The literate-programming paradigm
Literate programming, a technique for coding software systems that promotes readability and comprehension, is examined in detail. The current literate-programming paradigm is reviewed by looking at two sample literate programs. A critique of literate programming as it is currently used is presented, and methods for enhancing the process are explored. A number of new facilities are proposed, and restrictions on current literate-programming practices are suggested.<<ETX>>

title: Literate Programming Applied to Conventional Software Design

title: Model of Familiarity Discrimination in the Perirhinal Cortex
abstract: Much evidence indicates that recognition memory involves two separable processes, recollection and familiarity discrimination, with familiarity discrimination being dependent on the perirhinal cortex of the temporal lobe. Here, we describe a new neural network model designed to mimic the response patterns of perirhinal neurons that signal information concerning the novelty or familiarity of stimuli. The model achieves very fast and accurate familiarity discrimination while employing biologically plausible parameters and Hebbian learning rules. The fact that the activity patterns of the model's simulated neurons are closely similar to those of neurons recorded from the primate perirhinal cortex indicates that this brain region could discriminate familiarity using principles akin to those of the model. If so, the capacity of the model establishes that the perirhinal cortex alone may discriminate the familiarity of many more stimuli than current neural network models indicate could be recalled (recollected) by all the remaining areas of the cerebral cortex. This efficiency and speed of detecting novelty provides an evolutionary advantage, thereby providing a reason for the existence of a familiarity discrimination network in addition to networks used for recollection.

title: Visualization in Scientific Computing
abstract: Publisher Summary Computational science and engineering (CSE it enables them to analyze the data to uncover new information. Computational scientists rely upon a host of high-volume data sources in order to conduct their research. However, they are deluged by the flood of data generated. Using an exclusively numerical format, the human brain cannot interpret gigabytes of data each day, so much information now goes to waste. It is impossible for users to ever quantitatively examine more than a tiny fraction of the solution; that is, it is impossible to investigate the qualitative global nature of numeric solutions. Therefore, the ability to visualize complex computations and simulations is absolutely essential to ensure the integrity of analyses, to provoke insights, and to communicate those insights with others. The chapter focuses on visualization. It is a method of computing that gives visual form to complex data. The growing importance of CS&E, especially with supercomputer capabilities, is creating a commensurate need for more sophisticated visual representations of natural phenomena across time. This requires the development of new tool sets for image generation, visual communication, and analysis. The chapter discusses examples of scientific-visualization for facilitating CS&E research specifically in the fields of planetary sciences, molecular modeling, mathematics, and medical Imaging. The chapter also highlights the current limitations and bottlenecks in visualization technology, focusing on software limitations, data management limitation, hardware limitations, educational limitations, and communication and publication limitation.

title: Projected Imagery in Your "Office of the Future"
abstract: Some day, high-resolution projected imagery will surround you in your office. The walls, your desk, and even the floor will serve as your computer desktop.

title: A practical and flexible tiled display system
abstract: Computer graphics and high-resolution digital imagery are becoming increasingly pervasive in communities not traditionally associated with graphics. Commodity graphics cards and digital cameras, along with powerful modeling software, allow organizations such as libraries, museums, and small businesses to produce expressive and realistic computer generated imagery, far surpassing the capabilities of current desktop monitors. What remains elusive to these groups is access to affordable and easy to use large format display technology. We present a practical system for deploying flexible projector based tiled displays. Our framework integrates two key components: (1) self-calibrating display geometry with real-time geometric correction and (2) PC-based distributed rendering that supports an established graphics API. Our system's display geometry is easy to configure and reconfigure, accommodates casually tiled projectors and arbitrary display surfaces, and can be operational in a matter of minutes. In addition, the underlying distributed rendering architecture (WireGL) is transparent to existing OpenGL applications, requiring no custom APIs or re-compilation of existing OpenGL executables. In short, we present a practical and flexible low-cost tiled display system that is simple to deploy and easy to operate.

title: Geometrically correct imagery for teleconferencing
abstract: Current camera-monitor teleconferencing applications produce unrealistic imagery and break any sense of presence for the participants. Other capture/display technologies can be used to provide more compelling teleconferencing. However, complex geometries in capture/display systems make producing geometrically correct imagery difficult. It is usually impractical to detect, model and compensate for all effects introduced by the capture/display system. Most applications simply ignore these issues and rely on the user acceptance of the camera-monitor paradigm.
This paper presents a new and simple technique for producing geometrically correct imagery for teleconferencing environments. The necessary image transformations are derived by finding a mapping between a capture and display device for a fixed viewer location. The capture/display relationship is computed directly in device coordinates and completely avoids the need for any intermediate, complex representations of screen geometry, capture and display distortions, and viewer location. We describe our approach and demonstrate it via several prototype implementations that operate in real-time and provide a substantially more compelling sense of presence than the standard teleconferencing paradigm.