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Proceedings. 2003 International Conference on Cyberworlds最新文献

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Agent services matchmaking for cooperation 代理合作对接服务
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253465
Hongen Lu
To form agent cooperation in an open environment, such as the Internet, is extremely difficult, despite agent service is one of the main forces to drive the Web into a growing marketplace of services. In this paper, a method to combine agent services matchmaking and cooperation is proposed. For flexible and semantic matchmaking, multiple strategies are provided; and based on the results of matchmaking, a naive Bayesian model is given for agents to form cooperation. This approach, which considers matchmaking and cooperation formation as one process, brings a new angle for us to solve the connection problem for agents to work collaboratively in a dynamic and open environment, such as the World Wide Web.
尽管代理服务是推动Web进入不断增长的服务市场的主要力量之一,但在开放环境(如Internet)中形成代理合作是极其困难的。本文提出了一种将代理服务匹配与合作相结合的方法。为了灵活和语义匹配,提供了多种策略;在配对结果的基础上,给出了智能体形成合作的朴素贝叶斯模型。该方法将配对和合作的形成看作一个过程,为我们解决动态开放环境下agent协同工作的连接问题提供了一个新的视角。
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引用次数: 1
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
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
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
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
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
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
Development of a recommendation system with multiple subjective evaluation process models 多主观评价过程模型推荐系统的开发
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253474
Emi Yano, Emi Sueyoshi, Isao Shinohara, Toshikazu Kato
Current BtoC recommendation services utilize consumers' purchased log as criteria for selecting information, yet it includes little information of the reason why he bought the items. Thus it is difficult to recommend the suitable information for each consumer. We have observed how each consumer judges his likes and dislikes on objects viewing them. We have modeled each consumer's evaluation process by relationships among physical features of objects, each consumer's subjective interpretations and preferences. Thus, based on the models, our system can estimate users' subjective evaluations and preferences from physical features of objects to perform a suitable recommendation. We have also built situated preference models according to the usage of the items. The recommendation system refers such situated preference models together with the subjective evaluation model as the consumer's decision-making model for selecting objects.
目前的BtoC推荐服务将消费者的购买记录作为选择信息的标准,但很少包含消费者购买商品原因的信息。因此,很难为每个消费者推荐合适的信息。我们已经观察到每个消费者是如何根据观看他们的物品来判断自己的好恶的。我们通过物体的物理特征、每个消费者的主观解释和偏好之间的关系,对每个消费者的评价过程进行了建模。因此,基于模型,我们的系统可以从物体的物理特征中估计用户的主观评价和偏好,以执行合适的推荐。我们还根据物品的使用情况建立了定位偏好模型。推荐系统将这种情境偏好模型与主观评价模型结合起来作为消费者选择对象的决策模型。
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引用次数: 8
Application of P2P (peer-to-peer) technology to marketing P2P(点对点)技术在营销中的应用
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253478
Kato Tomoya, Yokoi Shigeki
Peer-to-Peer (P2P) networks are spreading, and their practical applications for the business scene are promising. However, the essence of P2P is missed by broad interpretations that do not make it a problem whether to use P2P technology. Incidentally, although marketing activity currently consists mainly of Web pages or mail, it is difficult to actively find latent customers from the company side, and it is not necessarily an effective marketing means for a small-scale company. Therefore, in this paper, we discuss the application of P2P technology to marketing. First, the essence of P2P is correctly extracted by focusing on the state of the information that changes within a P2P network, and effective fields in business are clarified. Next, by paying attention to characteristics of P2P that have not yet been adequately developed in business, we have recognized that P2P marketing is promising from now on. We devise five models for applying P2P networks to the marketing field (P2P marketing), and clarify P2P's marketing features through comparisons with existing Internet marketing. Consequently, we reveal features not currently held by Web pages or mail.
点对点(P2P)网络正在普及,其在商业场景中的实际应用前景广阔。然而,宽泛的解释忽略了P2P的本质,这并没有使是否使用P2P技术成为问题。顺便说一句,虽然目前的营销活动主要是网页或邮件,但很难从公司方面积极发现潜在客户,对小型公司来说不一定是有效的营销手段。因此,在本文中,我们讨论了P2P技术在营销中的应用。首先,通过关注P2P网络中信息变化的状态,正确提取了P2P的本质,明确了业务中的有效领域;其次,通过关注P2P在商业中尚未充分开发的特点,我们认识到P2P营销从现在开始是有前景的。我们设计了将P2P网络应用于营销领域(P2P营销)的五个模型,并通过与现有网络营销的比较,阐明了P2P的营销特征。因此,我们揭示了当前Web页面或邮件中不包含的特性。
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引用次数: 12
期刊
Proceedings. 2003 International Conference on Cyberworlds
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