Pub Date : 2003-12-03DOI: 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.
{"title":"Capture configuration for image-based street walkthroughs","authors":"Dong Hoon Lee, Soon Ki Jung","doi":"10.1109/CYBER.2003.1253448","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253448","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"9 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":"117221872","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.2003.1253487
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.
{"title":"Construction of cyber science museum","authors":"Bu-Young Ahn, J. Y. Kim, Chung Sik Oh, S. Hong","doi":"10.1109/CYBER.2003.1253487","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253487","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"64 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":"124471758","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.2003.1253434
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.
{"title":"Cyber crime information system for cybernetics awareness","authors":"A. Patki, S. Lakshminarayanan, S. Sivasubramanian, S. S. S. Sarma","doi":"10.1109/CYBER.2003.1253434","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253434","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"31 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":"132856664","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.2003.1253453
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.
{"title":"Combining polygonal and subdivision surface approaches to modeling urban environments","authors":"A. M. Day, D. Arnold, Sven Havemann, D. Fellner","doi":"10.1109/CYBER.2003.1253453","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253453","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"22 15 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":"124497291","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.2003.1253440
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.
{"title":"Developing a Web-enabled and graphics-enhanced collaborative environment for integrated research of cardiovascular and atherosclerotic clinical biology","authors":"Yiyu Cai, L. Khoo, Z. Xiong, B. Lu, Y. Guan, S. Wong, C. R. Cao, T. K. Tan, Kenneth Yu, M. Opas, S. Fok","doi":"10.1109/CYBER.2003.1253440","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253440","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"28 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":"125077942","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.2003.1253427
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.
{"title":"This year in the MOVES institute","authors":"M. Zyda, D. Brutzman, R. Darken, J. Hiles, Ted Lewis, A. Mayberry, R. Shilling, Joe Sullivan, Alex Callahan, Margaret J. Davis","doi":"10.1109/CYBER.2003.1253427","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253427","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"18 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":"115571696","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.2003.1253477
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.
{"title":"Design and development of neural Bayesian approach for unpredictable stock exchange databases","authors":"R. Khokhar, M. Sap","doi":"10.1109/CYBER.2003.1253477","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253477","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"10 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":"116764010","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.2003.1253428
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.
{"title":"A social process model for cyber mind in the mobile Internet","authors":"T. Yamakami","doi":"10.1109/CYBER.2003.1253428","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253428","url":null,"abstract":"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.","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":"121343872","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.2003.1253430
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.
{"title":"Lifestyles of virtual world residents, living in the on-line game, \"Lineage\"","authors":"Leo Sang-Min Whang, Geun-Young Chang","doi":"10.1109/CYBER.2003.1253430","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253430","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"145 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":"116727479","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.2003.1253447
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.
{"title":"Optimized neighbour prefetch and cache for client-server based walkthrough","authors":"Zhi Zheng, T. Chan","doi":"10.1109/CYBER.2003.1253447","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253447","url":null,"abstract":"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.","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":"129243704","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}