Overcoming Deficiencies in Nomadic Information Management Through Mobile Projected Interfaces

Total Page:16

File Type:pdf, Size:1020Kb

Overcoming Deficiencies in Nomadic Information Management Through Mobile Projected Interfaces Nomadic ProjectionWithin Reach: Overcoming Deficiencies in Nomadic Information Management through Mobile Projected Interfaces Dissertation zur Erlangung des Doktorgrades Dr. rer. nat. der Fakultät für Ingenieurwissenschaften, Informatik und Psychologie der Universität Ulm von Christian Winkler aus Lemgo Institut für Medieninformatik 2016 Acting dean: Prof. Dr. Tina Seufert Referees: Prof. Dr. Enrico Rukzio, Ulm University Prof. Dr. Michael Weber, Ulm University Prof. Dr. Albrecht Schmidt, University of Stuttgart Day of Defense: January 22, 2016 Christian Winkler: Nomadic Projection Within Reach Doctoral dissertation © 2016 This document was typeset in LATEX using the typographical look-and-feel classicthesis developed by André Miede available at http://code.google.com/p/classicthesis/. For Tine ABSTRACT The achievements in pervasive and nomadic computing, today, allow us to take and use our mobile devices such as smartphones and tablets everywhere we go. However, the mobility came at a cost: the small screen space of mobile devices leads to a deficient Human-Computer- Interaction (HCI) across several aspects, ranging from missing overview and awareness about the own digital information flow, to lacking sup- port for multi-tasking and (privacy-respectful) collaboration. Any more complex tasks quickly become cumbersome to perform on mobile de- vices, which created the demand for constantly increasing display sizes in recent years. However, physical screen sizes are constrained by the required mobility (smartphones have to fit pockets, the hand, and the ear), such as display resolutions are constrained by the capabilities of the human eye—and both have reached their limits as far as smart- phones and tablets are regarded. Conversely, mobile projection promises large projected displays to be created anywhere, anytime, from very tiny physical form factors by means of battery-powered pico-projectors that can be integrated, for instance, to smartphones. But while this is generally true, the low lu- minance of these projectors that falls short magnitudes below the re- quirements dictated by ambient light, precluded them from being used in nomadic on-the-go scenarios so far and instead relegated them to a niche existence. Further on, while successfully applied to some appli- cation domains, for instance gaming, interaction concepts for nomadic information management with these projected interfaces are yet to be presented. To this matter, this thesis first provides an analysis of deficiencies in nomadic information management that might be addressable by mo- bile projection. It then continues by presenting a new framework called Nomadic Projection Within Reach that aims at allowing mobile projec- tion to fulfill its full promise on improving nomadic interaction, to- day. By drastically decreasing the projection distance, the framework— compared to traditional usage rather counter-intuitively—promotes the utility of a small but bright projected display instead of a larger darker one. The additional nearby display leads to a touchable mobile multi- display environment (MMDE), bringing nomadic projection within reach, both physically as well as figuratively. All in all, these changes provide completely new opportunities for overcoming the current deficiencies in nomadic information management using mobile projection. Further on, for use cases that require to cover a larger distance, an advance- ment of the framework to Nomadic Projection Within Extended Reach v is proposed which crosses boundaries between within-reach and out- of-reach projection and interaction. The framework is established and evaluated through five case studies that systematically investigate its application to the aforementioned de- ficiencies. Through technical and conceptual explorations, innovations, and evaluations as well as qualitative and empirical user research, they demonstrate the framework’s ability to alleviate all of these deficien- cies through tailored interaction concepts that are enabled by touch- interaction and the MMDE. The proposed framework is complemented by a set of 12 design guidelines, which are derived from the case stud- ies. These assist in deciding whether the framework is applicable to a (new) type of device and if so, provide guidance in decisions regard- ing integration and placement of the projector, positioning of the pro- jection, techniques for transferring content between displays, to name afew. Finally,as mobile and nomadic computing are quickly advancing fields, the process of developing the proposed framework has witnessed the (re-)emergence of several new nomadic device and display categories like, for instance, smart watches and glasses. These have very distinct advantages and disadvantages compared to mobile projection and prompt the question about the future role of mobile projection within this new ecosystem of (wearable) nomadic devices and displays. A thorough prospect on future work at the end of this thesis, pursues this question by providing an overview of strengths and weaknesses of de- vices within this ecosystem. It demonstrates, how by combining these devices the strengths of one device can be used to surmount the weak- nesses of another, thereby also highlighting a possible unique role of mobile projection in the future. Further, two different approaches for these device combinations are proposed, as well as two further case studies that already started investigating these approaches, hopefully spurring new research agendas in this exciting new area of nomadic information management. vi ZUSAMMENFASSUNG Dank der Entwicklungen in den Bereichen „Pervasive-“ und „Noma- dic Computing“ können wir heutzutage unsere mobilen Endgeräte wie Smartphones und Tablets überall mit hinnehmen und dort auch unein- geschränkt benutzen. Diese Mobilität ging allerdings deutlich zu Las- ten der Interaktionsmöglichkeiten mit den Geräten. So erlauben die kleinen Bildschirmgrößen z.B. weder einen guten Überblick über die eigene digitale Informationswelt noch Multi-Tasking oder (die Privat- sphäre schützende) Kollaboration. Jegliche komplexere Interaktionen auf den mobilen Geräten werden schnell unübersichtlich, was dazu geführt hat, dass die Displaygrößen in den letzten Jahren ständig ge- stiegen sind. Aber dieses Wachstum ist klar limitiert durch die erfor- derliche Mobilität der Geräte, ebenso wie deren Auflösung durch die Fähigkeiten des menschlichen Auges limitiert ist – und beide Grenzen sind zumindest bei Smartphones und Tablets bereits überschritten. Im Gegensatz dazu verspricht mobile Projektion die Möglichkeit, große Bildschirme nahezu überall und zu jeder Zeit zu erzeugen – so wer- den sie zumindest vermarktet – und das auch noch aus sehr kleinen physischen Formfaktoren, welche sich z.B. in Smartphones integrie- ren lassen. Allerdings gibt es ein Problem, welches darin besteht, dass die Lichtstärke dieser Projektoren noch um ein Vielfaches hinter dem zurückliegt, was für eine uneingeschränkte, mobile Interaktion unter nahezu beliebigen Umgebungslichtbedingungen notwendig wäre, wo- durch sie bislang ein Nischendasein fristen. Darüber hinaus sind zwar bereits Interaktionskonzepte mit mobilen Projektionen in einigen An- wendungsbereichen gezeigt worden, unter anderem z.B. im Spielebe- reich, Interaktionskonzepte zum (gemeinsamen) Handhaben von In- formationen unterwegs sind aber bislang noch unerforscht. Hierzu präsentiert die vorliegende Arbeit nun ein neues Rahmenwerk mit dem Titel „Nomadic Projection Within Reach “, zu Deutsch „Pro- jektion unterwegs in greifbarer Nähe“. Mit diesem rückt mobile Pro- jektion nicht nur im wörtlichen, sondern auch im übertragenen Sin- ne in „greifbare Nähe“ und kann für das Informationsmanagement unterwegs erfolgreich eingesetzt werden. Die drastische Verkürzung der Projektionsdistanz führt nämlich zwar zu sehr viel kleineren, aber dafür auch deutlich helleren Projektionsflächen, die, wenn auch unge- wöhnlich für Projektion, als zusätzliche Displays großen, dunklen, pro- jizierten Displays vorzuziehen sind. Die daraus resultierende mobile Mehrbildschirm-Umgebung und die Möglichkeit auf der kurzen Pro- jektionsdistanz über Fingerberührung zu interagieren eröffnen ganz neue Möglichkeiten für die Handhabe von Informationen unterwegs. Darüber hinaus wird auch noch ein erweitertes Rahmenwerk „Noma- dic Projection Within Extended Reach“, zu Deutsch etwa „Projektion vii unterwegs in bedingt greifbarer Nähe“, vorgestellt, welches die grenz- übergreifende Interaktion zwischen naher und weit entfernter Projek- tion und Interaktion dort erlaubt, wo nahe Interaktion alleine nicht aus- reichend ist. Das Framework wurde anhand von fünf Fallstudien entwickelt und evaluiert, welche sich systematisch mit den zu Beginn angesprochenen Nachteilen aktueller mobiler Endgeräte befassen. Durch technische so- wie konzeptionelle Untersuchungen, Innovationen und Studien sowie qualitativer und empirischer Benutzerforschung zeigen und belegen diese Studien die Fähigkeit des Rahmenwerks, durch neue Interakti- onskonzepte die gegenwärtigen Nachteile zu beseitigen. Das Frame- work wird darüber hinaus von einem Satz von 12 Designregeln kom- plementiert, welche aus den Fallstudien abgeleitet wurden und Ent- wickler neuer Geräte bei der Entscheidung, ob und wie das Rahmen- werk angewendet werden soll, unterstützen können. Dies beinhaltet u.a. Fragen zur Integration und Platzierung des Projektors im Gerät, zur Position und Ausrichtung der Projektion um das Gerät herum so- wie Techniken zum Transfer von Inhalten zwischen den Geräten. Zuletzt,
Recommended publications
  • SESAR JU CONSOLIDATED ANNUAL ACTIVITY REPORT 2020 Abstract
    SESAR JU CONSOLIDATED ANNUAL ACTIVITY REPORT 2020 Abstract This Consolidated Annual Activity Report, established on the guidelines set forth in Communication from the Commission ref. 2020/2297, provides comprehensive information on the implementation of the agency work programme, budget, staff policy plan, and management and internal control systems in 2020. © SESAR Joint Undertaking, 2021 Reproduction of text is authorised, provided the source is acknowledged. For any use or reproduction of photos, illustrations or artworks, permission must be sought directly from the copyright holders. COPYRIGHT OF IMAGES © Airbus S.A.S. 2021, page 50; © Alexa Mat/Shutterstock.com, page 209; © Alexandra Lande/Shutterstock.com, page 215; © AlexLMX/Shutterstock.com page 177; © chainarong06/Shutterstock.com, page 220; © DG Stock/ Shutterstock.com, cover; © Diana Opryshko page 155; © Dmitry Kalinovsky/Shutterstock.com, page 56; © iStock. com/Gordon Tipene, pages 189 and 194; © iStock.com/Nordroden, page 12; © iStock.com/sharply_done, page 209; © iStock.com/sharply_done, page 18; © iStock.com/stellalevi, page 228, © lassedesignen/Shutterstock.com, page 70 © Mario Hagen/Shutterstock.com, pages 36 and 130; © Michael Penner, page 130; © NickolayV/Shutterstock. com, page 77; © Sergey Peterman/Shutterstock.com, page 10; © SESAR JU, pages 9, 15, 16, 17, 48, 49, 55,79, 86, 102,132, 134, 145, 147, 148 and 190; © SFIO CRACHO/Shutterstock.com, pages 181 and 213; © Skycolors/ Shutterstock.com, page 40; © smolaw/Shutterstock.com, page 211; © Thiago B Trevisan/Shutterstock.com, page 136; © This Is Me/Shutterstock.com, page 175; © VLADGRIN/Shutterstock.com, page 191; © Limare/Shutterstock, page 193; © Photo by Chris Smith on Unsplash, page 227 © Photo by Julien Bessede on Unsplash, page 224 © Photo by Sacha Verheij on Unsplash, page 221 © yuttana Contributor Studio/Shutterstock.com, page 66.
    [Show full text]
  • Clangjit: Enhancing C++ with Just-In-Time Compilation
    ClangJIT: Enhancing C++ with Just-in-Time Compilation Hal Finkel David Poliakoff David F. Richards Lead, Compiler Technology and Lawrence Livermore National Lawrence Livermore National Programming Languages Laboratory Laboratory Leadership Computing Facility Livermore, CA, USA Livermore, CA, USA Argonne National Laboratory [email protected] [email protected] Lemont, IL, USA [email protected] ABSTRACT body of C++ code, but critically, defer the generation and optimiza- The C++ programming language is not only a keystone of the tion of template specializations until runtime using a relatively- high-performance-computing ecosystem but has proven to be a natural extension to the core C++ programming language. successful base for portable parallel-programming frameworks. As A significant design requirement for ClangJIT is that the runtime- is well known, C++ programmers use templates to specialize al- compilation process not explicitly access the file system - only gorithms, thus allowing the compiler to generate highly-efficient loading data from the running binary is permitted - which allows code for specific parameters, data structures, and so on. This capa- for deployment within environments where file-system access is bility has been limited to those specializations that can be identi- either unavailable or prohibitively expensive. In addition, this re- fied when the application is compiled, and in many critical cases, quirement maintains the redistributibility of the binaries using the compiling all potentially-relevant specializations is not practical. JIT-compilation features (i.e., they can run on systems where the ClangJIT provides a well-integrated C++ language extension allow- source code is unavailable). For example, on large HPC deploy- ing template-based specialization to occur during program execu- ments, especially on supercomputers with distributed file systems, tion.
    [Show full text]
  • Työohjeistuksen Kehittäminen Lisätyn Todellisuuden Avulla
    Minna Vanhatapio TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto Minna Vanhatapio Opinnäytetyö Syksy 2016 YAMK, Teknologialiiketoiminta Oulun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu Ylempi ammattikorkeakoulututkinto, Teknologialiiketoiminta Tekijä: Minna Vanhatapio Opinnäytetyön nimi: Työohjeistuksen kehittäminen lisätyn todellisuuden avulla, Tukiasematehtaan tuotanto Työn ohjaaja: Hannu Päätalo Työnvalmistumislukukausi ja -vuosi: Syksy 2016 Sivumäärä: 107 Opinnäytetyössä tutustuttiin Augmented Reality -tekniikkaan eli lisättyyn todellisuuteen. Lisätyllä todellisuudella tarkoitetaan reaaliaikaista näkymää, jonka päälle lisätään tietokonegrafiikalla tuo- tettua informaatiota kuten 3D-kuvia, ääntä ja videoita. Informaatio voidaan näyttää esimerkiksi äly- puhelimessa, tabletissa, tietokoneen näytöllä tai älylaseilla. Tavoitteena oli tarjota toimeksiantajalle kattava kuva lisätystä todellisuudesta ja sen tämän hetkisistä mahdollisuuksista työohjeistuksessa sekä selvittää mitä hyötyjä sillä voitaisiin saavuttaa Nokia Networksin tukiasematuotannossa. Työssä tutkittiin voitaisiinko lisätyn todellisuuden avulla tuotannon työohjeistusta parantaa, sekä pohdittiin laajemmin mitä tekniikan käyttöönotto vaatii ja mitä kaikkea on otettava huomioon. Tutki- mus suoritettiin tutustumalla tekniikkaa kehittäneiden tutkijoiden tutkimuksiin, käyttäjien ja eri käyt- töalojen ammattilaisten arviointeihin sekä haastateltiin
    [Show full text]
  • Neufuzz: Efficient Fuzzing with Deep Neural Network
    Received January 15, 2019, accepted February 6, 2019, date of current version April 2, 2019. Digital Object Identifier 10.1109/ACCESS.2019.2903291 NeuFuzz: Efficient Fuzzing With Deep Neural Network YUNCHAO WANG , ZEHUI WU, QIANG WEI, AND QINGXIAN WANG China National Digital Switching System Engineering and Technological Research Center, Zhengzhou 450000, China Corresponding author: Qiang Wei ([email protected]) This work was supported by National Key R&D Program of China under Grant 2017YFB0802901. ABSTRACT Coverage-guided graybox fuzzing is one of the most popular and effective techniques for discovering vulnerabilities due to its nature of high speed and scalability. However, the existing techniques generally focus on code coverage but not on vulnerable code. These techniques aim to cover as many paths as possible rather than to explore paths that are more likely to be vulnerable. When selecting the seeds to test, the existing fuzzers usually treat all seed inputs equally, ignoring the fact that paths exercised by different seed inputs are not equally vulnerable. This results in wasting time testing uninteresting paths rather than vulnerable paths, thus reducing the efficiency of vulnerability detection. In this paper, we present a solution, NeuFuzz, using the deep neural network to guide intelligent seed selection during graybox fuzzing to alleviate the aforementioned limitation. In particular, the deep neural network is used to learn the hidden vulnerability pattern from a large number of vulnerable and clean program paths to train a prediction model to classify whether paths are vulnerable. The fuzzer then prioritizes seed inputs that are capable of covering the likely to be vulnerable paths and assigns more mutation energy (i.e., the number of inputs to be generated) to these seeds.
    [Show full text]
  • Exploratory Research Into Potential Practical Uses Of
    50th ASC Annual International Conference Proceedings Copyright 2014 by the Associated Schools of Construction Exploratory Research into Potential Practical uses of Next Generation Wearable Wireless Voice-Activated Augmented Reality (VAAR) Devices by Building Construction Site Personnel Christopher J. Willis PhD, CAPM, LEED Green Assoc., P.Eng Concordia University Montreal Quebec The miniaturization and increased functionalities of next generation augmented reality (AR) devices, as well as advances in computing technology in the form of cloud computing, is moving the building construction industry closer to adoption of AR devices for use by building construction site personnel. There is therefore a need to understand the potential practical uses of next generation AR devices in building construction site work. A conceptualization of a next generation AR device suitable for use by site personnel is provided. Based on this conceptualization, a focus group of industry professionals and postgraduate researchers have determined that potential practical uses of such a device include: easy access to digital information to support work tasks, live streaming of videos of tasks being worked on, and easy creation of a repository of as-built photographs and videos. Potential applied research studies that will aid in the adoption of next generation AR devices by site personnel include those associated with usability testing, labor productivity measurement and improvement, and suitability testing based on nature of work tasks. The major implication of this exploratory study is that its findings will help to bridge the gap between next generation AR devices and practical use in building construction. Keywords: Augmented Reality, Building Construction, Cloud Computing, Next Generation, Practical Use Introduction Augmented reality (AR) is an emerging technology that is increasingly acquiring greater relevance and usage.
    [Show full text]
  • Augmented Reality Environments for Immersive and Non Linear Virtual Storytelling
    Augmented reality environments for immersive and non linear virtual storytelling Stefanos Kougioumtzis University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Nikitas N. Karanikolas Technological Educational Institution (TEI) of Athens, Department of Informatics Ag. Spyridonos St., 12210 Aigaleo, Greece [email protected] Themis Panayiotopoulos University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Abstract The work reported in this paper has the purpose of creating a virtual environment where the recipients (the user) will experience a virtual story telling. In order to introduce the user to a plausible, near to reality experience, we use augmentation methods to create an environment maintaining its physical properties, while three dimensional virtual objects and textures change it for the needs of a real time and controlled scenario. The augmentation is implemented using marker based techniques while the superimposed objects are rendered through the wearable equipment that the user is carrying. In the current implementation we try to blend intelligent non controllable characters that interpret the users’ choices and actions in order to intensify his or her interest for the story, while the real time events are being acted. The user is free to explore, interact and watch the desired events, while others are being carried out in parallel. Keywords: virtual reality, mixed reality, virtual story-telling, wearable systems, computer vision 1. Introduction and problems outline telling, tangible devices, that have already achieved this goal in some extent. As technology moves forward, the needs and purposes of virtuality are getting more and The techniques of Augmented Reality have more clear.
    [Show full text]
  • Master's Thesis
    FACULTY OF SCIENCE AND TECHNOLOGY MASTER'S THESIS Study programme/specialisation: Computer Science Spring / Autumn semester, 20......19 Open/Confidential Author: ………………………………………… Nicolas Fløysvik (signature of author) Programme coordinator: Hein Meling Supervisor(s): Hein Meling Title of master's thesis: Using domain restricted types to improve code correctness Credits: 30 Keywords: Domain restrictions, Formal specifications, Number of pages: …………………75 symbolic execution, Rolsyn analyzer, + supplemental material/other: …………0 Stavanger,……………………….15/06/2019 date/year Title page for Master's Thesis Faculty of Science and Technology Domain Restricted Types for Improved Code Correctness Nicolas Fløysvik University of Stavanger Supervised by: Professor Hein Meling University of Stavanger June 2019 Abstract ReDi is a new static analysis tool for improving code correctness. It targets the C# language and is a .NET Roslyn live analyzer providing live analysis feedback to the developers using it. ReDi uses principles from formal specification and symbolic execution to implement methods for performing domain restriction on variables, parameters, and return values. A domain restriction is an invariant implemented as a check function, that can be applied to variables utilizing an annotation referring to the check method. ReDi can also help to prevent runtime exceptions caused by null pointers. ReDi can prevent null exceptions by integrating nullability into the domain of the variables, making it feasible for ReDi to statically keep track of null, and de- tecting variables that may be null when used. ReDi shows promising results with finding inconsistencies and faults in some programming projects, the open source CoreWiki project by Jeff Fritz and several web service API projects for services offered by Innovation Norway.
    [Show full text]
  • Field Service Support with Google Glass and Webrtc
    Field Service Support with Google Glass and WebRTC Support av Fälttekniker med Google Glass och WebRTC PATRIK OLDSBERG Examensarbete inom Datorteknik, Grundnivå, 15 hp Handledare på KTH: Reine Bergström Examinator: Ibrahim Orhan TRITA-STH 2014:68 KTH Skolan för Teknik och Hälsa 136 40 Handen, Sverige Abstract The Internet is dramatically changing the way we com- municate, and it is becoming increasingly important for communication services to adapt to context in which they are used. The goal of this thesis was to research how Google Glass and WebRTC can be used to create a communi- cation system tailored for field service support. A prototype was created where an expert is able to provide guidance for a field technician who is wearing Google Glass. A live video feed is sent from Glass to the expert from which the expert can select individual images. When a still image is selected it is displayed to the technician through Glass, and the expert is able to provide instructions using real time annotations. An algorithm that divides the selected image into segments was implemented using WebGL. This made it possible for the expert to highlight objects in the image by clicking on them. The thesis also investigates different options for ac- cessing the hardware video encoder on Google Glass. Sammanfattning Internet har dramatiskt ändrat hur vi kommunicerar, och det blir allt viktigare för kommunikationssystem att kunna anpassa sig till kontexten som de används i. Målet med det här examensarbetet var att undersöka hur Google Glass och WebRTC kan användas för att skapa ett kommunikationssystem som är skräddarsytt för support av fälttekniker.
    [Show full text]
  • Validating Software Via Abstract State Specifications Technical Report
    Validating Software via Abstract State Specifications Jonathan S. Ostroff Technical Report EECS-2017-02 July 31 2017 Department of Electrical Engineering and Computer Science 4700 Keele Street, Toronto, Ontario M3J 1P3 Canada VALIDATING SOFTWARE VIA ABSTRACT STATE SPECIFICATIONS, 31 JULY 2017 1 Validating Software via Abstract State Specifications Jonathan S. Ostroff Abstract We describe two tools—ETF and Mathmodels—for developing reliable software by eliciting precise specifica- tions, validating them and verifying that the final software product satisfies the requirements. Mathmodels extends the classical Eiffel contracting notation with the use of mathematical models (sets, sequences, relations, functions, bags) to describe abstract state machines. Classical contracts are incomplete or are low level implementation assertions. Mathmodel contracts provide complete specifications of components and systems that can be verified via runtime contract checking scaling up to large systems. Mathmodels are void safe and have immutable queries (for specifications) as well as relatively efficient mutable commands for the abstract description of algorithms. The ETF tool is used in requirements elicitation to derive specifications, to describe the user interface, to identify the abstract state, and to develop use cases before the software product is constructed. The ETF tool generates code that decouples the user interface from the design (the business logic). The ETF Tool supports the derivation of important system safety invariants which become Mathmodel class invariants in the production code. The ideas can be extended to other contracting languages and frameworks and are placed in the context of best practices for software engineering. We also discuss this work in the light of proposals for software engineering education.
    [Show full text]
  • Support for Algebraic Data Types in Viper Bachelor of Science Thesis Project Description
    Support for Algebraic Data Types in Viper Bachelor of Science Thesis Project Description David Rohr Supervised by Arshavir Ter-Gabrielyan Prof. Dr. Peter Müller Chair of Programming Methodology Department of Computer Science ETH Zürich September 30, 2016 1 Introduction Viper [1] is a suite of verication tools developed at ETH Zurich. A central part of Viper is its intermediate verication language, which can be used to describe, for instance, object-oriented programs and their properties (in the form of preconditions, postconditions and assertions) as well as complex data structures like trees and other types of graphs. These data structures can be specied in Viper using recursive predicates [1, pp. 9f.], quantied permissions [1, pp. 12f.] or, potentially, algebraic data types (sometimes referred to as ADTs, but not to be confused with abstract data types), which are commonly used in several functional and multi-paradigm programming languages like Haskell [2], F# [3], Scala [4] or Rust [5]. Although it is not possible to directly reference or dereference their instances (because they are value types), their simplicity and the fact that operations on algebraic data types don't cause any side eects - you could also call them pure - make them a useful tool for the specication of data structures. However, Viper does currently not support the direct (native) declaration of algebraic data types. Instead, they need to be encoded in Viper using custom domains [1, pp. 16f.], which is, depending on the encoded data type, considerably more complicated and error-prone than, for example, a native ADT declaration in Haskell. The main goal of this project is to design and implement a language extension that facilitates the denition and usage of algebraic data types in Viper.
    [Show full text]
  • Formal Specification and Verification Stephan Merz
    Formal specification and verification Stephan Merz To cite this version: Stephan Merz. Formal specification and verification. Dahlia Malkhi. Concurrency: the Works of Leslie Lamport, 29, Association for Computing Machinery, pp.103-129, 2019, ACM Books, 10.1145/3335772.3335780. hal-02387780 HAL Id: hal-02387780 https://hal.inria.fr/hal-02387780 Submitted on 2 Dec 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Formal specification and verification Stephan Merz University of Lorraine, CNRS, Inria, LORIA, Nancy, France 1. Introduction Beyond his seminal contributions to the theory and the design of concurrent and distributed algorithms, Leslie Lamport has throughout his career worked on methods and formalisms for rigorously establishing the correctness of algorithms. Commenting on his first article about a method for proving the correctness of multi-process programs [32] on the website providing access to his collected writings [47], Lamport recalls that this interest originated in his submitting a flawed mutual-exclusion algorithm in the early 1970s. As a trained mathematician, Lamport is perfectly familiar with mathematical set theory, the standard formal foundation of classical mathematics. His career in industrial research environments and the fact that his main interest has been in algorithms, not formalisms, has certainly contributed to his designing reasoning methods that combine pragmatism and mathematical elegance.
    [Show full text]
  • Head-Mounted Mixed Reality Projection Display for Games Production and Entertainment
    Pers Ubiquit Comput DOI 10.1007/s00779-015-0847-y ORIGINAL ARTICLE Head-mounted mixed reality projection display for games production and entertainment 1 2 2 3 Daniel Kade • Kaan Aks¸it • Hakan U¨ rey • Og˘uzhan O¨ zcan Received: 20 November 2014 / Accepted: 3 April 2015 Ó Springer-Verlag London 2015 Abstract This research presents a mixed reality (MR) gaming applications as well. Therefore, our MR prototype application that is designed to be usable during a motion could become of special interest because the prototype is capture shoot and supports actors with their task to per- lightweight, allows for freedom of movement and is a low- form. Through our application, we allow seeing and ex- cost, stand-alone mobile system. Moreover, the prototype ploring a digital environment without occluding an actor’s also allows for 3D vision by mounting additional hardware. field of vision. A prototype was built by combining a retroreflective screen covering surrounding walls and a Keywords Head-mounted projection display Á Mixed headband consisting of a laser scanning projector with a reality Á Motion capture Á Laser projector Á Immersive smartphone. Built-in sensors of a smartphone provide environments Á Games production navigation capabilities in the digital world. The presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances 1 Introduction and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential Entertainment industry products such as video games and use case, we built a gaming application using our MR films are deeply depending on computer-generated imagery prototype and tested it with 45 participants.
    [Show full text]