Designing a virtual reality programming environment for quantum computers

Author(s):  
Hasan Genç ◽  
Serkan Aydın ◽  
Hasan Erdal
10.14311/977 ◽  
2008 ◽  
Vol 48 (3) ◽  
Author(s):  
R. Čapek

This paper deals with the representation of scheduling results and it introduces a new tool for visualization and simulation in time scheduling called VISIS. The purpose of this tool is to provide an environment for visualization, e.g. in production line scheduling. The simulation also proposes a way to simulate the influence of a schedule on a user defined system, e.g. for designing filters in digital signal processing. VISIS arises from representing scheduling results using the well-known Gantt chart. The application is implemented in the Matlab programming environment using Simulink and the Virtual Reality toolbox. 


2020 ◽  
pp. 147807712095816
Author(s):  
Renata Castelo-Branco ◽  
Catarina Brás ◽  
António Menezes Leitão

Algorithmic Design (AD) uses computer programs to describe architectural models. These models are visual by nature and, thus, greatly benefit from immersive visualization. To allow architects to benefit from the advantages of Virtual Reality (VR) within an AD workflow, we propose a new design approach: Live Coding in Virtual Reality (LCVR). LCVR means that the architect programs the design while immersed in it, receiving immediate feedback on the changes applied to the program. In this paper, we discuss the benefits and impacts of such an approach, as well as the most pressing implementation issues, namely the projection of the programming environment onto VR, and the input mechanisms to change the program or parts of it. For each, we offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.


2012 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Luciana Nedel

It is my pleasure to introduce you the first issue of the SBC Journal on 3D Interactive Systems (JIS) in 2012. This issue contains three original papers, which surprisingly cover the same research topic, the development of virtual reality systems. The conception of fully interactive virtual reality systems is still a challenge. To choose the best interaction techniques and devices to each application task, to combine different technologies in a single system, to quickly prototype these systems, and to fulfill the expectations of the final user are just some few examples of problems that need to be faced by developers. The use of virtual reality and 3D interaction is yet new and there is not sufficient standards to follow in order to succeed. The first paper of this issue, “Visual Programming for Virtual Reality Applications Based on InTml”, was written by Pablo Figueroa, Santiago Gil, Raul Oses, Juan Toro, Catalina Rodriguez, Christian Benavides and Esteban Correa, from Colombia. The paper presents VPE, a visual programming environment developed to help in the development of portable virtual reality applications. More than this, the authors report advantages and drawbacks of their approach and share with us the lessons learned with this work. The paper “Assessment Systems for Training Based on Virtual Reality: A Comparison Study” authored by Ronei M. Moraes and Liliane S. Machado, from Brazil, discusses some of the challenges to construct a medical simulator based on virtual reality. An important question concerning the use of virtual reality based training is how to know when the user will be ready to practice in real situations. In this paper, the authors compared four methodologies for online assessment. The goal is to identify methods that could be used to reconfigure the simulation according to users’ performance in real time. I invite you to read the paper and make your own choices. The third and last paper, “Experiences with Virtual Learning Using 3D Interactive Systems for Education and Training”, was written by Damian Schofield, from USA, and is also related to virtual reality simulators. The author presents a virtual learning environment (ViRILE) developed by his group and uses it to highlight the complex operational problems that have been encountered during the process. In this paper, the lessons learned with the experience are extrapolated into general guidelines that are here shared with the readers. We hope this issue will fulfill your expectations. Enjoy it!


2020 ◽  
Vol 75 ◽  
pp. 04015
Author(s):  
Mykhailo Mintii

The article looks into the experience of development and using of learning resources for design of virtual reality (VR) and augmented reality (AR) systems for future STEM teachers. Unity environment for visual design, Visual Studio as a programming environment, platform of VR (Google VR) and AR (Vuforia) were chosen for development of teaching materials. The article describes the content of the created course. The research analyzes the impressions of the course participants. The research data were collected using interviews as the method of qualitative data collection. To conclude, the created course promotes the development of digital competence in the design and use of innovative learning tools.


2021 ◽  
Vol 17 (3) ◽  
pp. 1-16
Author(s):  
Eros Camacho-Ruiz ◽  
Santiago Sánchez-Solano ◽  
Piedad Brox ◽  
Macarena C. Martínez-Rodríguez

Post-quantum cryptographic algorithms have emerged to secure communication channels between electronic devices faced with the advent of quantum computers. The performance of post-quantum cryptographic algorithms on embedded systems has to be evaluated to achieve a good trade-off between required resources (area) and timing. This work presents two optimized implementations to speed up the NTRUEncrypt algorithm on a system-on-chip. The strategy is based on accelerating the most time-consuming operation that is the truncated polynomial multiplication. Hardware dedicated modules for multiplication are designed by exploiting the presence of consecutive zeros in the coefficients of the blinding polynomial. The results are validated on a PYNQ-Z2 platform that includes a Zynq-7000 SoC from Xilinx and supports a Python-based programming environment. The optimized version that exploits the presence of double, triple, and quadruple consecutive zeros offers the best performance in timing, in addition to considerably reducing the possibility of an information leakage against an eventual attack on the device, making it practically negligible.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

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