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Embedded Block Coding with Optimal Truncation (EBCOT) is the fundamental and computationally very demanding part of the compression process of JPEG2000 image compression standard. In this paper, we present a reformulation of the context modeling of EBCOT that allows full parallelization for massively parallel architectures such as GPUs with their single(More)
Particles in the atmosphere are of concern due to their toxic properties and effects on climate. In coastal areas, ship emissions can be a significant anthropogenic source. In this study we investigated the contribution from ship emissions to the total particle number and mass concentrations at a remote location. We studied the particle number concentration(More)
Embedded Block Coding with Optimal Truncation (EBCOT) is the fundamental and compu-tationally very demanding part of the compression process of JPEG2000 image compression standard. EBCOT itself consists of two tiers. In Tier-1, image samples are compressed using context modeling and arithmetic coding. Resulting bit-stream is further formated and truncated(More)
Large-sized display walls and tabletops stand for state of the art visualization platforms providing a great opportunity for group collaborative tasks. The integration of multi-touch overlays enables multiple users to interact concurrently with the system. However, continuous user tracking and association of input events with users, which could considerably(More)
Collaborative Universe for Sign Language (CoUnSiL) is a video conferencing environment for remote interpreting of sign language designed for use in higher education courses. The work is motivated by the lack of qualified interpreters capable of interpreting highly specialized courses at universities. Our ambition is to have a system that enables(More)
Prior work on videoconferencing shows that various design changes can have profound impacts on group dynamics. In order to further explore the available design space, we report on a qualitative study that compares behaviour of groups in two group-to-group videoconferencing environments and face-to-face communication during a complex social dilemma game.(More)
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