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2017 International Conference on Cyberworlds (CW)最新文献

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Humans as Avatars in Smart and Playable Cities 智能和可玩城市中的人类化身
Pub Date : 2017-12-01 DOI: 10.1109/CW.2017.23
A. Nijholt
We compare the behavior of avatars in videogames with the expected behavior of humans in smart environments, particularly smart urban environments. As a result of this comparison we conclude that many aspects of controlling an avatar in a game environment will also be seen in controlling human behavior in smart urban environments. We predict a convergence of videogame environments with smart urban environments where the Artificial Intelligence (AI) of the game environment can be compared with the AI of the smart urban environment that is responsible for the functioning of the smart city. Game characteristics such as immediate rewards for good behavior can also be foreseen.
我们将电子游戏中虚拟角色的行为与智能环境(尤其是智能城市环境)中人类的预期行为进行比较。通过这种比较,我们得出结论,在游戏环境中控制角色的许多方面也可以在智能城市环境中控制人类行为。我们预测视频游戏环境与智能城市环境的融合,其中游戏环境的人工智能(AI)可以与负责智能城市功能的智能城市环境的人工智能进行比较。游戏特征,如对良好行为的即时奖励也可以预见。
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引用次数: 7
A Comparison of Audio Models for Virtual Reality Video 虚拟现实视频音频模型的比较
Pub Date : 2017-12-01 DOI: 10.1109/CW.2017.41
Steven Davies, Stuart Cunningham, R. Picking
This paper investigates the relationship between audio models for Virtual Reality (VR) video with respect to the senses of immersion and realism that each model delivers. Mono, Stereo, 5.1 Surround Sound, and a Virtual Spatialised Position configuration was developed for testing in a VR music video and evaluated with a user study. Participants experienced the VR video with these differing audio models as accompaniment a total of four times. Qualitative and quantitative data were recorded to evaluate user experience. The results indicate that no statistical significance was present between the four models in relation to immersion or realism, suggesting that complex audio renderings are not always necessary for effective user experience.
本文研究了虚拟现实(VR)视频音频模型之间的关系,以及每个模型所提供的沉浸感和真实感。开发了单声道,立体声,5.1环绕声和虚拟空间化位置配置,用于在VR音乐视频中进行测试,并通过用户研究进行评估。参与者在这些不同的音频模型的伴奏下共体验了四次VR视频。记录定性和定量数据以评估用户体验。结果表明,这四种模型在沉浸感或真实感方面没有统计学意义,这表明复杂的音频渲染对于有效的用户体验并不总是必要的。
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引用次数: 2
A Time-Line Approach for the Generation of Simulated Settlements 模拟聚落生成的时间线方法
Pub Date : 2017-09-20 DOI: 10.1109/CW.2017.32
Benjamin Williams, C. Headleand
In this paper we present a model for procedurally generating virtual settlements populated with roads, land parcels and buildings. Our model improves on existing research by considering historical influence on settlement growth. To do this, an interactive time-line is used, allowing for a designer to specify a number of architectural periods. These architectural periods are then used in the generation process, giving the designer a robust tool to interactively generate photo-realistic urban scenes. Our results show that a variety of settlement types and sizes can be generated. In addition, we demonstrate that road patterns within real-world settlements can be created using our system.
在本文中,我们提出了一个模型,用于程序生成虚拟定居点,其中包括道路,土地和建筑物。我们的模型通过考虑历史对聚落增长的影响来改进现有的研究。为此,使用了交互式时间线,允许设计人员指定许多体系结构时期。然后将这些建筑时期用于生成过程中,为设计师提供了一个强大的工具来交互式地生成逼真的城市场景。我们的研究结果表明,可以产生多种沉降类型和大小。此外,我们还展示了使用我们的系统可以创建现实世界住区中的道路模式。
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引用次数: 7
Traversing Social Networks in the Virtual Dance Hall: Visualizing History in VR 在虚拟舞厅中穿越社交网络:在VR中可视化历史
Pub Date : 2017-09-20 DOI: 10.1109/CW.2017.48
H. Southall, Lee Beever, P. Butcher
Digital recreations of historical sites and events are important tools both for academic researchers [6,7] and for public interpretation [7,9]. Current 3D visualization and VR technologies enable these recreations to be increasingly immersive and engaging [10,14]. This poster describes a case study based on a mid-twentieth century Chester dance hall, examining the possibilities and limitations of 3D VR for recreating a public music venue which no longer physically exists, and also for visualizing and analyzing the professional network of musicians who played there, and at many other local venues.
历史遗迹和事件的数字化再现对于学术研究人员[6,7]和公众解释[7,9]来说都是重要的工具。当前的3D可视化和VR技术使这些娱乐活动变得越来越身临其境和引人入胜[10,14]。这张海报描述了一个基于二十世纪中期切斯特舞厅的案例研究,研究了3D VR的可能性和局限性,用于重建一个不再存在的公共音乐场所,以及可视化和分析在那里演奏的音乐家的专业网络,以及许多其他当地场所。
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引用次数: 0
Artificial Folklore for Simulated Religions 模拟宗教的人工民俗
Pub Date : 2017-09-20 DOI: 10.1109/CW.2017.28
Jason Hall, Benjamin Williams, C. Headleand
In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed in order to generate fables appropriate for each deities persona. The intention of this work is to generate fables which can be used to contextualize a given simulated culture's beliefs.
在本文中,我们使用语法导向的程序内容生成(PCG)技术来开发民俗;根据七个基本的故事情节,为一个模拟的宗教。首先生成模拟社区的值层次结构。利用这些价值,程序生成了各种各样的神,每个神都有自己反映的价值和角色。然后遍历上下文无关语法,以生成适合每个神灵角色的表格。这项工作的目的是产生寓言,可以用来情境化一个给定的模拟文化的信仰。
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引用次数: 2
Adaptive Face Recognition Based on Image Quality 基于图像质量的自适应人脸识别
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.35
F. Zohra, M. Gavrilova
Quality of facial images has a great impact on the accuracy of the automated face recognition system. The intraclass variations introduced by varied facial quality due to variation in illumination conditions may degrade the performance of a face recognition system significantly. In this paper, we proposed an adaptive discrete wavelet transform (DWT) based face recognition approach which will normalize the illumination distortion using regional contrast limited adaptive histogram equalization (CLAHE) and discrete cosine transform (DCT) normalization based on the illumination quality. The DWT based approach is used to extract the low and high frequency facial features at different scales. In the proposed method, a weighted fusion of the low and high frequency subbands is computed to improve the identification accuracy under varying lighting conditions. The selection of fusion parameters is made using fuzzy membership functions. The performance of the proposed method was validated on the Extended Yale Database B. Experimental results depict that the proposed method outperforms some well known face recognition approaches.
人脸图像的质量对自动人脸识别系统的准确性有很大的影响。由于光照条件的变化而引起的不同面部质量引起的类内变化可能会显著降低人脸识别系统的性能。本文提出了一种基于自适应离散小波变换(DWT)的人脸识别方法,该方法利用区域对比度有限自适应直方图均衡化(CLAHE)和基于光照质量的离散余弦变换(DCT)归一化对光照失真进行归一化。采用基于小波变换的方法提取不同尺度下的低频和高频人脸特征。在该方法中,计算了低频子带和高频子带的加权融合,以提高不同光照条件下的识别精度。利用模糊隶属函数选择融合参数。在扩展的耶鲁数据库b上验证了该方法的性能,实验结果表明,该方法优于一些已知的人脸识别方法。
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引用次数: 6
A Machine Learning Approach for Ethnic Classification: The British Pakistani Face 种族分类的机器学习方法:英国巴基斯坦面孔
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.27
S. Jilani, H. Ugail, A. M. Bukar, Andrew Logan, T. Munshi
Ethnicity is one of the most salient clues to face identity. Analysis of ethnicity-specific facial data is a challenging problem and predominantly carried out using computer-based algorithms. Current published literature focusses on the use of frontal face images. We addressed the challenge of binary (British Pakistani or other ethnicity) ethnicity classification using profile facial images. The proposed framework is based on the extraction of geometric features using 10 anthropometric facial landmarks, within a purpose-built, novel database of 135 multi-ethnic and multi-racial subjects and a total of 675 face images. Image dimensionality was reduced using Principle Component Analysis and Partial Least Square Regression. Classification was performed using Linear Support Vector Machine. The results of this framework are promising with 71.11% ethnic classification accuracy using a PCA algorithm + SVM as a classifier, and 76.03% using PLS algorithm + SVM as a classifier.
种族是面对身份最显著的线索之一。分析特定种族的面部数据是一个具有挑战性的问题,主要使用基于计算机的算法进行。目前发表的文献集中在正面面部图像的使用上。我们使用侧面面部图像解决了二元(英国、巴基斯坦或其他种族)种族分类的挑战。提出的框架是基于在135个多民族和多种族受试者和总共675张人脸图像的专门构建的新数据库中,使用10个人体测量面部地标提取几何特征。利用主成分分析和偏最小二乘回归对图像进行降维。使用线性支持向量机进行分类。该框架使用PCA算法+ SVM作为分类器的种族分类准确率为71.11%,使用PLS算法+ SVM作为分类器的种族分类准确率为76.03%。
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引用次数: 11
Contrasting False Identities in Social Networks by Trust Chains and Biometric Reinforcement 通过信任链和生物特征强化对比社会网络中的虚假身份
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.42
F. Buccafurri, G. Lax, Denis Migdal, S. Nicolazzo, Antonino Nocera, C. Rosenberger
Fake identities and identity theft are issues whose relevance is increasing in the social network domain. This paper deals with this problem by proposing an innovative approach which combines a collaborative mechanism implementing a trust graph with keystroke-dynamic-recognition techniques to trust identities. The trust of each node is computed on the basis of neighborhood recognition and behavioral biometric support. The model leverages the word of mouth propagation and a settable degree of redundancy to obtain robustness. Experimental results show the benefit of the proposed solution even if attack nodes are present in the social network.
虚假身份和身份盗窃是社交网络领域日益突出的问题。针对这一问题,本文提出了一种创新的方法,将实现信任图的协作机制与按键动态识别技术相结合来实现身份的信任。基于邻域识别和行为生物特征支持计算每个节点的信任度。该模型利用口碑传播和可设置的冗余度来获得鲁棒性。实验结果表明,即使攻击节点存在于社交网络中,所提出的解决方案也是有效的。
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引用次数: 6
Building Immersive Data Visualizations for the Web 为Web构建沉浸式数据可视化
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.11
P. Butcher, Panagiotis D. Ritsos
We present our early work on building prototype applications for Immersive Analytics using emerging standards-based web technologies for VR. For our preliminary investigations we visualize 3D bar charts that attempt to resemble recent physical visualizations built in the visualization community. We explore some of the challenges faced by developers in working with emerging VR tools for the web, and in building effective and informative immersive 3D visualizations.
我们介绍了使用新兴的基于VR标准的web技术为沉浸式分析构建原型应用程序的早期工作。在我们的初步调查中,我们可视化了3D条形图,试图类似于可视化社区中构建的最近的物理可视化。我们探讨了开发人员在使用新兴的网络VR工具时所面临的一些挑战,以及在构建有效和信息丰富的沉浸式3D可视化时所面临的挑战。
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引用次数: 21
Visualizing Virtual Reality Imagery through Digital Holography 通过数字全息技术可视化虚拟现实图像
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.50
I. Pioaru
Tilt Brush, the Virtual Reality (VR) painting application developed by Google, is an impressive tool for creating digital 3D imagery, offering great new possibilities for art making and the creative industries. At the moment, Tilt Brush is still far from ubiquitous due to constraints such as the high cost of purchasing a VR system and the physical space required to run it. This means, on the one hand, that only a small number of creatives have the opportunity to work with this application and, on the other hand, that their artworks are inaccessible to most people, unless reduced to a 2D experience. However, if images created in VR were to be turned into holograms, the three-dimensionality of these productions could be preserved and experienced without the use of a VR headset, which would make them accessible to a wider public. This paper describes the process of transferring a project produced in Tilt Brush onto holographic format in order to obtain a double parallax hologram, and the difficulties encountered along the way.
Tilt Brush是由谷歌开发的虚拟现实(VR)绘画应用程序,是一个令人印象深刻的工具,用于创建数字3D图像,为艺术创作和创意产业提供了巨大的新可能性。目前,由于购买VR系统的高成本和运行它所需的物理空间等限制因素,Tilt Brush还远未普及。这意味着,一方面,只有少数创意人员有机会使用这个应用程序,另一方面,他们的艺术作品是大多数人无法访问的,除非减少到2D体验。然而,如果在VR中创建的图像被转换成全息图,这些作品的三维性可以在不使用VR头显的情况下被保留和体验,这将使更广泛的公众可以访问它们。本文介绍了用Tilt Brush将一个项目转换为全息格式以获得双视差全息图的过程,以及在此过程中遇到的困难。
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引用次数: 5
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2017 International Conference on Cyberworlds (CW)
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