Biography of Haim Levkowitz
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Haim Levkowitz has been a Faculty member of the Computer Science Department at the University of Massachusetts Lowell, in Lowell, MA, USA since 1989.
He was a twice-recipient of a US Fulbright Scholar Award to Brazil (August – December 2012 and August 2004 – January 2005).
He was a Visiting Professor at ICMC — Instituto de Ciencias Matematicas e de Computacao (The Institute of Mathematics and Computer Sciences)—at the University of Sao Paul, Sao Carlos – SP, Brazil (August 2004 - August 2005; August 2012 to August 2013).
He co-founded and was Co-Director of the Institute for Visualization and Perception Research (through 2012), and is now Director of the Human-Information Interaction Research Group.
He is a world renowned authority on visualization, perception, color, and their application in data mining and information retrieval.
He is the author of "Color Theory and Modeling for Computer Graphics, Visualization, and Multimedia Applications" (Springer 1997) and co-editor of "Perceptual Issues in Visualization" (Springer 1995), as well as many papers in these subjects.
He has more than 42 years experience teaching and lecturing, and has taught many tutorials and short courses, in addition to regular academic courses.
In addition to his academic career, Professor Levkowitz has had an active entrepreneurial career as Founder or Co-Founder, Chief Technology Officer, Scientific and Strategic Advisor, Director, and venture investor at a number of high-tech startups.
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Mobile and Cloud Web-Based Graphics and Visualization
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Abstract
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Cloud computing is rapidly becoming one of the most prevailing computing platforms.
The combination of mobile devices and cloud-based computing has been changing how users consume and use computing resources.
And, so far, we have only seen the "tip of the iceberg."
Many new technologies have been --- and continue to be --- introduced, for in-the-browser graphics and visualization.
With these, the implementation of high-quality Web-based graphics has become a reality.
For example, WebGL offers capabilities comparable to the well-known OpenGL on the Web browser.
It is now feasible to have high-performance graphics and visualization "in your palm," utilizing a mobile device.
And, when necessary, one can use that mobile device as the front end interface and the display, but elastically forking some or all the graphics "heavy lifting" to a cloud-based platform.
We argue that this will become the most common platform for computer graphics and visualization in the not-too-distant future.
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Keywords
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Mobile Computing; Cloud Computing; Computer Graphics; Visual Analytics; Visual Data Mining; Visualization; Web-based Graphics; Web-based Visualization; Visual Computing; Mobile apps; Imaging;
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Aims and learning objectives
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The goals of this course are to make students familiar with the underlying
technologies that make this possible, including (but not limited to)
cloud-based computing, mobile computing, their combination, HTML5 and the
canvas element, the WebGL graphics library, general Web-based
graphics and visualization, and Web-based interactive development
environments.
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Format
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This is a 6 hours tutorial according to the next outline:
- Introduction, motivation, overview, and focus
In this part we provide the overall introduction to the topics, the motivation for discussing this topics, an overview of the topics to be covered and their organization, and those topics that will be emphasized.
- Introduction to cloud computing
We provide several definitions of cloud computing. We then continue with discussion of the various types of cloud computing, including private, public, community, and hybrid cloud deployments.
We present the various service types within the cloud computing paradigm, including Software-as-a-Service (SaaS), Platform-as-a-Service (PaaS), and Infrastructure-as-a-Service (IaaS). We compare
and contrast them. We discuss the major tenets of cloud computing, such as commodity hardware and multi-tenanting, and important influencing technologies, such as virtualization. We explore
advantages and disadvantages, potential challenges, as well as policy and legal issues, and user sentiments, attitudes, and concerns. We observe the potential privacy and data security issues.
- Introduction to mobile computing
We survey the current mobile computing trends, the prevailing
providers, operating systems, and devices. We discuss the general
process of app development on each one of the prevailing platforms
as well as the process of unified development for multi-platform
deployment. We describe the process of locating an app in the prevailing
app markets.
- Introduction to mobile and cloud computing
We describe the tight linkage between mobile apps and their
cloud-based "home," providing extra storage capabilities, additional processing, and synchronization among multiply-connected devices.
- HTML5 overview with focus on the canvas element
We discuss the major features of the HTML5 standard and its
major technologies, including the Document Object Model (DOM),
Cascading Style Sheets (CSS3), and JavaScript, and how they form
together the basis of the HTML5 specification. We cover the major
innovations implemented in HTML5, including (but not limited to)
the canvas element, local storage, and audio-visual support. We
demonstrate the centrality of of these features to providing graphics
and visualization in a Web-browser.
- Web-based 2D graphics libraries and tools
We discuss various Web-based 2D graphics libraries and tools, and provide examples of their use.
- Web-based 3D graphics libraries and tools
We discuss various Web-based 3D graphics libraries and tools, and provide examples of their use.
- Web-based graphics and visualization: public data
We survey sources of publicly-available data and demonstrate
examples how these data are being visualized using Web-based tools to provide interactive visualization, analysis, and exploration of the data.
- Web-based development environments
We show how the previously-surveyed technologies are utilized
to provide Web-based environments that liberate the programmer
from many of the typical headaches associated with traditional
development environments, including development environment
setup, revision control management, dependency management, deployment,
and sharing.
- Putting it all together: interactive mobile- and cloud-based graphics and visualization
Finally, we put it all together, discussing the design, development,
and deployment of graphics and visualization applications
that utilize mobile devices as the front-end interface, control, and
display, but take advantage of both local and cloud-based processing
and storage capabilities to provide the most flexible "best practice"
graphics and visualization capabilities. We address current
strengths and weaknesses, as well as future challenges and work to
be done.
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Contacts
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e-mail: grapp.secretariat@insticc.org
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