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Time-aware geomedia browsing integration with virtual environment 时间感知几何图形浏览集成与虚拟环境
Pub Date : 2010-12-08 DOI: 10.5555/1994486.1994501
Akira Inoue, Michael Cohen
The aim of this research is integration of time-aware geomedia browsing with a virtual environment MultiSound Management System. We researched and developed a web service and application as contents based on such information. We approached the construction and design of the function and API (Application Program Interface) to develop an advanced web application. The web application is a web map application using some information, especially based on event and tracks information of famous historical person who existed in the past. Web application can display data on a map, and a web application user can study and learn history more engagingly, more easily and actively than with a purely textual interface.
本研究的目的是整合时间感知几何图形浏览与虚拟环境多声管理系统。我们研究并开发了基于这些信息的web服务和应用程序作为内容。我们着手构建和设计功能和API(应用程序接口)来开发一个高级的web应用程序。web应用程序是利用一些信息,特别是基于事件和历史上存在的著名历史人物的轨迹信息的web地图应用程序。Web应用程序可以在地图上显示数据,与纯文本界面相比,Web应用程序用户可以更有吸引力、更容易、更积极地研究和学习历史。
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引用次数: 2
Annotation threads in MADCOW 2.0 MADCOW 2.0中的注释线程
Pub Date : 2010-12-08 DOI: 10.5555/1994486.1994524
D. Avola, Paolo Bottoni, S. Levialdi, Emanuele Panizzi
MADCOW is a system for annotation of Web content, supporting the production and exploration of private and public annotations on text, images and videos in a Web page. Its design starts from the main requirement that the annotation activity must not disrupt the normal browsing of Web pages by a user. MADCOW allows interaction with the annotated portions of the page to provide access to the relative annotations. Conversely, the representation of the existing notes supports different forms of exploration of the Web page, and can become the starting point for further navigation over the Web. A uniform style of interaction has been adopted for creating and accessing annotations on text, images and videos, and some novel solutions have been introduced to cope with overlaps between the annotated portions. The annotation user experience is facilitated by enabling forms of in-place annotation and manipulation of both the annotated portion and the annotation content.
MADCOW是一个对Web内容进行注释的系统,支持对Web页面中的文本、图像和视频进行私人和公共注释的制作和探索。它的设计出发点是注释活动不能干扰用户对Web页面的正常浏览。MADCOW允许与页面的注释部分进行交互,以提供对相关注释的访问。相反,现有注释的表示支持对Web页面进行不同形式的探索,并且可以成为在Web上进一步导航的起点。在文本、图像和视频上创建和访问注释时采用了统一的交互样式,并引入了一些新颖的解决方案来处理注释部分之间的重叠。通过启用就地注释的形式以及对注释部分和注释内容的操作,简化了注释用户体验。
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引用次数: 4
Visual acceptance evaluation of soft shadow algorithms for virtual TV studios 虚拟电视演播室软阴影算法的视觉接受度评价
Pub Date : 2010-12-08 DOI: 10.5555/1994486.1994505
Hüseyin Ayten, J. Herder, Wolfgang Vonolfen
Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per second.
在计算机图形学中,阴影是空间对象渲染的一个重要方面。对于诸如游戏之类的实时计算机应用程序,尽可能准确地表示阴影是至关重要的。此外,许多电视台使用虚拟演播室系统而不是真实的演播室。特别是对于这些系统,渲染和混合场景的逼真印象非常重要。因此,一个挑战是创造一个自然的阴影印象。本文介绍了一项实证研究的结果,比较了不同阴影映射方法的性能和质量。为了这个测试,我们开发了一个原型工作室渲染器。使用具有许多特定分辨率的百分比更接近过滤器(pcf)来最小化混叠问题。分析了更先进的生成平滑阴影的算法,如百分比更接近软阴影(pcss)方法和方差阴影映射(vsm)方法。不同的开源api被用于开发虚拟工作室渲染器,提供永久增强的好处。渲染系统采用Ogre 3D图形引擎实现,得益于各种功能和插件。跟踪数据的传输由vrpn服务器/客户端和Intersense api完成。不同的阴影算法在虚拟工作室环境中进行比较,该环境也会投射真实的阴影,从而在整个经验用户研究中提供直接比较的机会。性能是以每秒帧数来衡量的。
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引用次数: 2
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Humans and Computers
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