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eGaLab - a new dimension for artists 平等实验室——艺术家的新维度
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253491
M. Masa, J. Zára, Pavel Smetana
There is a kind of misunderstanding between the common way of art presentation in galleries and museums and the very emerging artistic forms, directly on electronic media (e.g. net art or virtual sculpture). Though the galleries and museums are getting on-line these days, still they treat the artists and artworks in an old-fashioned way. Even the progressive net-galleries are founded just on a simple point & click navigation which is hostile to both artists and audience. eGaLab (electronic gallery and laboratory) for virtual art reflects today's status under which the artists create and present their artworks. It introduces an intuitive approach in the field of virtual environments and communities oriented to visual arts and artistic collaboration. eGaLab combines and transforms the advantages of collaborative virtual environments with the traditional aspects of artistic creation and presentation. In this paper we describe architecture of the eGaLab platform. We describe its networking part based on a concept of General Variables (GV) and discuss several implementation issues related to its specific character.
在画廊和博物馆中常见的艺术展示方式与直接在电子媒体上出现的新兴艺术形式(如网络艺术或虚拟雕塑)之间存在着一种误解。虽然画廊和博物馆现在都开始上网了,但他们对待艺术家和艺术品的方式仍然很传统。即使是进步的网络画廊也只是建立在一个简单的点击导航上,这对艺术家和观众都是不友好的。虚拟艺术的eGaLab(电子画廊和实验室)反映了艺术家们创作和展示作品的现状。它在面向视觉艺术和艺术合作的虚拟环境和社区领域引入了一种直观的方法。eGaLab将协作虚拟环境的优势与艺术创作和呈现的传统方面相结合并进行了转化。本文描述了eGaLab平台的体系结构。我们基于通用变量(GV)的概念描述了它的网络部分,并讨论了与它的具体特性相关的几个实现问题。
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引用次数: 2
Educative distributed virtual environments for children 儿童教育分布式虚拟环境
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253479
D. Popovici, J. Gerval, P. Chevaillier, J. Tisseau, L. Serbanati, Patrick Gueguen
This paper presents a distributed virtual reality environment for children. This virtual environment supports cooperation among members of a dispersed team engaged in a concurrent context. The virtual environment maintains a shared information space described in a standard Virtual Reality Modeling Language (VRML) format. Users are allowed to interact and to give decisions using cooperative mechanisms. A user-friendly interface enables teachers to create their own stories that fit with children pedagogical requirements and generates new virtual environments according to teacher's specifications. The implementation is based on DeepMatrix as environment server, VRML and Java as languages and Cortona VRML plug-in from ParallelGraphics. It is actually running on the Internet: http://www.enib.fr/eve.
本文提出了一种面向儿童的分布式虚拟现实环境。这个虚拟环境支持分散在并发环境中的团队成员之间的合作。虚拟环境维护一个用标准虚拟现实建模语言(VRML)格式描述的共享信息空间。允许用户使用协作机制进行交互并做出决策。用户友好的界面使教师能够创建适合儿童教学要求的自己的故事,并根据教师的规格生成新的虚拟环境。该实现基于DeepMatrix作为环境服务器,VRML和Java作为语言,以及ParallelGraphics的Cortona VRML插件。它实际上是在互联网上运行:http://www.enib.fr/eve。
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引用次数: 29
An efficient framework for business software development 商业软件开发的有效框架
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253473
Ivan Ho, Zentaro Komiya, B. Pham, Hisato Kobayashi, K. Yana
Businesses operate today in an increasingly dynamic environment through a worldwide network of information exchanges and business transactions. The Semantic Web - an extension of the current Web - which comprises ontologies and XML-related technologies, provides a shared and standardized vocabulary that can be communicated among automatic and human agents to share information and knowledge. Consider that an electronic business is a set of business processes governed by business rules that run over the Internet. These business rules play a significant role in determining the success or failure of a business as a whole. The goal of this paper is to introduce a framework that is designed to build business systems faster and which can more easily accommodate changes within a business. The advantages of this framework arise from its unity and simplicity, and especially its ability to effectively change, add, and/or delete business rules.
今天,企业通过信息交流和商业交易的全球网络,在一个日益动态的环境中运作。语义Web是当前Web的扩展,它包含本体和与xml相关的技术,提供了一种共享的标准化词汇表,可以在自动代理和人工代理之间进行通信,以共享信息和知识。假设电子业务是一组由在Internet上运行的业务规则所管理的业务流程。这些业务规则在决定整个业务的成功或失败方面发挥着重要作用。本文的目标是介绍一个框架,该框架旨在更快地构建业务系统,并且可以更容易地适应业务中的更改。这个框架的优点在于它的统一性和简单性,特别是它能够有效地更改、添加和/或删除业务规则。
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引用次数: 2
PRESENCE: the sense of believability of inaccessible worlds 存在感:难以接近的世界的可信度
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253443
Annie Luciani, D. Urma, Sylvain Marlière, J. Chevrier
With the development of communication methods and devices, it became possible to perform actions more and more distant from the task spaces. These new tools raise today the question of Presence of distant spaces with a growing accuracy. In a first part, we show that the distance between the manipulation space and the task space, in a teleoperation activity, points to different meanings. However, the same need for a strong Presence of the task space raises, whatever the distance between these spaces is. We then discuss the notion of Presence as a cross-point between technological and scientific disciplines, and propose some general idea that may reinforce it. In a second part, we illustrate the previous ideas with the example of manipulation of nano-objects. We show how it is possible to enhance dramatically the feeling of Presence of the nano-objects to be perceived and manipulated, by adding haptic bi-directional transducers to the visual and acoustical sensors used today. By the end, we defend the idea that the feeling of Being there is deeply dependent on multisensoriality.
随着通信方法和设备的发展,在离任务空间越来越远的地方执行操作成为可能。今天,这些新工具以越来越精确的方式提出了遥远空间存在的问题。在第一部分中,我们展示了遥操作活动中操作空间和任务空间之间的距离指向不同的意义。然而,无论这些空间之间的距离有多远,对任务空间的强烈存在感的需求也会增加。然后,我们将讨论存在作为技术和科学学科之间的交叉点的概念,并提出一些可能加强它的一般想法。在第二部分中,我们将通过操纵纳米对象的示例来说明前面的思想。我们展示了如何通过在目前使用的视觉和声学传感器上添加触觉双向换能器来显著增强纳米物体的存在感。最后,我们为存在感深深依赖于多感官性的观点辩护。
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引用次数: 22
Making recommendations based on profitability analysis in a hybrid system 根据混合系统的盈利能力分析提出建议
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253475
Jing Qiu, Min Xu, Yu Qiu
The study on recommender systems always blinds to the profitability difference among customers. In our research, we have extended our previous work of segmenting customers based on their contributions by proposing a hybrid recommendation system which uses multi-agent system, collaborative filtering together to serve the customers with high profitability, while using simplified top-N to generate high efficient recommendations for the lower profitability customers. Also, agent-based recommendation strategy selection architecture has been proposed and examined in the hybrid recommendation system.
推荐系统的研究往往忽略了客户之间的盈利能力差异。在我们的研究中,我们扩展了之前基于客户贡献进行客户细分的工作,提出了一种混合推荐系统,该系统使用多智能体系统,协同过滤一起为高盈利能力的客户服务,同时使用简化的top-N为低盈利能力的客户生成高效的推荐。在混合推荐系统中,提出了基于智能体的推荐策略选择架构,并对其进行了研究。
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引用次数: 0
A distributed universal 3D cyberworld for archaeological research and education 一个用于考古研究和教育的分布式通用3D网络世界
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253490
D. Green, J. Cosmas, Roland DeGeest, M. Waelkens
The scientific results of global archaeological excavations often take the form of books and papers, and on occasion, web sites and digital media. However, a large amount of the raw recorded data remains inaccessible to wider audiences. This paper proposes the development of a universal archaeological system that unites archaeological recordings from diverse sites, making easier the process of dissemination to both the wider public and the analysis and comparison of this data by the scientific community, enabling a more informed interpretation of our past. This is accomplished through a 3D cyber-world constructed from a variable level of detailed recordings from archaeological sites.
全球考古发掘的科学成果通常以书籍和论文的形式出现,偶尔也会出现在网站和数字媒体上。然而,大量的原始记录数据仍然无法被更广泛的受众获取。本文建议建立一个统一的考古系统,将来自不同地点的考古记录统一起来,使传播过程更容易向更广泛的公众传播,并使科学界对这些数据进行分析和比较,从而使我们对过去的解释更加明智。这是通过一个三维网络世界来完成的,这个世界是由考古遗址的各种详细记录构建而成的。
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引用次数: 7
Virtual spaces as artifacts: implications for the design of educational CVEs 虚拟空间作为工件:教育性cve设计的启示
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253481
E. Prasolova-Førland
Space is important for learning and socializing. Cyberworlds provide a new space for socialization and communication with a great degree of flexibility, allowing users to create and manipulate virtual land. This suggests considering virtual spaces as artifacts. In this paper we use different theoretical approaches on artifacts and experiences of usage of a virtual world we have created to revise the original design and to derive a new set of requirements for virtual places and spatial artifacts.
空间对学习和社交很重要。网络世界以极大的灵活性为社交和交流提供了一个新的空间,允许用户创建和操纵虚拟土地。这建议将虚拟空间视为工件。在本文中,我们使用不同的理论方法对我们所创建的虚拟世界的人工制品和使用经验进行修改,并得出一套新的虚拟场所和空间人工制品的要求。
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引用次数: 26
Interactive distributed guided tours of historical sites 互动式分布式历史遗迹导览
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253489
D. Popovici, S. Morvan, E. Maisel, J. Tisseau
In this paper we propose a new metaphor of information retrieving, usable in heritage management and publishing. Based on the net, the user is able to participate in virtual guided tours, sessions of conferences-like. A human expert will be the guide for all the connected users. He will use different media (sound/video) to communicate; the members of the guided group will communicate through chat sessions. Each virtual tourist will be autonomous in its 3D world movements but he will receive audio/video information or other multimedia documents or 3D objects, eventually autonomous entities placed in its 3D virtual universe, from its guide. The guide is able to suggest to its group of tourists some interesting viewpoints during the tour. More, he is able to augment the database, particularly the associated behaviours to the entities. It is enough to analyse the entities in a scene and to attach them some new behaviours. For example, he can place in the environment some virtual guides, and the users will interact with them. These virtual guides recognise some keywords or intentions; i.e. if a tourist spends some time near a specific place, the virtual guide will initiate a dialog upon the place's history. The user is able to cancel the dialog with a virtual guide and return to its group. The application is based on the AReViJava (Atelier de Realite Virtuelle) platform, developed in our laboratory.
本文提出了一种新的信息检索隐喻,可用于遗产管理和出版。基于网络,用户可以参加虚拟导游、会议之类的会议。人类专家将成为所有连接用户的向导。他会使用不同的媒体(声音/视频)进行交流;导游小组的成员将通过聊天会话进行交流。每个虚拟游客在自己的3D世界运动中都是自主的,但他将从导游那里接收音频/视频信息或其他多媒体文件或3D对象,最终将这些自主实体放置在自己的3D虚拟世界中。导游能够在旅游过程中向旅行团推荐一些有趣的景点。此外,他还能够增强数据库,特别是与实体相关的行为。分析场景中的实体并附加一些新的行为就足够了。例如,他可以在环境中放置一些虚拟向导,用户将与它们进行交互。这些虚拟指南识别一些关键词或意图;例如,如果游客在一个特定的地方附近待了一段时间,虚拟导游就会启动一个关于这个地方历史的对话。用户可以取消与虚拟导游的对话并返回到其群组。该应用程序基于AReViJava (Atelier de Realite Virtuelle)平台,由我们的实验室开发。
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引用次数: 5
Sharing culture 分享文化
Pub Date : 1900-01-01 DOI: 10.1109/CYBER.2003.1253429
T. Grill, R. Kronsteiner, Gabriele Anderst-Kotsis
In cyberworlds as well as in real world environments there is a need to enable cooperation and communication. While IT support has enabled us to overcome the barriers of time and place in communication over distance, there is still the problem of bridging the gap across different cultures. In this paper we will study the possibility of IT support for "sharing culture", i.e. for communication across different cultures. Our attempt to realize this goal is the creation of a learning, proactive agent that keeps track of the communication in virtual environments. We try to support the communication partners during their interactions by providing information based on the type and content of the communication. The information provided by the agent is based on cultural differences that could lead to potential misunderstandings within a communication scenario. The idea is to design a pluggable agent to support cross-cultural communication for virtual communities in distributed environments.
无论是在网络世界还是在现实世界环境中,都需要实现合作与沟通。虽然信息技术的支持使我们能够克服时间和地点的障碍进行远距离交流,但仍然存在弥合不同文化之间差距的问题。在本文中,我们将研究IT支持“共享文化”的可能性,即跨不同文化的交流。我们试图实现这一目标是创造一个学习的、主动的代理,它可以跟踪虚拟环境中的通信。我们尝试通过提供基于通信类型和内容的信息来支持通信伙伴的交互。代理人提供的信息是基于文化差异的,这可能会导致交流场景中潜在的误解。这个想法是设计一个可插拔的代理来支持分布式环境中虚拟社区的跨文化交流。
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引用次数: 11
期刊
Proceedings. 2003 International Conference on Cyberworlds
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