Your IP : 216.73.216.40


Current Path : /var/www/html/durgesh/hci/flash_website/xml/
Upload File :
Current File : /var/www/html/durgesh/hci/flash_website/xml/labs.xml

<?xml version="1.0" encoding="utf-8"?>
<items>

	<item>
		<thumbnail>thumbnails/s_camera_focus.jpg</thumbnail>
		<title>SILP Lab</title>
		<description>Speech Image Language Processing Lab.</description>
		 
		<content><![CDATA[<span class="title">Speech Image Language Processing Lab.</span>
		<p align="justify"> This HCI lab specially deals with most of the signal processing. Signals may of of any type, such as Image, Video, Vision, Speech, EEG, ECG etc...
		This lab is equiped with many special equipments such as :
		<img src="thumbnails/6dmouse.jpg" width="140" height="140" />
		<p align="justify" class="subtitle">6D Mouse</p>
		6D Mouse is a low-cost pointing device for use with motion trackers supporting a serial interface. In addition to its three prorammable buttons, it contains an embedded DC magnetic sensor for continuously tracking its positon and orientation (X, Y, Z, Yaw, Pitch, Roll) in free space. You can use it as a 3D mouse, an interactive pointer or virtual interface to real-time visualization systems.
		
		<img src="thumbnails/glove.jpg" width="140" height="140" />
		<p align="justify" class="subtitle">Data Gloves</p>
		A wired glove is a glove-like input device for human-computer interaction, often in virtual reality environments. Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such as a magnetic tracking device or inertial tracking device, is attached to capture the global position/rotation data of the glove. These movements are then interpreted by the software that accompanies the glove, so any one movement can mean any number of things.
		
		<img src="thumbnails/eye.jpg" width="140" height="140" />
		<p align="justify" class="subtitle">Eye Tracker</p>
		An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in cognitive linguistics and in product design. There are a number of methods for measuring eye movement. The most popular variant uses video images from which the eye position is extracted.
		
		<img src="thumbnails/hmd.jpg" width="140" height="140" />
		<p class="subtitle">Head Mounted Display</p>
		A typical HMD has either one or two small displays with lenses and semi-transparent mirrors embedded in a helmet, eye-glasses (also known as data glasses) or visor. The display units are miniaturised and may include CRT, LCDs, Liquid crystal on silicon (LCos), or OLED. Some vendors employ multiple micro-displays to increase total resolution and field of view.
		</p>]]></content>
	</item>
	
	<item>
		<thumbnail>thumbnails/s_water_surface.jpg</thumbnail>
		<title>Graphics Lab</title>
		<description>Graphics and Visual Computing Lab.</description>
		
				<content><![CDATA[<span class="title">Graphics and Visual Computing Lab.</span>
		<p align="justify" class="highlight">This Lab is equiped with high end graphics processing systems.</p>
		<p align="justify" class="subtitle">CUDA Systems</p>
		<p align="justify">CUDA or Compute Unified Device Architecture is a parallel computing architecture developed by Nvidia. CUDA is the computing engine in Nvidia graphics processing units (GPUs) that is accessible to software developers through variants of industry standard programming languages. Programmers use 'C for CUDA' (C with Nvidia extensions and certain restrictions), compiled through a PathScale Open64 C compiler, to code algorithms for execution on the GPU. CUDA architecture shares a range of computational interfaces with two competitors -the Khronos Group's OpenCL and Microsoft's DirectCompute.</p>
		
		<p align="justify" class="highlight"><b>CUDA has several advantages over traditional general purpose computation on GPUs (GPGPU) using graphics APIs.</b></p><p align="justify">
		- Scattered reads – code can read from arbitrary addresses in memory.
		- Shared memory – CUDA exposes a fast shared memory region (up to 48KB per Multi-Processor) that can be shared amongst threads. This can be used as a user-managed cache, enabling higher bandwidth than is possible using texture lookups.
		- Faster downloads and readbacks to and from the GPU.
		- Full support for integer and bitwise operations, including integer texture lookups.
		</p>]]>]]></content>
	</item>
	
	
</items>