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Proceedings. 2003 International Conference on Cyberworlds最新文献

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Capture configuration for image-based street walkthroughs 为基于图像的街道演练捕获配置
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253448
Dong Hoon Lee, Soon Ki Jung
Image-based rendering for walkthroughs in a virtual environment has many advantages over a geometry-based approach, due to the fast construction of the environment and, photo-realistic rendered results, etc. However, since light field approaches are limited to a closed space, they cannot be directly applied to large and complex street environments. Accordingly, the current paper, presents an image-based rendering method that can handle a large-scale scene, thereby, allowing street walkthroughs with light field style rendering. First, the problem of capture configuration is described based on the previous work. Then an efficient sampling configuration of image sequences is presented, and the efficiency of the proposed method demonstrated with several experiments.
在虚拟环境中进行演练时,基于图像的渲染比基于几何的方法有很多优势,因为环境的快速构建和逼真的渲染结果等。然而,由于光场方法仅限于封闭的空间,因此不能直接应用于大型复杂的街道环境。因此,本文提出了一种基于图像的渲染方法,该方法可以处理大规模场景,从而允许使用光场风格渲染的街道行走。首先,在前面工作的基础上描述了捕获配置问题。然后给出了一种有效的图像序列采样配置,并通过实验验证了该方法的有效性。
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引用次数: 5
Construction of cyber science museum 网络科学馆建设
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253487
Bu-Young Ahn, J. Y. Kim, Chung Sik Oh, S. Hong
KISTI has provided Korean factual information through the Web since 1994. There are over 25 databases such as biodiversity related data, inherent-domestic information such as domestic mine data, and specialized data including chemical product/safety and thermophysical property of KS material. These databases are classified into three categories of: life science, Earth science and industry. VR Panorama based cyber science museum has been constructed using several DBs from the area of life science and Earth science and is open to public including professionals and researchers. The museum applies real and 3D rendering image based VR Panorama, VR Object Format and interactive virtual reality to experience the cyber space. The cyber science museum consists of 5 pavilions in the following 20 themes: biodiversity pavilion (freshwater fish, coastal fish, mushrooms, insects, domestic plant, indigenous plant, seeds, birds); fossil pavilion (Korean fossil, fossil animation, period classification); shellfish pavilion (Korean, World, Rare); astronomy pavilion (ancient, virtual solar system); and agriculture pavilion.
KISTI从1994年开始通过网络提供韩国事实信息。拥有生物多样性相关数据、国内矿山数据等国内固有信息、KS材料化学产品/安全、热物性等专业数据等25余个数据库。这些数据库分为生命科学、地球科学和工业三大类。基于VR全景的网络科学博物馆是由生命科学和地球科学领域的几个数据库构建而成的,向公众开放,包括专业人士和研究人员。博物馆采用基于真实和3D渲染图像的VR全景,VR对象格式和交互式虚拟现实体验网络空间。网络科学馆由5个展馆组成,分为以下20个主题:生物多样性展馆(淡水鱼、沿海鱼、蘑菇、昆虫、国内植物、本土植物、种子、鸟类);化石馆(韩国化石、化石动画、年代分类);贝类馆(韩国、世界、珍稀);天文馆(古代、虚拟太阳系);还有农业馆。
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引用次数: 0
Cyber crime information system for cybernetics awareness 网络犯罪信息系统的控制论意识
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253434
A. Patki, S. Lakshminarayanan, S. Sivasubramanian, S. S. S. Sarma
Cyber Civilization considers knowledge as an integral part of society and human systems. With the facilities of cyber civilization the evils of cyber civilization also need to be equally tackled through technological as well as social means. Efforts on the lines of centralized as well as globally sharable resource and support infrastructure appear to be the need. The paper builds a case for consideration and support from United Nations. Such an infrastructure set up can use portal based systems deploying fuzzy data bases.
网络文明将知识视为社会和人类系统的组成部分。有了网络文明的便利,网络文明的弊端也需要通过技术手段和社会手段来解决。在集中和全球共享资源和支持基础设施方面的努力似乎是必要的。该文件提出了一个供联合国审议和支持的理由。这样的基础设施设置可以使用部署模糊数据库的基于门户的系统。
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引用次数: 9
Combining polygonal and subdivision surface approaches to modeling urban environments 结合多边形和细分曲面方法建模城市环境
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253453
A. M. Day, D. Arnold, Sven Havemann, D. Fellner
The economic production and the interactive rendering of complete reconstructions of populated urban environments are technically difficult tasks. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives valuable hints to the renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Thus a modeller that knows the operator is creating houses can use this information to simplify the user interaction, guide the operator, and to create models that build in optimisations when attempting real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the modelling of urban environments. We also draw more general conclusions which apply to other software systems that share the same objective.
经济生产和人口密集的城市环境的完整重建的交互式渲染是技术上困难的任务。专门的建模工具通过在应用程序领域中工作来利用被建模对象类型的知识,可用于快速创建吸引人的虚拟重建。同时,从建模器的结构信息提供了有价值的提示,以确定有效的交互式显示策略,通过使用细节水平和剔除技术。因此,知道操作员正在创建房屋的建模师可以使用这些信息来简化用户交互,指导操作员,并创建在尝试实时渲染时构建优化的模型。在本文中,我们讨论了多边形和多分辨率表面技术在城市环境建模中相互补充的方式。我们还得出了更多适用于具有相同目标的其他软件系统的一般性结论。
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引用次数: 2
Developing a Web-enabled and graphics-enhanced collaborative environment for integrated research of cardiovascular and atherosclerotic clinical biology 为心血管和动脉粥样硬化临床生物学的综合研究开发一个网络支持和图形增强的协作环境
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253440
Yiyu Cai, L. Khoo, Z. Xiong, B. Lu, Y. Guan, S. Wong, C. R. Cao, T. K. Tan, Kenneth Yu, M. Opas, S. Fok
Coronary heart disease (CHD) is one of the leading killers worldwide. Lipoprotein and apolipoprotein play an important role in developing CHDs. To tackle the challenging task of CHD lipoprotein and atherosclerotic research, collaborative work is crucial. With an interdiscipline in nature, such research involves bio-chemistry, cardiovascular biology, lipoprotein structure, fluorescent imaging, 3D modelling, data mining, etc. This project aims to create a Web based and integrated solution to support a multi-disciplinary knowledge discovery process for the study of cardiovascular and atherosclerotic biology. The emphasis of the project is to address (1) the sharing of cardiovascular clinical data; and (2) the system integration for CHD cardiovascular research. The system currently under development is mainly implemented on a PC Window platform with an intranet-centric design. An Apache HTTP server, a MySQL SQL server, Perl, and R Language, are employed for the system development independent to hardware platforms. The system offers easy information management and data sharing by multiple parties across Internet. Major datasets include lipoprotein phenotype/genotype and laser confocal images. A user-friendly interface is designed allowing users to deposit, retrieve, visualize and analyze the CHD information from different sites.
冠心病(CHD)是世界范围内的主要杀手之一。脂蛋白和载脂蛋白在冠心病的发生中起重要作用。为了解决冠心病脂蛋白和动脉粥样硬化研究的挑战性任务,协作工作至关重要。涉及生物化学、心血管生物学、脂蛋白结构、荧光成像、三维建模、数据挖掘等跨学科研究。该项目旨在创建一个基于Web的集成解决方案,以支持心血管和动脉粥样硬化生物学研究的多学科知识发现过程。该项目的重点是解决(1)心血管临床数据的共享;(2)冠心病心血管研究的系统集成。目前正在开发的系统主要是在PC windows平台上实现的,采用以内部网为中心的设计。系统开发采用Apache HTTP服务器、MySQL SQL服务器、Perl语言和R语言,独立于硬件平台。该系统提供了方便的信息管理和数据共享多方通过互联网。主要数据集包括脂蛋白表型/基因型和激光共聚焦图像。设计了一个用户友好的界面,允许用户存放、检索、可视化和分析来自不同站点的CHD信息。
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引用次数: 2
This year in the MOVES institute 今年在MOVES学院
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253427
M. Zyda, D. Brutzman, R. Darken, J. Hiles, Ted Lewis, A. Mayberry, R. Shilling, Joe Sullivan, Alex Callahan, Margaret J. Davis
The MOVES Institute's mission is research, application,and education in the grand challenges of modeling, virtualenvironments, and simulation. Specialties are 3D visualsimulation, networked virtual environments, computer-generatedautonomy, human-performance engineering,immersive technologies, defense /entertainmentcollaboration, and evolving operational modeling.
MOVES研究所的使命是在建模、虚拟环境和仿真的重大挑战中进行研究、应用和教育。专长是3D视觉模拟,网络虚拟环境,计算机生成的自主性,人类性能工程,沉浸式技术,国防/娱乐协作以及不断发展的操作建模。
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引用次数: 8
Design and development of neural Bayesian approach for unpredictable stock exchange databases 不可预测证券交易数据库的神经贝叶斯方法设计与开发
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253477
R. Khokhar, M. Sap
Predicting stock market has been a well researched topic in the field of financial engineering. However, most methods suffer from serious drawback due to handling uncertain and missing continuous time-series data. We divide our study in two modules: data cleaning and decision making, first module includes preprocessing of stock market time series data mining which presents the extended form of extraction of both graphical structure and conditional probabilities of a Bayesian Belief Networks (BBN) from a possible incomplete stock market time series databases. In second decision making module, we introduce Linguistic Rules-Tree (LR-Tree) which is the combination of fuzzy logics and decision tree but LR-Tree may not be the best generalization due to over-fitting. Consequently Neuro-Pruning method has been introduced for post pruning of LR-Tree. In Neuro-Pruning, instead of absolutely removing nodes, we employ a back-propagation neural network to give weights to nodes according to their significance. After data cleaning and decision making modules we hope that, our proposed approaches will be able to handle attributes with differing costs, improving computational efficiency, outperforms error-based pruning, handle uncertain and missing continuous time-series data.
股票市场预测一直是金融工程领域研究较多的课题。然而,大多数方法由于处理不确定和缺失的连续时间序列数据而存在严重的缺陷。我们的研究分为两个模块:数据清洗和决策,第一个模块包括股票市场时间序列数据挖掘的预处理,它提出了从可能不完整的股票市场时间序列数据库中提取贝叶斯信念网络(BBN)的图结构和条件概率的扩展形式。在第二个决策模块中,我们引入了语言规则树(LR-Tree),它是模糊逻辑和决策树的结合,但LR-Tree可能由于过度拟合而不是最好的泛化。因此,引入神经剪枝法对LR-Tree进行后剪枝。在神经修剪中,我们采用反向传播神经网络,根据节点的重要度赋予节点权重,而不是绝对地去除节点。经过数据清理和决策模块,我们希望我们提出的方法能够以不同的成本处理属性,提高计算效率,优于基于错误的修剪,处理不确定和缺失的连续时间序列数据。
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引用次数: 4
A social process model for cyber mind in the mobile Internet 移动互联网中网络思维的社会过程模型
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253428
T. Yamakami
As the number of the Internet-enabled mobile handsets increases, it is apparent that the mobile Internet deeply penetrates into the every day life and impacts social interactions. The new ways of communications expose new social interaction patterns. Some of them are uncommon in the real world interactions. The author describes some of the case studies on new social interaction patterns and presents the implications for mobile Internet-augmented societies. Especially, these interaction patterns are distinguished in the viewpoints of quality of interaction modalities and loose identification. The author assumes a new social relation building process in the three aspects; communication modality, identity and distance. A mobile cyber mind is defined and several aspects of it are contrasted with those in the real world interactions. A staged AIMS model is proposed to provide a basic measure to analyze the cyber mind in the emerged technologies to augment the social interactions. The model focuses on the two aspects of the interactions: the successful communication experience and development of social bindings during interactions.
随着能够上网的手机数量的增加,移动互联网显然已经深入到人们的日常生活中,并影响着社会互动。新的通信方式揭示了新的社会互动模式。其中一些在现实世界的互动中并不常见。作者描述了一些新的社会互动模式的案例研究,并提出了对移动互联网增强社会的影响。特别是从交互模式的质量和松散识别的角度对这些交互模式进行了区分。笔者从三个方面设想了一种新的社会关系构建过程;沟通方式、身份和距离。本文定义了移动网络思维,并将其与现实世界中的互动进行了对比。提出了一种分阶段的AIMS模型,为分析新兴技术中增强社会互动的网络思维提供了一种基本方法。该模型关注互动的两个方面:成功的沟通经验和互动过程中社会绑定的发展。
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引用次数: 1
Lifestyles of virtual world residents, living in the on-line game, "Lineage" 在线游戏“天堂”中虚拟世界居民的生活方式
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253430
Leo Sang-Min Whang, Geun-Young Chang
This study attempted to explore different lifestyles of game players who have adopted the virtual world as part of their life in the online game world. An online survey was conducted to the players of one of famous Internet based games called 'Lineage'. 'Lineage' has become the biggest online game in the world accommodating over 6 million users worldwide, where people create his or her new identities and play various roles. 4,786 game players have participated in the survey, and their lifestyles were identified with their values and attitudes in the virtual world. Upon classification of their lifestyles, the behavioral tendencies and characteristic desires were compared by the lifestyles in virtual world. The study showed that game players have developed their own distinctive lifestyles, and the lifestyles were strong criterion on explaining the behavior patterns and their different desire to achieve in the world among them. The lifestyles were classified into three general categories: Single-Oriented Player, Community-Oriented Player, Off-real World Games. Each group displayed distinct differences in their values and game activities, as well as anti-social behavior tendencies. The differences were reflecting not only their personality but also their socio-economic status within the virtual world that is constructed through the game activities. This study hopes to serve as a model to understand how players from different real life backgrounds will behave to the various game features and how they adopt the virtual world for their new social identities.
本研究试图探讨在网络游戏世界中,将虚拟世界作为其生活一部分的游戏玩家的不同生活方式。一项针对著名网络游戏“天堂”的玩家进行的在线调查。“天堂”已经成为世界上最大的网络游戏,在世界范围内容纳超过600万用户,人们创建自己的新身份并扮演各种角色。4786名游戏玩家参与了这项调查,他们的生活方式与他们在虚拟世界中的价值观和态度一致。在对他们的生活方式进行分类的基础上,通过虚拟世界的生活方式对他们的行为倾向和特征欲望进行比较。研究表明,游戏玩家形成了自己独特的生活方式,这种生活方式是解释他们在游戏世界中不同的行为模式和实现愿望的有力标准。游戏将玩家的生活方式分为三大类:单人导向型玩家、社区导向型玩家和非现实世界游戏。各组在价值观、游戏活动、反社会行为倾向等方面表现出明显差异。这种差异不仅反映了他们的个性,也反映了他们在通过游戏活动构建的虚拟世界中的社会经济地位。本研究希望作为一个模型,来了解来自不同现实生活背景的玩家对各种游戏功能的反应,以及他们如何将虚拟世界作为新的社会身份。
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引用次数: 162
Optimized neighbour prefetch and cache for client-server based walkthrough 为基于客户机-服务器的演练优化了邻居预取和缓存
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253447
Zhi Zheng, T. Chan
We present a position-based neighbour prefetch algorithm for client-server based walkthrough. This algorithm predicts which neighbouring viewcell will be needed in the near future according to the current view position of the client and prefetches the pre-computed potential visible set (PVS) for that viewcell to the client-side cache. Our algorithm has a low memory requirement for the client-side cache. With the same cache size, our algorithm offers a much better performance than the simple neighbour prefetch method. We also provide a delta-transmission algorithm to optimize the prefetch transmission procedure by avoiding transmitting those geometries that are already in the client-side cache. A cache management and entry replacement strategy is also proposed to maintain the client-side cache.
提出了一种基于位置的邻居预取算法,用于基于客户端-服务器的演练。该算法根据客户端的当前视图位置预测在不久的将来需要哪些相邻的viewcell,并将该viewcell的预先计算的潜在可见集(PVS)预取到客户端缓存中。我们的算法对客户端缓存的内存需求很低。在相同缓存大小的情况下,我们的算法比简单的邻居预取方法提供了更好的性能。我们还提供了一个增量传输算法,通过避免传输客户端缓存中已经存在的几何图形来优化预取传输过程。还提出了一种缓存管理和条目替换策略来维护客户端缓存。
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引用次数: 6
期刊
Proceedings. 2003 International Conference on Cyberworlds
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