cuneus were significantly activated during the processing of excessive disparities, compared to those of small disparities (< 1 degree). © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Subjective and objective measurements of visual fatigue induced by excessive disparities in stereoscopic images


uk: Комп'ютерні науки

description: Subjective assessment of Quality of Experience in stereoscopic 3D requires new guidelines for the environmental setup as existing standards such as ITU-R BT.500 may no longer be appropriate. A first step is to perform cross-lab experiments in different viewing conditions on the same video sequences. Three international labs performed Absolute Category Rating studies on a freely available video database containing degradations that are mainly related to video quality degradations. Different conditions have been used in the labs: Passive polarized displays, active shutter displays, differences in viewing distance, the number of parallel viewers, and the voting device. Implicit variations were introduced due to the three different languages in Sweden, South Korea, and France. Although the obtained Mean Opinion Scores are comparable, slight differences occur in function of the video degradations and the viewing distance. An analysis on the statistical differences obtained between the MOS of the video sequences revealed that obtaining an equivalent number of differences may require more observers in some viewing conditions. It was also seen that the alignment of the meaning of the attributes used in Absolute Category Rating in different languages may be beneficial. Statistical analysis was performed showing influence of the viewing distance on votes and MOS results. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Towards standardized 3DTV QoE assessment: Cross-lab study on display technology and viewing environment parameters


uk: Комп'ютерні науки

description: We create a system for semi-automatically converting unconstrained 2D images and videos into stereoscopic 3D. Current efforts are done automatically or manually by rotoscopers. The former prohibits user intervention, or error correction, while the latter is time consuming, requiring a large staff. Semi-automatic mixes the two, allowing for faster and accurate conversion, while decreasing time to release 3D content. User-defined strokes for the image, or over several keyframes, corresponding to a rough estimate of the scene depths are defined. After, the rest of the depths are found, creating depth maps to generate stereoscopic 3D content, and Depth Image Based Rendering is employed to generate the artificial views. Here, depth map estimation can be considered as a multi-label segmentation problem, where each class is a depth value. Optionally, for video, only the first frame can be labelled, and the strokes are propagated using a modified robust tracking algorithm. Our work combines the merits of two respected segmentation algorithms: Graph Cuts and Random Walks. The diffusion of depths from Random Walks, combined with the edge preserving properties from Graph Cuts is employed to create the best results possible. Results demonstrate good quality stereoscopic images and videos with minimal effort. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: A semi-automatic 2D to stereoscopic 3D image and video conversion system in a semi-automated segmentation perspective


uk: Комп'ютерні науки

description: Super multi-view (SMV) displays have been developed to solve the vergence-accommodation conflict that causes visual fatigue with conventional three-dimensional (3D) displays. An ideal SMV display should generate dense viewpoints in both the horizontal and vertical directions. However, the SMV displays developed so far generate dense viewpoints only in the horizontal direction because of the system complexity required for full-parallax systems. Therefore, the accommodation responses to SMV displays were measured mostly for 3D images that contain distinctive vertical edges. In this study, we investigated the influences of the edge properties contained in 3D images upon the accommodation responses evoked by horizontal-parallax-only (HPO) SMV displays. We used the recently developed reduced-view SMV display, whose interval of viewpoints was 2.6 mm, for the accommodation measurements. Two test images were used: a “Maltese cross”, which contains several sharp edges, and a standard test image of “Lenna”, which contains various types of edges. We found that the HPO–SMV display still evoked the accommodation responses when “Lenna” was displayed. There were two types of accommodation responses for “Lenna”; the amounts of the evoked accommodation were smaller than or similar to those for the “Maltese cross”, depending on where the viewers gazed. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Accommodation responses to horizontal-parallax-only super multiview display


uk: Комп'ютерні науки

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name: Characterizing and Reducing Crosstalk in Printed Anaglyph Stereoscopic 3D Images


uk: Комп'ютерні науки

description: In this paper we undertook perceptual experiments to determine the allowed differences in depth between audio and visual stimuli in stereoscopic-3D environments while being perceived as congruent. We also investigated whether the nature of the environment and stimuli affects the perception of congruence. This was achieved by creating an audio-visual environment consisting of a photorealistic visual environment captured by a camera under orthostereoscopic conditions and a virtual audio environment generated by measuring the acoustic properties of the real environment. The visual environment consisted of a room with a loudspeaker or person forming the visual stimulus and was presented to the viewer using a passive stereoscopic display. Pink noise samples and female speech were used as audio stimuli which were presented over headphones using binaural renderings. The stimuli were generated at different depths from the viewer and the viewer was asked to determine whether the audio stimulus was nearer, further away or at the same depth as the visual stimulus. From our experiments it is shown that there is a significant range of depth differences for which audio and visual stimuli are perceived as congruent. Furthermore, this range increases as the depth of the visual stimulus increases. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Depth perception of audio sources in stereo 3D environments


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name: Discussion Forum: 3D Movies – Is There Enough Depth?


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description: The authors have analyzed binocular disparity included in stereoscopic (3D) images from the perspective of producing depth sensation. This paper described the disparity analysis conducted by the authors for well-known 3D movies. Two types of disparity analysis were performed; full-length analysis of four 3D movies and analysis of emotional scenes from them. This paper reports an overview of the authors’ approaches and the results obtained from their analysis. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Disparity analysis of 3D movies and emotional representations


uk: Комп'ютерні науки

description: Integral Imaging is a technique to obtain true color 3D images that can provide full and continuous motion parallax for several viewers. The depth of field of these systems is mainly limited by the numerical aperture of each lenslet of the microlens array. A digital method has been developed to increase the depth of field of Integral Imaging systems in the reconstruction stage. By means of the disparity map of each elemental image, it is possible to classify the objects of the scene according to their distance from the microlenses and apply a selective deconvolution for each depth of the scene. Topographical reconstructions with enhanced depth of field of a 3D scene are presented to support our proposal. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Extended depth-of-field in integral imaging by depth-dependent deconvolution


uk: Комп'ютерні науки

description: Stereoscopic photography became popular soon after the introduction of photographic processes by Daguerre and by Talbot in 1839. Stereoscopic images were most often viewed as side-by-side left- and right-eye image pairs, using viewers with prisms or mirrors. Superimposition of encoded image pairs was envisioned as early as the 1890s, and encoding by polarization first became practical in the 1930s with the introduction of polarizers in large sheet form. The use of polarizing filters enabled projection of stereoscopic image pairs and viewing of the projected image through complementary polarizing glasses. Further advances included the formation of images that were themselves polarizers, forming superimposed image pairs on a common carrier, the utilization of polarizing image dyes, the introduction of micropolarizers, and the utilization of liquid crystal polarizers. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: History of Polarized Image Stereoscopic Display


Immersive stereoscopic panoramas

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description: Immersive stereoscopic imaging requires sharp wide field images, special software, and high resolution displays. Examples of some successful image capture, splicing, viewing, hosting, and posting techniques used in digital stereoscopic panoramic photography are given. Image capture uses camera movements that approximate natural eye positions reasonably well by using manual or motorized gimbal mounted systems designed for the purpose. Processing requires seamlessly stitching dozens or hundreds of images into left and right panoramas. Creating stereoscopic images over 50 mega pixels benefits from programmable motorized camera mounts. The 2 gig limit of TIFFs is often exceeded and requires the use of GigaPan.org hosting technologies. Gigapixel stereoscopic images are viewed as a single whole while many small files are quickly uploaded to improve the sharpness of the areas viewed and may be seen at 3d-360.com. Immersive stereo contents, active scrolling and deep zoom capabilities take stereoscopic photography from snapshots into the realm of immersive virtual presence when combined with modern web and display technologies. Scientific, artistic, and commercial applications can make effective use of existing stereoscopic displays systems by using these extended capabilities. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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description: The floating window technique is commonly employed by stereoscopic 3D filmmakers to reduce the effects of window violations by masking out portions of the screen that contain visual information that doesn’t exist in one of the views. Although widely adopted in the film industry, and despite its potential benefits, the technique has not been adopted by video game developers to the same extent possibly because of the lack of understanding of how the floating window can be utilized in such an interactive medium. Here, we describe a quantitative study that investigates how the floating window technique affects users’ depth perception in a simple game-like environment. Our goal is to determine how various stereoscopic 3D parameters such as the existence, shape, and size of the floating window affect the user experience and to devise a set of guidelines for game developers wishing to develop stereoscopic 3D content. Providing game designers with quantitative knowledge of how these parameters can affect user experience is invaluable when choosing to design interactive stereoscopic 3D content. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Impact of floating windows on the accuracy of depth perception in games


uk: Комп'ютерні науки

description: Creating and processing stereoscopic video imposes additional quality requirements related to view synchronization. In this work we propose a set of algorithms for detecting typical stereoscopic-video problems, which appear owing to imprecise setup of capture equipment or incorrect postprocessing. We developed a methodology for analyzing the quality of S3D motion pictures and for revealing their most problematic scenes. We then processed 10 modern stereo films, including Avatar, Resident Evil: Afterlife and Hugo, and analyzed changes in S3D-film quality over the years. This work presents real examples of common artifacts (color and sharpness mismatch, vertical disparity and excessive horizontal disparity) in the motion pictures we processed, as well as possible solutions for each problem. Our results enable improved quality assessment during the filming and postproduction stages. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Methodology of stereoscopic motion picture quality assessment


uk: Комп'ютерні науки

description: Lenticular lens based autostereoscopic 3D displays are finding many applications in digital signage and consumer electronics devices. A high quality 3D viewing experience requires the lenticular lens be properly aligned with the pixels on the display device so that each eye views the correct image. This work presents a simple and novel method for rapidly assessing the quality of a lenticular lens to be used in autostereoscopic displays. Errors in lenticular alignment across the entire display are easily observed with a simple test pattern where adjacent views are programmed to display different colors. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Simple measurement of lenticular lens quality for autostereoscopic displays


Stereoscopic game design and evaluation

uk: Комп'ютерні науки

description: We report on a new game design where the goal is to make the stereoscopic depth cue sufficiently critical to success that game play should become impossible without using a stereoscopic 3D (S3D) display and, at the same time, we investigate whether S3D game play is affected by screen size. Before we detail our new game design we review previously unreported results from our stereoscopic game research over the last ten years at the Durham Visualisation Laboratory. This demonstrates that game players can achieve significantly higher scores using S3D displays when depth judgements are an integral part of the game. Method: We design a game where almost all depth cues, apart from the binocular cue, are removed. The aim of the game is to steer a spaceship through a series of oncoming hoops where the viewpoint of the game player is from above, with the hoops moving right to left across the screen towards the spaceship, to play the game it is essential to make decisive depth judgments to steer the spaceship through each oncoming hoop. To confound these judgements we design altered depth cues, for example perspective is reduced as a cue by varying the hoop's depth, radius and cross-sectional size. Results: Players were screened for stereoscopic vision, given a short practice session, and then played the game in both 2D and S3D modes on a seventeen inch desktop display, on average participants achieved a more than three times higher score in S3D than they achieved in 2D. The same experiment was repeated using a four metre S3D projection screen and similar results were found. Conclusions: Our conclusion is that games that use the binocular depth cue in decisive game judgements can benefit significantly from using an S3D display. Based on both our current and previous results we additionally conclude that display size, from cell-phone, to desktop, to projection display does not adversely affect player performance. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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uk: Комп'ютерні науки

description: Disparity estimation has been extensively investigated in recent years. Though several algorithms have been reported to achieve excellent performance on the Middlebury website, few of them reach a satisfying balance between accuracy and efficiency, and few of them consider the problem of temporal coherence. In this paper, we introduce a novel disparity estimation approach, which improves the accuracy for static images and the temporal coherence for videos. For static images, the proposed approach is inspired by the adaptive support weight method proposed by Yoon et al. and the dual-cross-bilateral grid introduced by Richardt et al. Principal component analysis (PCA) is used to reduce the color dimensionality in the cost aggregation step. This simple, but efficient technique helps the proposed method to be comparable to the best local algorithms on the Middlebury website, while still allowing real-time implementation. A computationally efficient method for temporally consistent behavior is also proposed. Moreover, in the user evaluation experiment, the proposed temporal approach achieves the best overall user experience among the selected comparison algorithms. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Temporally consistent disparity estimation using PCA dual cross-bilateral grid


uk: Комп'ютерні науки

description: This paper describes the development, measurement, computation, and initial testing of a metric of antialiasing sufficiency for stereoscopic display systems. A summary is provided of two previous evaluations that demonstrated stereoscopic disparity thresholds in the range of 3 to 10 arcsec are attainable using electronic displays with a pixel pitch as coarse as 2.5 arcmin, however, only if sufficient antialiasing is performed. Equations are provided that describe the critical level of antialiasing required as a function of pixel pitch. The proposed metric uses a radial test pattern that can be photographed from the user eyepoint using a hand held consumer color camera. Several candidate unitary metrics that quantify the spatial sampling noise in the measured test pattern were tested. The correlation obtained between the best candidate metric and the stereoscopic disparity threshold model from our previous paper was R2 = 0.994. The standard deviation of repeated measurements with a hand held camera was less than 0.5% of the range of the metric, indicating the metric is capable of discriminating fine differences in sampling noise. The proposed method is display technology independent and requires no knowledge of the display pixel structure or how the antialiasing is implemented. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Towards a metric of antialiasing sufficiency for stereoscopic displays


uk: Комп'ютерні науки

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name: Coverage of the London 2012 Olympic Games in 3D


uk: Комп'ютерні науки

description: Liquid Crystal Shutter (LCS) 3D glasses (also known as 3D shutter glasses, active glasses, or just shutter glasses) are the selection device commonly used to view 3D stereoscopic content on time-sequential 3D displays. There are many available models of LCS glasses to choose from; although, unfortunately, there can be wide performance differences between these glasses. Ultimately the perceived quality of 3D image viewing depends on the display viewed as well as the performance of the shutter glasses used. The objective of this paper is to define key glasses performance parameters and to present a testing method to help quantify glasses and select between models available. Differences in shutter opening speed and open transparency (shuttering performance) are shown between tested models using the method presented here. Additional differences are noted for other performance parameters and features illustrating that there can be many product differences to consider that do not directly affect shuttering performance. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Method to test and quantify 3D active shutter glasses


uk: Комп'ютерні науки

description: The MPEG 3DV project is working on the next generation video encoding standard and in this process a call for proposal of encoding algorithms was issued. To evaluate these algorithm a large scale subjective test was performed involving Laboratories all over the world. For the participating Labs it was optional to administer a slightly modified Simulator Sickness Questionnaire (SSQ) from Kennedy et al (1993) before and after the test. Here we report the results from one Lab (Acreo) located in Sweden. The videos were shown on a 46 inch film pattern retarder 3D TV, where the viewers were using polarized passive eye-glasses to view the stereoscopic 3D video content. There were 68 viewers participating in this investigation in ages ranges from 16 to 72, with one third females. The questionnaire was filled in before and after the test, with a viewing time ranging between 30 min to about one and half hour, which is comparable to a feature length movie. The SSQ consists of 16 different symptoms that have been identified as important for indicating simulator sickness. When analyzing the individual symptoms it was found that Fatigue, Eye-strain, Difficulty Focusing and Difficulty Concentrating were significantly worse after than before. SSQ was also analyzed according to the model suggested by Kennedy et al (1993). All in all this investigation shows a statistically significant increase in symptoms after viewing 3D video especially related to visual or Oculomotor system. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

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name: Simulator sickness analysis of 3D video viewing on passive 3DTV


The psychology of the 3D experience

uk: Комп'ютерні науки

description: With 3D televisions expected to reach 50% home saturation as early as 2016, understanding the psychological mechanisms underlying the user response to 3D technology is critical for content providers, educators and academics. Unfortunately, research examining the effects of 3D technology has not kept pace with the technology’s rapid adoption, resulting in large-scale use of a technology about which very little is actually known. Recognizing this need for new research, we conducted a series of studies measuring and comparing many of the variables and processes underlying both 2D and 3D media experiences. In our first study, we found narratives within primetime dramas had the power to shift viewer attitudes in both 2D and 3D settings. However, we found no difference in persuasive power between 2D and 3D content. We contend this lack of effect was the result of poor conversion quality and the unique demands of 3D production. In our second study, we found 3D technology significantly increased enjoyment when viewing sports content, yet offered no added enjoyment when viewing a movie trailer. The enhanced enjoyment of the sports content was shown to be the result of heightened emotional arousal and attention in the 3D condition. We believe the lack of effect found for the movie trailer may be genre-related. In our final study, we found 3D technology significantly enhanced enjoyment of two video games from different genres. The added enjoyment was found to be the result of an increased sense of presence. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Crosstalk is one of the main stereoscopic display-related visual perceptual factors degrading image quality and causing visual discomfort. In this research the impact of high display contrast and high display luminance on the perception of crosstalk is investigated by using a custom-built high-dynamic range LCD (liquid-crystal display) in combination with a Wheatstone viewer. The displays’ opto-electrical response was characterized and the display calibrated, to independently vary luminance, contrast, and crosstalk (defined as (BW − BB) ⁄ (WW − BB)). The crosstalk visibility threshold was determined via a ‘one-up/two-down’ staircase method by fourteen participants for three different images that varied in luminance (125, 500, and 1,500 cd/m2) and contrast (1,000:1 and 2,500:1). Results show that an increase in luminance leads to a reduced crosstalk visibility threshold to a minimal value of 0.19% at 1,500 cd/m2. The crosstalk visibility threshold was independent of the tested contrast levels, indicating that contrast levels above 100:1 do not affect crosstalk visibility thresholds. Important to note is that for displays with high contrast, the finite discrete levels of transmission in the LC-panel quantize the luminance levels, which propagates into and limits the accuracy of the crosstalk visibility threshold. In conclusion, by introducing OLEDs (high contrast), the system crosstalk will increase by definition, but visibility of crosstalk will not. By introducing high-dynamic range displays (high peak luminance), the crosstalk visibility threshold will be lower. As the absolute threshold levels of low-dynamic range displays are already very low (at or below 0.3%) this will result in little perceptual effect. © (2013) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE).

uk: вхід без авторизації

name: Visibility of binocular crosstalk for high-dynamic range displays


uk: Комп'ютерні науки

description: In the conventional temporally interlaced S3D protocol, red, green, and blue are presented simultaneously to one eye and then to the other eye. Thus, images are presented in alternating fashion to the two eyes. Moving objects presented with this protocol are often perceived at incorrect depth relative to stationary parts of the scene. We implemented a colorinterlaced protocol that could in principle minimize or even eliminate such depth distortions. In this protocol, green is presented to one eye and red and blue to the other eye at the same time. Then red and blue are presented to the first eye and green to the second. Using a stereoscope, we emulated the color-interlaced protocol and measured the magnitude of depth distortions as a function of object speed. The results showed that color interlacing yields smaller depth distortions than temporal interlacing in most cases and never yields larger distortions. Indeed, when color interlacing produces no brightness change within sub-frames, the distortions are eliminated altogether. The results also show that the visual system’s calculation of depth from disparity is based on luminance, not chromatic signals. In conclusion, color interlacing provides great potential for improved stereo presentation.

uk: вхід без авторизації

name: Depth distortion in color-interlaced stereoscopic 3D displays


uk: Комп'ютерні науки

description: We present a combined hardware-software solution to visualize free viewpoint 3D video on a cinema-sized screen. The new glasses-free 3D projection technology can support larger audience than the existing autostereoscopic displays. We introduce and describe our new display system including optical and mechanical design considerations, the capturing system and render cluster for producing the 3D content, and the various software modules driving the system. The indigenous display is first of its kind, equipped with front-projection light-field HoloVizio technology, controlling up to 63 MP. It has all the advantages of previous light-field displays and in addition, allows a more flexible arrangement with a larger screen size, matching cinema or meeting room geometries, yet simpler to set-up. The software system makes it possible to show 3D applications in real-time, besides the natural content captured from dense camera arrangements as well as from sparse cameras covering a wider baseline. Our software system on the GPU accelerated render cluster, can also visualize pre-recorded Multi-view Video plus Depth (MVD4) videos on this light-field glasses-free cinema system, interpolating and extrapolating missing views.

uk: вхід без авторизації

name: Natural 3D content on glasses-free light-field 3D cinema


de: Physik, Astronomie

fi: fysiikka, tähtitiede

uk: Фізика, Астрономія

en: Physics, Astronomy

fr: Physique, Astronomie

da: Fysik, Astronomi

es: Física, Astronomía

nl: Natuurkunde, Astronomie

de: Mathematik, Naturwissenschaften

uk: Математика, природничі науки

en: Mathematics, Natural Sciences

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name: Tanzende und leuchtende Moleküle: Energietransfer auf atomarer Skala

Universität Duisburg-Essen

addressCountry: DE

addressLocality: Essen

addressRegion: North Rhine-Westphalia


uk: Комп'ютерні науки

description: To understand the processes of local phenomena over the Baltic Sea such as Coastal Upwelling or Salinity Inversion, we are coupling an atmosphere and ocean model with the Earth System Modelling Framework (ESMF). For the atmospheric part the operational model of the German Weather Service (ICON) is utilized in a nested limited area mode. The General Estuarine Turbulence Model (GETM) has been chosen for the local ocean model. Typical coupling issues are the different grid schemes of the models and hence, a set and choice of suitable interpolation/regridding methods is required. Within our framework, the state variables (e.g. temperature) and flux data (e.g. heat flux) has to be interpolated from the unstructured triangular grid of ICON to the structured rectangular latitude longitude grid of GETM and vice versa. Furthermore, due to different grids, the land sea masking of each model has to be considered for the interpolation. Additionally, when using a parallel infrastructure, the number of processes has to be chosen such that the coupled model runs well balanced. Since we are using the concurrent structure ESMF is providing, the focus is on the reduce of possible waiting time for each model. The presentation shall give an overview about these issues, how we are addressing them within our coupled model framework and some results of first runs.

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name: Gottfried Wilhelm Leibniz Universität Hannover (LUH)

name: Investigation of phenomena in the Western Baltic Sea: Coupling of ICON and GETM with ESMF

name: Weierstraß-Institut für Angewandte Analysis und Stochastik (WIAS)

addressLocality: Berlin

addressRegion: Berlin

Technische Informationsbibliothek (TIB)

addressLocality: Hanover

addressRegion: Lower Saxony


uk: Комп'ютерні науки

description: Blood infection is highly prevalent in critical ill patients and can lead to sepsis and often death. It can be caused by bacteria or fungi and for appropriate treatment it is mandatory to identify the type of infection early. To find discriminating biomarkers, in situ high throughput gene expression profiling of immune cells after fungal or bacterial infection have been performed. However, these studies showed very heterogeneous results. To find a generic gene signature with discriminative power across all datasets, we implemented linear SVMs basing on Mixed Integer Linear Programming. We combined classifiers constraining them to use the same set of features. Learning with one pair of datasets and applying to the rest of the datasets showed 43?mprovement in consistency of the selected features (genes) while non-decreased classification performance (accuracy: 0.96). The final biomarkers comprised of 19 genes mostly involved in ERK-MAPK signalling being central in immune response.

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name: Combining linear Support Vector Machines by constraining them to use the same set of features improves consistency in biomarker discovery for blood infections


Dice Detection

description: A KR 5 SIXX Robot (KUKA) uses a webcam to recognize dices. After a dice is detected the robots points to the object. The image recognition is done on a separate PC. You can see the GUI of the software on the screen next to the robot. The robot and the PC communicate by using an OPC server.

uk: вхід без авторизації

Hochschule Ravensburg-Weingarten

addressLocality: Weingarten

addressRegion: Baden-Wurttemberg


High-Level Learning from Demonstration

description: A human demonstrates pick&place tasks, the robot applies learned tasks to new situations.

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description: Intelligent programs, machines or robots must have the ability to learn like humans. The study of this fascinating problem on real world applications is the job of the IKI. The IKI with Prof. Dr. Wolfgang Ertel as it's head has over 20 years of experience with applications of machine learning in a lot of different areas like medicine, mechanical engineering, robotics, web-applications and e-business.

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name: The Institute for Artificial Intelligence (IKI)

name: Institute for Artificial Intelligence (IKI) profile video


description: Learning and Application of High-Level Concepts with Conceptual Spaces and PDDL. In Proc. of the 3rd Wokshop on Planning and Learning (PAL), ICAPS 2011, Freiburg, Germany.

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name: Zentrum für angewandte Forschung an Fachhochschulen Autonome mobile Serviceroboter Standort Ravensburg-Weingarten

name: Learning from Demonstration - Stacking objects by color (reproduction)


description: Learning and Application of High-Level Concepts with Conceptual Spaces and PDDL. In Proc. of the 3rd Wokshop on Planning and Learning (PAL), ICAPS 2011, Freiburg, Germany. Sorting objects by shape into specific pallets (reproduction phase)

uk: вхід без авторизації

name: Learning from Demonstration - Sorting objects by shape (reproduction)


Learning from Demonstration

description: Robot Learning by Demonstration with Local Gaussian Process Regression. In Proc. 2010 IEEE/RSJ International Conference on Intelligent Robots and Systems, Taipeh, Taiwan, 2010. Learning from Demonstration using a Katana robotic manipulator. Objects' positions were recorded before demonstrations and reproduction, respectively. Note that in each demonstration the objects' positions change. In the reproduction, the manipulator's trajectory is computed based on the constraints extracted from the recorded demonstrations.

uk: вхід без авторизації


description: Learning and Application of High-Level Concepts with Conceptual Spaces and PDDL. In Proc. of the 3rd Wokshop on Planning and Learning (PAL), ICAPS 2011, Freiburg, Germany. Sorting objects by shape into specific pallets (demonstration phase)

uk: вхід без авторизації

name: Learning from Demonstration - Sorting objects by shape (demonstration)


description: Robot Learning by Demonstration with Local Gaussian Process Regression. In Proc. 2010 IEEE/RSJ International Conference on Intelligent Robots and Systems, Taipeh, Taiwan, 2010. Learning from Demonstration using a Katana robotic manipulator. Note that in each demonstration the objects' positions change. Learning means to generalize from these training samples to an arbitrary new situation where all the objects can be located at different positions. In the reproduction, the manipulator's trajectory is computed based on the constraints extracted from the recorded demonstrations. Unlike in classical teach-in approaches, this method is able to deal with changing objects' positions.

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name: Learning from Demonstration - Cube into Cup


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name: Learning from Demonstration - Make Coffee


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name: Learning from Demonstration - Stacking objects by color (demonstration)


description: Learning from Demonstration by Averaging Trajectories (LAT) has been implemented using a Katana robotic manipulator. It uses the ROS operating system.

uk: вхід без авторизації

name: Robot Learning from Demonstration by Averaging Trajectories - Making Coffee


description: Learning from Demonstration by Averaging Trajectories (LAT) has been implemented using a Katana robotic manipulator. LAT works in three phases: Demonstration: Repeated recording of trajectories and detection of involved objects (located at changing positions). Generalisation: Creation of a continuos behaviour model on trajectory level for each object involved. Reproduction: Fusion of the models, adapted to an arbitrary new situation where all the objects again can be located at different positions.

uk: вхід без авторизації

name: Robot Learning from Demonstration by Averaging Trajectories - Pouring into the Cup


uk: вхід без авторизації

name: Robot Learning from Demonstration by Averaging Trajectories - Put the Can into the Cup


description: Object recognition in a household environment performed by a service robot. The objects are recognized by shape, texture and color-based algorithms whose outputs are then combined to create an object hypothesis. This works score-based, meaning that arbitrary algorithms and recognition frameworks can be combined without changing their outputs. In contrary to similar approaches, the proposed method automatically selects which algorithms to use and how to weigh their outputs. Reference: T. Fromm, B. Staehle, W. Ertel: Robust Multi-Algorithm Object Recognition Using Machine Learning Methods. IEEE International Conference on Multisensor Fusion and Information Integration, Hamburg, Germany, 2012.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Payoff has a crazy goal; we want to solve America’s credit card debt problem. After a risky 8-week Ruby rewrite of our 500k line C# personal finance website, we decided that wasn’t audacious enough. So we set out to become a financial institution in order to help folks get out of credit card debt. In the past 16-months, we taught the rest of the engineers Ruby, figured out how to lend money, wrote all the systems and automation needed for a small bank, and hired 70 more super nice people to make it real. If you have a crazy goal to change the world, come listen to our story.

uk: вхід без авторизації

name: 5 Secrets We Learned While Building a Bank in 16 Months


uk: Комп'ютерні науки

description: Applications today are spidery and include thousands of possible optimization points. No matter how deep performance testing data are, developers are still at a loss when asked to derive meaningful and actionable data that pinpoint to bottlenecks in the application. You know things are slow, but you are left with the challenge of figuring out where to optimize. This presentation describes a new kind of analytics, called performance analytics, that provide tangible ways to root cause performance problems in today’s applications and clearly identify where and what to optimize.

uk: вхід без авторизації

name: A New Kind of Analytics: Actionable Performance Analysis


uk: Комп'ютерні науки

description: Running tasks outside the request-response loop is a must in modern web apps. ActiveJob is a great addition to Rails (in 4.2) providing a standard interface to various asynchronous gems (Delayed_Job/Sidekiq etc). Has it also ushered in something else? A way to do 'Service Objects' the 'Rails Way'?

uk: вхід без авторизації

name: ActiveJob: A Service Oriented Architecture


uk: Комп'ютерні науки

description: With projects like Doorkeeper, OAuth has pretty solid support in Rails when dealing with one application. However, when Rails applications get larger, many project teams break up their monolithic application into services. Some suggest installing Doorkeeper on every service, whereas others recommend routing all traffic through a single service. Recently, we worked on a project where neither of these solutions seemed right. Join us as we talk about our experience in federating OAuth in order to handle over 30,000 concurrent users.

uk: вхід без авторизації

name: Adventures in Federating Authorization and Authentication with OAuth


Ambitious Capybara

uk: Комп'ютерні науки

description: Capybara has allowed us to build complex and ambitious applications with the confidence that everything comes together in the user experience we're targeting. As the capabilities of the web have grown, interactions and behavior in our applications have become more complex and harder to test. Our tests become coupled to CSS selectors, fail intermittently, take longer and our confidence dwindles. In this talk, I'll go over best practices for working with a large Capybara test suite and dig into APIs and options we can use to handle complex apps such as a chat app not written in Ruby.

uk: вхід без авторизації


Amelia Bedelia Learns to Code

uk: Комп'ютерні науки

description: "Did you really think you could make changes to the database by editing the schema file? Who are you, Amelia Bedelia?" The silly mistakes we all made when first learning Rails may be funny to us now, but we should remember how we felt at the time. New developers don't always realize senior developers were once beginners too and may assume they are the first and last developer to mix up when to use the rails and rake commands. This talk is a lighthearted examination of the kinds of common errors many Rails developers make and will dig into why so many of us make the same mistakes.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: A lot of people have being using Rails to develop both their internal or external API, but building a high quality API can be hard, and performance is a key point to achieve it. I'll share my stories with APIs, and tell you how Active Model Serializer, component of Rails-API, helped me. AMS have being used across thousands of applications bringing convention over configuration to JSON generation. This talk will give you a sneak peek of a new version of AMS that we have being working on, it's new cache conventions, and how it's being considered to be shipped by default in new Rails 5.

uk: вхід без авторизації

name: AMS, API, Rails and a developer, a Love Story


uk: Комп'ютерні науки

description: Ruby is a productive language that developers love. When Ruby isn't fast enough, they often fall back to writing C extensions. But C extensions are scary for a number of reasons; it's easy to leak memory, or segfault the entire process. When we started to look at writing parts of the Skylight agent using native code, Rust was still pretty new, but its promise of low-level control with high-level safety intrigued us. We'll cover the reasons we went with Rust, how we structured our code, and how you can do it too. If you're looking to expand your horizons, Rust may be the language for you.

uk: вхід без авторизації

name: Bending the Curve: How Rust Helped Us Write Better Ruby


Better callbacks in Rails 5

uk: Комп'ютерні науки

description: In Rails 5, the old way of returning false to implicitly halt a callback chain will not work anymore. This change will impact any codebase using ActiveSupport, ActiveRecord, ActiveModel or ActiveJob. Methods like before_action, before_save, before_validation will require developers to explicitly throw an exception in order the halt the chain. This talk will explain the motivations behind the new default, will delve into the internals of Rails to show the actual code, and will help developers and gem maintainers safely upgrade their apps to Rails 5.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: When Voldemort and his forces threatened us all, two of the three wizards (and witch) who led his defeat were not raised in the magical world. Schools like Hogwarts can help us identify and train those with innate magical talents and interests whom we might otherwise never discover. But how to find and teach those beyond the reach of our owls? This talk explores our options and will serve as a call to action for the Magical world. As we will see, these challenges are almost magically mirrored by the Rails community as we seek to find and train developers from non-traditional paths.

uk: вхід без авторизації

name: Beyond Hogwarts: A Half-Blood's Perspective on Inclusive Magical Education


uk: Комп'ютерні науки

description: Contributing to Rails for the first time can be terrifying. In this lab I’ll make contributing to Rails more approachable by going over the contributing guidelines and technical details you need to know. We’ll walk through traversing the source code with tools such as CTags, source_location and TracePoint. Additionally, we’ll create reproduction scripts for reporting issues and learn advanced git commands like bisect and squash. At the end of this session you’ll have the confidence to fix bugs and add features to Ruby on Rails.

uk: вхід без авторизації

name: Breaking Down the Barrier: Demystifying Contributing to Rails


Bringing UX to Your Code

uk: Комп'ютерні науки

description: User Centered Design as a process is almost thirty years old now. The philosophy has permeated our products and the way we build our interfaces. But this philosophy is rarely extended to the code we write. We'll take a look at some principles of UX and Interface Design and relate them back to our code. By comparing code that gets it right to code that gets it desperately wrong, we'll learn some principles that we can use to write better, more usable code.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Payments applications typically require a strong audit trail, very predictable failure behavior and strong transactional integrity. In Ruby/Rails, ActiveRecord allows any part of the code to modify anything in the database, failures are often silently ignored, and database transactions are hidden for convenience by default. In this talk I'll explore how to solve those problems and use RoR to build a large scale payments system.

uk: вхід без авторизації

name: (Re)Building a large scale payments system on Rails


uk: Комп'ютерні науки

description: Performance regressions in edge Rails versions happen quite often, and are sometimes introduced even by experienced Core commiters. The Rails team doesn’t have any tools to get notified about this kind of regressions yet. This is why I’ve built RailsPerf, a regression detection tool for Rails. It resembles a continuous integration service in a way: it runs benchmarks after every commit in Rails repo to detect any performance regressions. I will speak about building a right set of benchmarks, isolating build environments, and I will also analyze some performance graphs for major Rails versions.

uk: вхід без авторизації

name: Building RailsPerf, a toolkit to detect performance regressions in Ruby on Rails core


Burn Rubber Does Not Mean Warp Speed

uk: Комп'ютерні науки

description: We talk about bringing new developers "up to speed quickly." Imposter syndrome is bad enough, but often junior developers feel pressured to learn faster and produce more. Developers often focus on velocity as the critical measure of success. The need for speed actually amplifies insecurities, magnifies imposter syndrome, and hinders growth. Instead let's talk about how we can track and plan progress using meaningful goals and metrics.

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Civic Hacking on Rails

uk: Комп'ютерні науки

description: Do you want to use your coding skills for good rather than for evil? Did you ever want to build something to make your city or your community suck less? Here are some lessons from a civic hacker on how to kickstart your project. Hint: it's nothing like writing a gem.

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Closing Keynote

uk: Комп'ютерні науки

uk: вхід без авторизації


Coding: Art or Craft?

uk: Комп'ютерні науки

description: Developers often refer to their trade as both “art” and “craft," using the two interchangeably. Yet, the terms traditionally refer to different ends of the creative spectrum. So what is code? Art or craft? Come explore these questions in this interdisciplinary talk: What is art versus craft? How does coding fit in once we make this distinction? Is the metaphor we use to describe coding even important––and why? You’ll walk away from this discussion with a better understanding of what creating and programming means to you, and what it could mean to others.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Javascript front-end frameworks like Ember, React and Angular are really useful tools for building out beautiful and seamless UIs. But how do you make it work with Rails? How do you include the framework, share data, avoid expensive repeated network calls in a consistent way? In this talk we will review a variety of different approaches and look at real world cases for creating a seamless bridge between your Javascript and Rails.

uk: вхід без авторизації

name: Crossing the Bridge: Connecting Rails and Your Front-End Framework


uk: Комп'ютерні науки

description: Most of the four learning stages - unconscious incompetence, conscious incompetence, conscious competence and unconscious competence - are bridged by acquiring experience. But the gap between unconscious incompetence to conscious competence is where the most discomfort and discouragement occurs. Helping new developers bridge the void ensures a vibrant, accessible community, and having visible members/mentors in each stage encourages newcomers' learning. This talk illustrates (literally!) how to help new colleagues build this bridge and prevent losing them in the what-do-I-even-Google abyss.

uk: вхід без авторизації

name: Crossing the Canyon of Cognizance: A Shared Adventure


Curly - Rethinking the View Layer

uk: Комп'ютерні науки

description: While most parts of Rails have been thoroughly overhauled during the past few years, one part has stubbornly refused improvement. The view layer is still by default using ERB to transform your app’s objects into HTML. While trying to solve a seemingly unrelated problem we discovered a design that suddenly enabled us to move past the limitations of ERB while still integrating closely with Rails. We could now separate presentation logic from display structure; reason about our views and how they relate; and dramatically improve our code. We called the library Curly, and it's pretty awesome.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Typical Rails applications have database schemas that are designed for on-line transaction processing. But when the data volumes grow then they are not well suited for effective data analysis. You probably need a data warehouse and specialized data analysis tools for that. This presentation will cover * an introduction to a data warehouse and multi-dimensional schema design, * comparison of traditional and analytical databases, * extraction, transformation and load (ETL) of data, * On-Line Analytical Processing (OLAP) tools, Mondrian OLAP engine in particular and how to use it from Ruby.

uk: вхід без авторизації

name: Data Warehouses and Multi-Dimensional Data Analysis


uk: Комп'ютерні науки

description: When a Fortune 500 company wants to use your app but can't risk sharing sensitive data in the cloud, you'll need to package and deploy an autonomous version of it behind their firewall (aka the Fog). We’ll explore some methods to make this possible including standalone VM provisioning, codebase security, encrypted package distribution, seat based licensing and code updates.

uk: вхід без авторизації

name: Delivering Autonomous Rails Apps behind Corporate Firewalls


uk: Комп'ютерні науки

description: In this hands-on lab, we will get you started with running your Rails applications on AWS. Starting with a simple sample application, we will walk you through deploying to AWS, then enhancing your application with features from the AWS SDK for Ruby's Rails plugin.

uk: вхід без авторизації

name: Deploy and Manage Ruby on Rails Apps on AWS


DevOps for The Lazy

uk: Комп'ютерні науки

description: Like most programmers I am lazy. I don't want to do something by hand if I can automate it. I also think DevOps can be dreadfully dull. Luckily there are now tools that support lazy DevOps. I'll demonstrate how using Docker containers and Kubernetes allows you to be lazy and get back to building cool features (or watching cat videos). I'll go over some of the pros and cons to the "lazy" way and I'll show how these tools can be used by both simple and complex apps.

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uk: Комп'ютерні науки

description: Do Users Love Your API? Developer-focused API Design

uk: вхід без авторизації


Docker isn’t just for deployment

uk: Комп'ютерні науки

description: Docker has taken the world by storm as a tool for deploying applications, but it can be used for much more than that. We wanted to provide our students with fully functioning cloud development environments, including shells, to make teaching Ruby easier. Learn how we orchestrate the containers running these development environments and manage the underlying cluster all using a pure ruby toolchain and how deep integration between Rails and Docker has allowed us to provide a unique experience for people learning Ruby online.

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uk: Комп'ютерні науки

description: We know that low bus numbers, silos, and grueling hours can make hiring a dev nigh impossible. So why are bad conditions accepted as facts of life for open source software maintainers? Let's stop. Come learn about how maintainers can become leaders instead of heroes, techniques for building an awesome team for your project, and the ways that everyone else can jump in and support open source software in an effective and sustainable way.

uk: вхід без авторизації

name: Don't Be A Hero: Sustainable Open Source


Dynamically Sassy

uk: Комп'ютерні науки

description: When we want to offer customizability to the users of our applications, things can get tricky. How do we allow users to customize the look of the user interface while reusing the static CSS we’ve already designed? There is a way, but it is fraught with many dangers. Learn about the power of dynamically generating CSS from Sass files. Tackle the foes of dynamic content injection, rendering, caching, and background processing. In the end, we will look triumphantly at our ability to reuse our application styles to create customizable interfaces for our end users.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: We're web developers. But how well do we know the web's core protocol, HTTP? In this lab, we'll explore the protocol to see exactly what's going on between the browser and the web server. We'll cover: HTTP basics HTTP methods (GET, POST, PUT, etc.) HTTPS Troubleshooting tools Proxies Caching HTTP/2 We'll investigate how we can take advantage of HTTP features to troubleshoot problems, and to improve the performance of our Rails apps.

uk: вхід без авторизації


uk: Комп'ютерні науки

description: Component-based Rails helps you regain control over your sprawling Rails application. It helps you structure your new Rails application in a way that it will stay more manageable longer. It helps you think completely differently about writing applications - not just in Ruby and Rails! This session will help you pass the initial hurdle of getting started with component-based Rails. While there is nothing really new, there is a lot that is just a little different. We will go over those differences so your start with component-based Rails is a smooth one.

uk: вхід без авторизації

name: Get started with Component-based Rails applications!


Getting a Handle on Legacy Code

uk: Комп'ютерні науки

description: We all run into legacy code. Sometimes, we even write it ourselves. Working with legacy code can be a daunting challenge, but there are ways to tackle it without taking on the risk of a full rewrite. There is a deep satisfaction that comes from conquering a nasty piece of legacy code. The ability to achieve this goal depends on both testing and refactoring. We'll learn how baby-step refactoring techniques lead to a better understanding of the code and a high-quality design while always keeping the code running.

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Heroku: A Year in Review

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description: If you missed a few days of the Heroku's changelog, not to worry! We're here to fill you in with all the critical info and killer tips. In this session, we will discuss major updates to the Heroku platform and the ways you can use it to make developing your app even easier. We'll leave plenty of time at the end for any questions.

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uk: Комп'ютерні науки

description: We had a real-time API in Rails that needed much lower latency and massive throughput. We wanted to preserve our investment in business logic inside ActiveRecord models while scaling up to 1000X throughput and cutting latency in half. Conventional wisdom would say this was impossible in Ruby, but we succeeded and actually surpassed our expectations. We'll discuss how we did it, using Event-Machine for the reactor pattern, Synchrony to avoid callback hell and to make testing easy, Goliath as the non-blocking web server, and sharding across many cooperative processes.

uk: вхід без авторизації

name: High performance APIs in Ruby using ActiveRecord and Goliath


How Does Bundler Work, Anyway?

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description: We all run bundle install so we can use some gem or other, sometimes several times a day. But what does it do, exactly? How does Bundler allow your code to use those gems? Why do we have to use bundle exec? What's the point of checking in the Gemfile.lock? Why can't we just gem install the gems we need? Join us for a walk through the reasons that Bundler exists, and a guide to what actually happens when you use it. Finally, we'll cover some Bundler "pro tips" that can improve your workflow when developing on multiple applications at once.

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uk: Комп'ютерні науки

description: What does accessibility entail as it is related to the web? Most developers don't consider that someone with visual impairments may use the web and don't think about what this experience may be like for someone who has a visual impairment. The current trend is to push access-driven design to the end of feature building, but we will explore why this needs to be a top priority.

uk: вхід без авторизації

name: How to Program with Accessibility in Mind