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Proceedings. 2003 International Conference on Cyberworlds最新文献

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A Web mining approach for finding expertise in research areas 一种用于查找研究领域专业知识的Web挖掘方法
Pub Date : 2003-12-03 DOI: 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.
在一个研究领域找到专业知识有助于研究人员了解谁是该研究领域的专家。本文提出了一种寻找科研领域专业知识的web挖掘方法。在这种方法中,索引代理从通常包括学术网页的网站搜索和下载科学出版物,然后提取引文并将其存储在web引文数据库中。此外,研究者的信息也被保存到研究者数据库中。将数据挖掘技术应用于Web引文数据库,对引文关键字和作者进行数据挖掘,形成文档聚类和作者聚类。提出了多聚类技术,用于挖掘特定研究领域的文档聚类和作者聚类的组合信息。
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引用次数: 10
Believable cyberpeople: a true challenge for the decade 可信的网络人:这十年的真正挑战
Pub Date : 2003-12-03 DOI: 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.
我们将网络人定义为通过化身在网络上代表的人。这些人可以是代表真实人类的化身,也可以是完全合成的虚拟人类或自主虚拟代理(AVAs)。在本文中,我们讨论了两种类型的网络人,并展示了在不久的将来如何区分Avatars和AVAs将变得困难。我们将用例子来说明具体化代理是如何变得越来越智能和自主的。
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引用次数: 0
Algebraic topological modeling for cyberworld design 网络世界设计的代数拓扑建模
Pub Date : 2003-12-03 DOI: 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.
网络世界的多样性使得在不变量方面很难看到一致性。一致性要求我们从多样性中抽象出最本质的东西,因此是最抽象的数学。在一般科学中,特别是在宇宙理论中,这是正确的。在网络世界建模中最重要的不变量是什么?拓扑学是最抽象的数学的一个分支。对于可计算的拓扑,它必须是代数的。因此,对网络世界不变量的代数拓扑研究已经进行了20多年。等价关系定义了不同抽象层次上的不变量。本文仅作为从基本集合理论水平开始研究网络世界的代数拓扑资源的初步总结。最后介绍了具有较高社会影响的电子金融和电子制造应用案例。
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引用次数: 13
DPBP: a sort-first parallel rendering algorithm for distributed rendering environments DPBP:用于分布式渲染环境的排序优先并行渲染算法
Pub Date : 2003-12-03 DOI: 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.
在一些可视化系统中,数据和计算资源是全局分布的,用户需要方便、高效地与这些资源进行交互。海量数据集的实时渲染是一项计算密集型任务。一种解决方案是将渲染任务分配到一组计算单元上,以实现高渲染性能。本文提出了一种单独并行渲染的递归排序优先分区算法——动态像素桶分区(Dynamic Pixel Bucket Partition, DPBP),并给出了该算法在分布式渲染环境下的实现和性能。该算法将渲染工作负载均匀地分配到各个渲染单元,以实现快速、高质量的海量数据渲染。在多集群环境中的测试结果证明了该呈现算法的实用性。
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引用次数: 2
An architectural framework for native XML data management 原生XML数据管理的体系结构框架
Pub Date : 2003-12-03 DOI: 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.
随着Web上半结构化数据的快速增长,XML开始流行起来,用于表示此类数据,并成为电子商务应用程序之间信息交换的事实上的标准。由于XML数据分布广泛,因此需要专门为管理此类数据而定制的新的原生XML数据库系统。与传统数据库中的数据不同,XML具有特殊的特性和约束,因此,为传统数据库定义良好的体系结构框架并不完全适用于本地数据库。当前最先进的本地数据库在其数据库设计中使用了自己的体系结构,因此,它们是不一致的,并且仍然缺乏可供未来XML数据库设计人员参考的通用体系结构框架。我们的目标是满足这一要求。在本文中,我们提出了一个通用的和扩展的体系结构框架,它来源于我们在为XML数据设计高效存储的同时保留所需的特性和可能的约束的实践经验。验证表明,提议的框架涵盖了当前最先进的本地数据库系统中使用的体系结构。
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引用次数: 4
Reducing optical crosstalk in affordable systems of virtual environment 在可负担的虚拟环境系统中减少光串扰
Pub Date : 2003-12-03 DOI: 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。
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引用次数: 1
Augmenting the world with interactive virtual studio 用交互式虚拟工作室增强世界
Pub Date : 2003-12-03 DOI: 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。
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引用次数: 0
Adaptation of facial and body animation for MPEG-based architectures 基于mpeg架构的面部和身体动画的适配
Pub Date : 2003-12-03 DOI: 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.
虽然用于表示3D模型的细节水平(LoD)方法是有效且成熟的工具,用于管理渲染速度和质量之间的权衡,但动画的LoD尚未被社区深入研究,特别是虚拟人动画在过去并未得到关注。动画是实现沉浸式和可信的虚拟环境的重要一步,它涉及大量的计算,因此,它需要控制其复杂性以嵌入实时系统。如今,随着功能强大的新型移动设备的出现以及它们在网络世界中越来越多的应用,提供这种控制变得更加关键和必要。在合适的中间件解决方案的帮助下,可执行文件正变得越来越多平台化。然而,针对各种网络和终端功能以及不同用户偏好的内容改编仍然是一个需要研究的关键特性。它将确保虚拟环境采用“多目标设备单一内容”的概念,并在理论上提供这种虚拟世界在任何可能条件下的可能性,而不需要多种内容。这就是我们关注的问题,特别强调3D对象和动画。本文提出了一些适应虚拟人的表示和动画流的方法,包括基于骨骼的身体动画和基于变形的面部动画,我们还讨论了将我们的方法集成到MPEG-21和MPEG-4架构中的实际细节。
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引用次数: 18
Efficient Web log mining for product development 高效的Web日志挖掘,用于产品开发
Pub Date : 2003-12-03 DOI: 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.
随着新的全球经济,制造企业正把精力集中在产品开发过程上,产品开发过程正迅速成为新的竞争武器。一些产品开发解决方案允许工程师、供应商、业务合作伙伴甚至客户通过互联网在整个产品生命周期中进行协作。为了在竞争中获得额外的优势,公司利用Web日志来发现关于这种网络世界的趋势和模式的隐藏知识是至关重要的。然而,现有的Web日志挖掘技术并没有针对产品数据管理过程产生的Web日志进行设计。在本文中,我们提出了一种称为产品开发挖掘器(PDMiner)的方法,该方法使用trie结构和顺序挖掘技术高效地挖掘此类Web日志。涉及真实Web日志的实验表明,PDMiner既快速又实用。
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引用次数: 18
Embodied tour guide in an interactive virtual art gallery 互动式虚拟美术馆的具身导游
Pub Date : 2003-12-03 DOI: 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.
虚拟世界中的具身会话代理技术为实现自然逼真的人机交互提供了一条有吸引力的途径,前提是对交互设计进行敏感处理。鉴于此,我们的目标是建立一个具身导游,能够与系统用户就画廊展品进行对话,并且能够在手势和面部表情方面按照社会规范行事。研究的重点是智能体的自主性和可信度,而不是真实性。为了实现智能体的自主性,我们提出了一个三层的架构设计,以确保智能体的感知和行为之间的适当耦合,并对用户隐藏内部机制。然后我们研究主体可信度:我们利用图式的概念来支持结构化和连贯的言语行为;非语言代理互动的设计也得到了仔细的关注,这有助于在虚拟世界中建立社会事实。我们的讨论集中在语言和非语言行为的推理、计划和生成是如何使用基于图式的框架进行的。最后,通过一个案例研究说明了代理-用户交互。
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引用次数: 1
期刊
Proceedings. 2003 International Conference on Cyberworlds
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