Multimedia Interactive Tool for Pharmaceutical Training
Keywords: 3D Visualisation, Simulation, Animation, Chemical Reactions
This project implements a package of multimedia applications for the interactive tools for pharmaceutical training. It incorporates some features available in existing products and introduces several novel areas. The project is split into several different sections included as separate chapters in this thesis.
• The film which shows the experiment process in a pharmaceutical lab and a quiz interactive with the film
• A 3D molecular structure viewer and a 3D chemical reaction animation which are implemented by 3D turtle graphics
• Simulation for the relationship between the movement of molecule movement and reaction temperature, rotating speed of stirrer.
The above program features are implemented in Java using the Java2D, Java Media Framework and Java3D APIs, the film is edited by Final Cut Express. The final products are stand alone cross-platform applications, containing all of the functionality described above.
Wireless Weightless, The Investigation and Development of a Java-based Mobile Application using Client-Server Communication
Keywords:Java, J2ME, MIDP, J2SE, JDBC, mySQL, HTTP Communication, Mobile Devices, Diet Companion, Weight Lose, Personal Daily Allowance
This thesis introduces the development of a Java based mobile application which communicates with a server through the request response protocol. The application developed is “Wireless Weightless”, which acts as a personal diet companion. It is aimed that this companion will help a person to lose weight.
Wireless Weightless will provide its users with a personal interactive service through a mobile device. The application assigns daily allowances of food consumption, sets appropriate target weights and provides calculations of body measurements for each member. Records will be kept of the user's weight history and the food they consumed.
The documentation for this project presents the capabilities of mobile devices, the technical background of the system along with the main phases of the development process.
‘Teachers must see the computer not as an exotic extra, but as a responsive and integral element of a classroom curriculum that has been rethought to include a view of what computers might do.' (Peter Scrimshaw)
Ever since the ‘Celtic Tiger' economy allowed it, the Irish government has being providing numerous grants for computer hardware and software; to enable schools to purchase these much needed tools. Networks have been installed and broadband access to all schools is nearing completion. Computer literacy among primary is relatively high. It seems like everything is going according to plan.
However, when one looks under the hood of this impressive vehicle of forward progression, they will find an engine that requires a fuel that just doesn't exist. Unfortunately, the government doesn't provide grants for programmers and graphics designers to produce relevant software to utilise these machines.
SESE Interactive aims to satisfy the need for purely Irish software for a unique Irish curriculum. It will attempt to address the views of teachers; removing the phrase ‘learning computers' and replacing it with a realisation ‘of what computers might do'. It will hopefully show that we Irish can successfully change our primary school pedagogy, and not be reliant on the produce of others.
Keywords:Flash, Mobile Device, Audio, Video, Text, Images, 3D Model and Games.
The aim of this project is develop a Flash application for a mobile device i.e. Pocket PC. The application will integrate several types of multimedia – text, images, audio, video, 3D model and games. The tool will be based on the tourist attraction of WaterfordCity walls.
Waterford is the oldest city in Ireland and was enclosed within a fortified stone wall for its defence, sections of this wall along with several towers located at several point, still remain today. The application will contain a current map of Waterford city, which a user can navigate through and locate several points along the walls.
These points will contain information on the city walls by means of text, images, audio and, at one point, a 3D model. The application will also contain two games for any children using this application.
All functionality necessary to support remote shopping was implemented. The user can create an account and then use it to shop online or by phone. To do this, the user logs in, browses items for sale, selects items to purchase by entering a quantity and then adds this item to a shopping list. When finished, the user enters the order method, delivery or collection, and a time. The system then produces a reference number as part of a receipt for the order. The order history of each account is stored and it is used to facilitate reordering. Re-ordering is designed to save time and thus make the system more attractive to use.
An administration section was implemented as a separate website, to provide the ability to monitor feedback, mail and orders, and to be able close those orders once they had been processed. It is the back-end of the system, developed to provide a mechanism by which a business could support the added functionality that comes with this new system.
The project sets out to create a general image processing application for mobile phones. It uses Java language to implement some classic image processing algorithms on mobile phones under CLDC 1.1 and MIDP 2.0, which enable the application “Write once, run anywhere”.Such image processing algorithms not only demonstrate the powerful computing of mobile phones nowadays, they also provide a footstone for further study on advanced image processing, such as Automatic Vision.
It provides a three-layer architecture for image storage and loading, which is commonly found on desktop-based applications. But using mobile phones as clients is much more flexible and evolvable. The Record Management System (RMS) and mobile file system, including mobile phone's memory and external memories implemented for image storage and loading, give an overview of the persistent storages available on mobile phones at present.With the low-cost, short-range wireless technology of Bluetooth, the applicationalso shows the role of mobile phones in ubiquitous computing.
The objective of the game is to become the dominant power in the galaxy. Player must choose one of seven races to play with and manage all aspects of their empire, including scientific research, industrial production, spaceship design and warfare against other races.
The game includes graphics, animation, audio and video, and supports up to six computer-controlled opponents. The development was done with Java and JMF.
Keywords: J2ME, Mobile phones, 2D & 3D Games, Bézier Curves, Particle Systems, Bluetooth, Multi-player.
This thesis is based on the research of current graphics techniques used in the development of applications for mobile devices; and the implementation of more advanced technologies that are yet to be commonly used.
As J2ME is a subset of standard Java that was developed for mobile devices, a section of the thesis focuses on the creation of graphics classes for J2ME that are currently omitted, i.e. the creation of quadratic and cubic Bézier curves.Differing techniques for making 2D games are also analysed (which includes the creation of two 2D games), as well as the research and implementation of a fully three-dimensional game, which is a new area that is still relatively untouched by mobile developers.Another section involves research on Bluetooth, and on what is required for implementing a multi-player mobile game in this manner.
This is a project which is developed as a multimedia ordering system for restaurant. The project includes two parts: Website Ordering and In-restaurant Ordering. In the Website Ordering System, customers can check the dishes, make their orders, and pay their orders through a website which has rich information (pictures, text etc) about dishes.
In restaurants, PDA can be used to present the multimedia information of dishes to customers, as well as deal with the orders which can be transferred to kitchen and be recorded into database through the mobile devices and server. Also, this system provides a PC client which also can deal with orders and present the multimedia information to staff for training purpose.
X-Rally: A 3D Computer Racing Game Utilizing Torque Engine
Yi Jia Yin
Keywords: 3D Game, Game Engine
The purpose of this project is to create a 3D computer racing game: X-Rally on window platform.It utilizes Torque game engine to achieve this goal.This game implements the following modules: GUI, 3D objects, track environment, control, sound, simple AI and save and load system.
A couple of tools are involved in this project, including: visual studio 6, 3ds max, cshop, photoshop, audacity and ultraedit. It has several special features, which may be distinguished from the previous work, such as the storyboard, experience system and fantastic style track design.
The aim of this project was to create an integrated multimedia training and examination solution. The complete system, Hazdoc, consists of background, training and examination material delivered by a web interface. This interface also features an online ordering system and log-in,tracking and feedback mechanisms for individual clients. The site also serves as general resource centre for Dangerous Goods Information with legislative documentation and reference in PDF format and a comprehensive links section.
Training material was supplemented by the creation of a companion CD-ROM and DVD. Elements from both were processed as standalone content and embedded within the web framework as samples along with Streaming Video material. A number of technologies were chosen and combined to deliver the training and examination. The heart of the system consists of a PHP / MySQL application largely based on the Moodle open source LMS (Learning Management System). An important component of the system was the inclusion of SCORM compliant elements to enable tracking and content reusability. It is hoped to develop the project to the stage where it is a commerciallyviable option for training in this sector.
Keywords:3D Game, Game Engine, Digital Sound, Spatial Sound, Synthetic Speech.
The game industry faces a need to provide more accessible games, for both financial and ethical reasons. There is a clear focus by the industry on graphics-based games, the majority of which are inaccessible to the blind.The development of auditory interfaces for virtual game environments is not as commonplace as visual interfaces.Whilst the number of audio-only games is still far behind graphics-based games, there has been a steady increase in development, with many games being produced independently, rather than commerically.Although originally developed for the visually impaired community, there is no reason as to why audio-only games could not be popular for sighted persons also.
This report describes the design, implementation, and evaluation of a blind-accessible computer game based on the Torque Game Engine. The system is built on top of the OpenAL API, which offers a high level of functionality in providing spatialised sound, and gives cross-platform support for Windows and Mac systems.
An overview of visual disabilities and solutions in accessibility is presented, with a particular focus on audio-based approaches.The reasons behind the choice of technologies are motivated.Following a chapter on the implementation of the game, an evaluation is reported, with regards to both usability and system testing.
The future vision of ubiquitous computing recognizes the important role of handheld devices in enabling users to access applications “everywhere, everytime”. However, the memory and interface constraints of a portable device require that any application data should be intelligently displayed and stored on the device.
The project proposes a context aware art gallery guide for handheld devices. This application will respect both the memory and interface constraints of a portable device and will act as a template for future application design.
My project enables the user to listen to a live audio stream delivered across a network through the Real Transport Protocol (RTP), an internet-standard protocol for the transport of real-time data. Although any RTP audio stream can be received and listened to with this application, my ‘Radio Client' was created, more specifically, to allow users to easily listen to the University college radio station.
While listening to a live radio stream, my application also enables the user to view an up to date schedule of the station's programmes for the any day of the week. I have also incorporated an audio file player into my application allowing the user to listen to an already saved MP3 or WAV audio file. I have developed a second version of this application that can be used by the members/employees of the college radio station itself allowing them to update the stations programme schedule through an intuitive Graphical User Interface. The radio station administrator can also record a live stream from their live RTP transmission, allowing them to easily save programmes in compressed (‘MP3)' or uncompressed (‘WAV') audio file formats.
This thesis serves to document the process of investigating, designing and implementing a multimedia application that combines the functionality of speech training and speech recognition, for the process of speech and language development in young children, hearing and hearing-impaired alike.
Computer-based visual speech training has become widely used both within medical and pedagogical rehabilitation in several countries throughout the world. When learning speech motor ability, clear instruction is of great importance in order for the learner to realise what is deviant and what is correct in his/her pattern of behaviour. The correct behaviour should then be established and automated through extensive training for it to be transferred to untrained situations. 
The Java, QuickTime with Java and Java Speech APIs were used to implement the different features of the application. The application is split into two interfaces, a visual speech training interface and a speech recognition feedback interface. The application's delivery of traditionally spoken language is the counterpart of speaking it. It makes available to the eyes that same linguistic building blocks that speaking avails to the ears.
The application is based on a simple hypothesis ÞIf all the essential sounds of our spoken language look clearly different from each other on the mouth of the speaker, even a completely deaf child can learn language in much the same way as a hearing child, but through vision rather than listening.
This project is a simulation of crowd behaviour in the event of an emergency situation. It's purpose is to present a graphical interface to provide information to help engineers/ architects/event-planners in the layout of emergency exits and in the discovery of potential points of congestion during an evacuation.
It differs from other work in this field by being a quick prototyping tool that allows for the quick simulation of building design layouts and allows the user to create and test his own steering behaviours to influence each member of the simulated crowd.
With the data speeds now being available in the mobile networks and almost all mobile phones getting sold now having JavaTMcompatibility, it is practically possible a user can use email option which is widely available with desktops to be integrated to the mobile phones if a good application for incorporating the email technology to mobile phone exists. The user interface has to be easy to use as well for the user to easily navigate through the emails and to compose and send the mails, incorporating multimedia elements also in to the interface.
Really Simple Syndication (RSS) is a lightweight XML format designed for sharing headlines and other Web content. RSS is a family of XML files formats for Web syndication used by news websites and weblogs etc. RSS is widely used by the weblog community to share the latest entries' headlines or their full text, and even attached multimedia files. RSS is now used for many purposes, including marketing, bug-reports, or any other activity involving periodic updates or publications. A program known as a feed reader or aggregator can check RSS-enabled web pages on behalf of a user and display any updated articles that it finds.
This project creates an application ‘Communicator for mobile devices' which include the email client and RSS reader for MIDP 2.0 enabled mobile devices using J2ME and creating an easy to use user interface.
Keywords:Macromedia Flash, Audio, Video, Images, 3D maps, panoramic tour.
‘The happiest surfer in the world is the one getting the most waves' (Sean Lordan)
The aim of this project is develop a web based Flash application. The application will act as a guide for surf-spots in the Co Cork region. Multimedia elements such as video, audio, 3d maps, images and text will be used as tools to convey information on a number of surf-spots in Cork.
Surfing is a unique sport. Unlike football where players have a standard football pitch, surfing spots variety. Weather conditions such as, tide height, swell direction and wind direction play an important role when choosing a beach or reef to surf. This application will act as an educational tool for surfers wanting to surf in Cork.
The application will contain detailed aerial maps of beaches and reefs, where users can interact by zooming in and out and by panning around aerial photographs. Users will also have the chance to explore “Incide surf shop” via a panoramic flash tour. Other elements such as 3D models of beaches will help surfers understand the best conditions in which surf-spots work. Surfers themselves will also have the opportunity to see the quality of waves in cork through a number of videos and image galleries.
The aim of this project is to investigate the technologies that would be required to host a Non-Linear Editing (NLE) application on the Internet and to implement a simple non-linear editor using browser-based web-technologies.
As Internet technologies progress, more and more types of applications are being put onto the Internet and accessible through web-pages on standard Internet browsers. Currently, however, the bandwidth on the Internet precludes some applications from being hosted on the Internet. One of these applications is Video Editing, specifically non-linear editing of video. It is still the case that Internet bandwidths are not sufficiently high to host a complete non-linear editing system in a web-based environment over the Internet. However, the rapid advancements in Internet and network technologies mean that eventually, even applications like these may be able to be hosted over the Internet.
This project aims to explore how an NLE package might work in a high-bandwidth network environment and to find out what how such a package may be implemented using current technologies.
In order to make a web-based NLE package, as much of the video processing as possible should be shifted away from the client machine and onto the server. The server should then provide the majority of the processing for the entire application, with the browser-based client application providing only the user-interface and interface with the server.
Similarity to Previous Work
This project is unlikely to be groundbreaking in its functionality, but the method and implementation should be new. There are several commercially available Non-Linear Editing packages available and these are sure to influence some elements of the design of a user-interface.
Principle Elements of the Project
To investigate Internet technologies that may be suitable to implement the project and to acquire project code/libraries that may be useful in project implementation.
To implement a server application, capable of processing the NLE requests from the browser-based client application.
To implement a browser-based client application that can send appropriate processing requests to the server and display a suitable user-interface for an NLE Video editing package.
The fundamental parts of this project in terms of functionality are:
To be able to upload video media to the server.
To be able to re-organise and assemble the video media on the server in a structured manner, controllable from the client application.
To get the server to create a new piece of video footage from the (NLE) project data.
To download the footage from the server to the client machine.
Above this minimum level, I hope to be able to provide some of the following functionality:
A graphical user interface on the client machine, showing the video-timeline, similar to any desktop-based NLE package.
Handling of audio media in a similar manner to video media.