Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253470
T. Quan, S. Hui, A. Fong
Finding expertise in a research area helps researchers to know whom are the experts working on the research area. This paper proposes a web mining approach for finding expertise in scientific research areas. In this approach, Indexing Agents search and download scientific publications from web sites that typically include academic web pages, then they extract citations and store them in a Web Citation Database. In addition, researcher information is also saved into the Researcher Database. Data mining techniques are applied to the Web Citation Database on citation keywords and authors to form document clusters and author clusters. The Multi-Clustering technique is proposed to mine the combined information of document clusters and author clusters for information on expertise in specified research areas.
{"title":"A Web mining approach for finding expertise in research areas","authors":"T. Quan, S. Hui, A. Fong","doi":"10.1109/CYBER.2003.1253470","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253470","url":null,"abstract":"Finding expertise in a research area helps researchers to know whom are the experts working on the research area. This paper proposes a web mining approach for finding expertise in scientific research areas. In this approach, Indexing Agents search and download scientific publications from web sites that typically include academic web pages, then they extract citations and store them in a Web Citation Database. In addition, researcher information is also saved into the Researcher Database. Data mining techniques are applied to the Web Citation Database on citation keywords and authors to form document clusters and author clusters. The Multi-Clustering technique is proposed to mine the combined information of document clusters and author clusters for information on expertise in specified research areas.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133979138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253426
D. Thalmann
We define cyberpeople as people represented on thenet using embodiment. These people can be either Avatarsthat are a representation of a real human or completelysynthesized virtual humans or Autonomous VirtualAgents (AVAs). In this paper, we discuss the two kinds ofcyberpeople and show how it will become difficult in thenear future to distinguish Avatars from AVAs. We willdemonstrate with examples how embodied agents becomemore and more intelligent and autonomous.
{"title":"Believable cyberpeople: a true challenge for the decade","authors":"D. Thalmann","doi":"10.1109/CYBER.2003.1253426","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253426","url":null,"abstract":"We define cyberpeople as people represented on thenet using embodiment. These people can be either Avatarsthat are a representation of a real human or completelysynthesized virtual humans or Autonomous VirtualAgents (AVAs). In this paper, we discuss the two kinds ofcyberpeople and show how it will become difficult in thenear future to distinguish Avatars from AVAs. We willdemonstrate with examples how embodied agents becomemore and more intelligent and autonomous.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133812358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253425
T. Kunii
The diversity of cyberworlds makes it hard to seeconsistency in terms of invariants. The consistencyrequires for us to abstract the most essentials out of thediversity, and hence the most abstract mathematics. Ithas been true in science in general, and in the theory ofuniverse in particular. What are the most essentialinvariants in modeling cyberworlds? A branch of themost abstract mathematics is topology. For topology tobe computable, it has to be algebraic. So, the searcheshave been for over two decades in algebraic topology forcyberworld invariants. Equivalence relations defineinvariants at various abstraction levels. The paper solelyserves as an initial summary of algebraic topologicalresources for studying cyberworlds starting from the veryelementary set theoretical level. High social impactapplication cases of e-financing and e-manufacturing arepresented at the end.
{"title":"Algebraic topological modeling for cyberworld design","authors":"T. Kunii","doi":"10.1109/CYBER.2003.1253425","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253425","url":null,"abstract":"The diversity of cyberworlds makes it hard to seeconsistency in terms of invariants. The consistencyrequires for us to abstract the most essentials out of thediversity, and hence the most abstract mathematics. Ithas been true in science in general, and in the theory ofuniverse in particular. What are the most essentialinvariants in modeling cyberworlds? A branch of themost abstract mathematics is topology. For topology tobe computable, it has to be algebraic. So, the searcheshave been for over two decades in algebraic topology forcyberworld invariants. Equivalence relations defineinvariants at various abstraction levels. The paper solelyserves as an initial summary of algebraic topologicalresources for studying cyberworlds starting from the veryelementary set theoretical level. High social impactapplication cases of e-financing and e-manufacturing arepresented at the end.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114877504","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253457
Huabing Zhu, Kai-Yun Chan, Lizhe Wang, Wentong Cai, S. See
In some visualization systems, the data and computational resources are distributed globally and users need to interact with these resources easily and efficiently. Real-time rendering for massive datasets is a computation intensive task. one solution is to distributes the rendering tasks over a set of computation units to achieve high rendering performance. This paper presents a recursive sort-first partitioning algorithm named Dynamic Pixel Bucket Partition (DPBP) for parallel rendering alone with their implementation and performance in a distributed rendering environment. This algorithm distributes rendering work loads evenly to individual rendering units to achieve fast, high quality rendering of massive data. Test results in a multi-cluster environment demonstrate the practicality of this rendering algorithm.
{"title":"DPBP: a sort-first parallel rendering algorithm for distributed rendering environments","authors":"Huabing Zhu, Kai-Yun Chan, Lizhe Wang, Wentong Cai, S. See","doi":"10.1109/CYBER.2003.1253457","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253457","url":null,"abstract":"In some visualization systems, the data and computational resources are distributed globally and users need to interact with these resources easily and efficiently. Real-time rendering for massive datasets is a computation intensive task. one solution is to distributes the rendering tasks over a set of computation units to achieve high rendering performance. This paper presents a recursive sort-first partitioning algorithm named Dynamic Pixel Bucket Partition (DPBP) for parallel rendering alone with their implementation and performance in a distributed rendering environment. This algorithm distributes rendering work loads evenly to individual rendering units to achieve fast, high quality rendering of massive data. Test results in a multi-cluster environment demonstrate the practicality of this rendering algorithm.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"300 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123397406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253469
Khin-Myo Win, W. Ng, Ee-Peng Lim
With rapid increase of semistructured data over the Web, XML becomes popular to represent such data and emerges as a de facto standard for information exchange among e-business applications. Since XML data are widely distributed, new native XML database systems, which are specifically tailored for managing such data, become necessary. Unlike data in conventional databases, XML has special characteristics and constraints, thus, well-defined architectural framework for conventional databases are not completely relevant to be adopted in native databases. Current state-of-the-art native databases employed their own architectures in their database designs, as a result, they are inconsistent and there is still lack of a common architectural framework that can be referenced by future XML database designers. We aim to fulfill this requirement. In this paper, we propose a general and an extended architectural frame-works that are derived from our practical experience on designing an efficient storage for XML data while preserving desirable features and possible constraints. The validation demonstrates that the proposed framework covers the architectures employed in current state-of-the-art native database systems.
{"title":"An architectural framework for native XML data management","authors":"Khin-Myo Win, W. Ng, Ee-Peng Lim","doi":"10.1109/CYBER.2003.1253469","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253469","url":null,"abstract":"With rapid increase of semistructured data over the Web, XML becomes popular to represent such data and emerges as a de facto standard for information exchange among e-business applications. Since XML data are widely distributed, new native XML database systems, which are specifically tailored for managing such data, become necessary. Unlike data in conventional databases, XML has special characteristics and constraints, thus, well-defined architectural framework for conventional databases are not completely relevant to be adopted in native databases. Current state-of-the-art native databases employed their own architectures in their database designs, as a result, they are inconsistent and there is still lack of a common architectural framework that can be referenced by future XML database designers. We aim to fulfill this requirement. In this paper, we propose a general and an extended architectural frame-works that are derived from our practical experience on designing an efficient storage for XML data while preserving desirable features and possible constraints. The validation demonstrates that the proposed framework covers the architectures employed in current state-of-the-art native database systems.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125433532","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253441
S. Klimenko, I. Nikitin, L. Nikitina
We have implemented a scheme for elimination of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen; non-ideality of polarizing filters; mixing of left- and right-eye images in a change of relative orientation of the filters. These effects lead to strong violations in stereo-perception (known as "ghosts"). They can be eliminated by software methods, using linear filtering of the image before its projection to the screen, based on the formula L' = L -/spl alpha/R, R' = R -/spl alpha/L , where L, R are images, destined for the left and right eye respectively, /spl alpha/ is constant, defining intensity of the ghosts. This receipt, in theory leading to exact compensation of the ghosts, in practice possesses certain limitations, which allow not complete elimination but only strong suppression of the ghosts, at very careful calibration of the system. We have implemented this algorithm in VE system Avango by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.
我们实现了一种消除被动立体投影系统中去极化伪影的方案。这些问题的出现是由于立体投影设备的不完善:由于从屏幕反射或由于通过屏幕而导致光去极化;偏振滤光片的非理想性;通过改变滤镜的相对方向来混合左眼和右眼图像。这些效果会严重破坏立体感知(即所谓的“幽灵”)。它们可以通过软件方法消除,在图像投影到屏幕之前,根据公式L' = L -/spl alpha/R, R' = R -/spl alpha/L,其中L, R是分别用于左眼和右眼的图像,/spl alpha/是恒定的,定义了鬼影的强度。这种接收,在理论上导致鬼影的精确补偿,在实践中有一定的局限性,在非常仔细地校准系统时,不能完全消除而只能强烈地抑制鬼影。我们在VE系统Avango中通过纹理映射的方式实现了该算法。所有必要的操作都由图形板执行,从而提供实时渲染速率。所描述的方法大大提高了立体感知的稳定性,使高质量的虚拟环境性能在价格合理的设备上成为可能。
{"title":"Reducing optical crosstalk in affordable systems of virtual environment","authors":"S. Klimenko, I. Nikitin, L. Nikitina","doi":"10.1109/CYBER.2003.1253441","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253441","url":null,"abstract":"We have implemented a scheme for elimination of depolarization artefacts in passive stereo-projection systems. These problems appear due to non-perfectness of stereo-projection equipment: depolarization of the light due to reflection from the screen or due to the passage through the screen; non-ideality of polarizing filters; mixing of left- and right-eye images in a change of relative orientation of the filters. These effects lead to strong violations in stereo-perception (known as \"ghosts\"). They can be eliminated by software methods, using linear filtering of the image before its projection to the screen, based on the formula L' = L -/spl alpha/R, R' = R -/spl alpha/L , where L, R are images, destined for the left and right eye respectively, /spl alpha/ is constant, defining intensity of the ghosts. This receipt, in theory leading to exact compensation of the ghosts, in practice possesses certain limitations, which allow not complete elimination but only strong suppression of the ghosts, at very careful calibration of the system. We have implemented this algorithm in VE system Avango by means of texture mappings. All necessary operations are performed by the graphics board, thus providing the real-time rendering rate. The described method considerably improves stability of stereo-perception, making high-quality performances of virtual environment possible on affordable equipment.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126592256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253462
Li Li, S. H. Soon, Widya Andyardja Weliamto
In this paper, a system named IVS (Interactive Virtual Studio), which integrates low-level (feature extraction and ordering), mid-level (camera parameters estimation and evaluation), high-level (object recognition and reconstruction), and graphics techniques, is presented. The purpose of IVS is to integrate computer generated animation with real image sequence seamlessly. With minimum human intervention, IVS is an off-line postprocessing system that operates on a real world sequence in which a known object is tracked. The camera pose in each frame is recovered from which the camera trajectory is reconstructed. Firstly, object features are extracted from the environment and correspondence between the extracted shape and a shape from a database is solved by an SVD (Singular Value Decomposition) based technique. Secondly, SFSM (Structure from Simulated Motion) is used for object recognition and the information is used for reconstruction of the 3D object contained in the image. An evaluation mechanism is introduced to provide feedback and reduce the registration error. In the last stage of the processing, virtual graphics objects are imported to interact with the real image sequence. While the concept of developing such a system is not new, the various novel techniques we incorporated into IVS make it different.
本文提出了一个集底层(特征提取和排序)、中层(相机参数估计和评估)、高层(目标识别和重建)和图形技术于一体的交互式虚拟工作室IVS (Interactive Virtual Studio)系统。IVS的目的是将计算机生成的动画与真实图像序列无缝集成。IVS是一种离线后处理系统,只需最少的人为干预,即可在跟踪已知物体的真实世界序列中运行。恢复每一帧中的摄像机姿态,以此重构摄像机轨迹。首先,从环境中提取目标特征,利用基于奇异值分解(SVD)的方法求解提取的形状与数据库中形状的对应关系;其次,利用smfsm (Structure from simulation Motion)进行目标识别,并利用这些信息重建图像中包含的三维目标。引入评价机制,提供反馈,减少配准误差。在处理的最后阶段,导入虚拟图形对象与真实图像序列进行交互。虽然开发这样一个系统的概念并不新鲜,但我们纳入IVS的各种新技术使其与众不同。
{"title":"Augmenting the world with interactive virtual studio","authors":"Li Li, S. H. Soon, Widya Andyardja Weliamto","doi":"10.1109/CYBER.2003.1253462","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253462","url":null,"abstract":"In this paper, a system named IVS (Interactive Virtual Studio), which integrates low-level (feature extraction and ordering), mid-level (camera parameters estimation and evaluation), high-level (object recognition and reconstruction), and graphics techniques, is presented. The purpose of IVS is to integrate computer generated animation with real image sequence seamlessly. With minimum human intervention, IVS is an off-line postprocessing system that operates on a real world sequence in which a known object is tracked. The camera pose in each frame is recovered from which the camera trajectory is reconstructed. Firstly, object features are extracted from the environment and correspondence between the extracted shape and a shape from a database is solved by an SVD (Singular Value Decomposition) based technique. Secondly, SFSM (Structure from Simulated Motion) is used for object recognition and the information is used for reconstruction of the 3D object contained in the image. An evaluation mechanism is introduced to provide feedback and reduce the registration error. In the last stage of the processing, virtual graphics objects are imported to interact with the real image sequence. While the concept of developing such a system is not new, the various novel techniques we incorporated into IVS make it different.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"179 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121262624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253458
T. D. Giacomo, C. Joslin, S. Garchery, N. Magnenat-Thalmann
While level of detail (LoD) methods for the representation of 3D models are efficient and established tools to manage the trade-off between speed and quality of the rendering, LoD for animation has not yet been intensively studied by the community, and especially virtual humans animation has not been focused in the past. Animation, a major step for immersive and credible virtual environments, involves heavy computations and as such, it needs a control on its complexity to be embedded into real-time systems. Today, it becomes even more critical and necessary to provide such a control with the emergence of powerful new mobile devices and their increasing use for cyberworlds. With the help of suitable middleware solutions, executables are becoming more and more multi-platform. However, the adaptation of content, for various network and terminal capabilities - as well as for different user preferences, is still a key feature that needs to be investigated. It would ensure the adoption of the "Multiple Target Devices Single Content" concept for virtual environments, and would in theory provide the possibility of such virtual worlds in any possible condition without the need for multiple content. It is on this issue that we focus, with a particular emphasis on 3D objects and animation. This paper presents some methods for adapting a virtual human's representation and animation stream, both for their skeleton-based body animation and their deformation based facial animation, we also discuss practical details for the integration of our methods into MPEG-21 and MPEG-4 architectures.
{"title":"Adaptation of facial and body animation for MPEG-based architectures","authors":"T. D. Giacomo, C. Joslin, S. Garchery, N. Magnenat-Thalmann","doi":"10.1109/CYBER.2003.1253458","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253458","url":null,"abstract":"While level of detail (LoD) methods for the representation of 3D models are efficient and established tools to manage the trade-off between speed and quality of the rendering, LoD for animation has not yet been intensively studied by the community, and especially virtual humans animation has not been focused in the past. Animation, a major step for immersive and credible virtual environments, involves heavy computations and as such, it needs a control on its complexity to be embedded into real-time systems. Today, it becomes even more critical and necessary to provide such a control with the emergence of powerful new mobile devices and their increasing use for cyberworlds. With the help of suitable middleware solutions, executables are becoming more and more multi-platform. However, the adaptation of content, for various network and terminal capabilities - as well as for different user preferences, is still a key feature that needs to be investigated. It would ensure the adoption of the \"Multiple Target Devices Single Content\" concept for virtual environments, and would in theory provide the possibility of such virtual worlds in any possible condition without the need for multiple content. It is on this issue that we focus, with a particular emphasis on 3D objects and animation. This paper presents some methods for adapting a virtual human's representation and animation stream, both for their skeleton-based body animation and their deformation based facial animation, we also discuss practical details for the integration of our methods into MPEG-21 and MPEG-4 architectures.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114162200","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253468
Y. Woon, W. Ng, Xiang Li, W. Lu
With the new global economy, manufacturing companies are focusing their efforts on the product development process which is fast emerging as a new competitive weapon. Several product development solutions allow engineers, suppliers, business partners and even customers to collaborate throughout the entire product lifecycle via the Internet. To gain an additional edge over competitors, it is vital that companies utilize Web logs to discover hidden knowledge about trends and patterns in such a cyberworld. However, existing Web log mining techniques are not designed for web logs generated by product data management processes. In this paper, we propose a method termed Product Development Miner (PDMiner) to mine such Web logs efficiently and effectively using a trie structure and sequential mining techniques. Experiments involving real Web logs show that PDMiner is both fast and practical.
{"title":"Efficient Web log mining for product development","authors":"Y. Woon, W. Ng, Xiang Li, W. Lu","doi":"10.1109/CYBER.2003.1253468","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253468","url":null,"abstract":"With the new global economy, manufacturing companies are focusing their efforts on the product development process which is fast emerging as a new competitive weapon. Several product development solutions allow engineers, suppliers, business partners and even customers to collaborate throughout the entire product lifecycle via the Internet. To gain an additional edge over competitors, it is vital that companies utilize Web logs to discover hidden knowledge about trends and patterns in such a cyberworld. However, existing Web log mining techniques are not designed for web logs generated by product data management processes. In this paper, we propose a method termed Product Development Miner (PDMiner) to mine such Web logs efficiently and effectively using a trie structure and sequential mining techniques. Experiments involving real Web logs show that PDMiner is both fast and practical.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"29 7_suppl 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124801251","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253486
Xiang Yuan, Yam San Chee
The technology of embodied conversational agents in virtual worlds provides an attractive way to achieve natural and realistic human-computer interaction if the interaction designs is handled sensitively. In view of this, we aim at building an embodied tour guide that is able to engage conversationally with system users about gallery exhibits, and capable of behaving according to social norms in terms of gesture and facial expression. The research has focused on the attributes of agent autonomy and believability, not truthfulness. To achieve agent autonomy, we present a three-layered architectural design to ensure appropriate coupling between agent's perception and action, and to hide the internal mechanism from users. We then work towards agent believability: we utilize the notion of schema to support structured and coherent verbal behaviors; careful attention has also been paid to the design of non-verbal agent interactions that help to establish social facts within the virtual world. Our discussion focuses on how reasoning, planning and generation of the verbal and non-verbal behaviors are performed using the schema-based framework. Finally the agent-user interactions are illustrated with a case study.
{"title":"Embodied tour guide in an interactive virtual art gallery","authors":"Xiang Yuan, Yam San Chee","doi":"10.1109/CYBER.2003.1253486","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253486","url":null,"abstract":"The technology of embodied conversational agents in virtual worlds provides an attractive way to achieve natural and realistic human-computer interaction if the interaction designs is handled sensitively. In view of this, we aim at building an embodied tour guide that is able to engage conversationally with system users about gallery exhibits, and capable of behaving according to social norms in terms of gesture and facial expression. The research has focused on the attributes of agent autonomy and believability, not truthfulness. To achieve agent autonomy, we present a three-layered architectural design to ensure appropriate coupling between agent's perception and action, and to hide the internal mechanism from users. We then work towards agent believability: we utilize the notion of schema to support structured and coherent verbal behaviors; careful attention has also been paid to the design of non-verbal agent interactions that help to establish social facts within the virtual world. Our discussion focuses on how reasoning, planning and generation of the verbal and non-verbal behaviors are performed using the schema-based framework. Finally the agent-user interactions are illustrated with a case study.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133496007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}