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2017 International Conference on Cyberworlds (CW)最新文献

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Interactive Physics-Based Deformation for Virtual Worlds 虚拟世界中基于交互物理的变形
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.21
Andreas Riffnaller-Schiefer, U. Augsdörfer, D. Fellner
When creating immersive interactive virtual worlds, it is important to not only provide plausible visuals, but also to allow the user to interact with the virtual scene in a natural way. While rigid-body physics simulations are widely used to provide basic interaction, realistic soft-body deformations of virtual objects are challenging and therefore typically not offered.We present a client-server architecture for interactive physics-based deformation, which makes it possible to add physically accurate response to interaction to any virtual environment. The architecture is highly flexible, can be used from any web enabled client, and facilitates synchronization of computed deformations across multiple users and devices.
在创建沉浸式交互式虚拟世界时,重要的是不仅要提供可信的视觉效果,还要让用户以自然的方式与虚拟场景进行交互。虽然刚体物理模拟广泛用于提供基本的交互,但虚拟对象的真实软体变形具有挑战性,因此通常不提供。我们提出了一种基于交互物理变形的客户机-服务器体系结构,这使得在任何虚拟环境中添加对交互的物理精确响应成为可能。该架构非常灵活,可以从任何启用web的客户端使用,并促进跨多个用户和设备计算变形的同步。
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引用次数: 2
3D Re-creation of Heritage Artefacts Using a Hybrid of CGI and Holography 使用CGI和全息术的混合3D重建文物
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.17
A. Osanlou, Shuo Wang, P. Excell
Digital holograms are presented as a way to re-present and contextualise works of art that are too valuable or fragile to be transported to, and placed in, a holographic imaging system. The prototype exercise was conducted on Chinese Yuan Dynasty blue-and-white porcelain artefacts. The specific aim of the work was to explore digital holographic printing as an innovative technology to recover detailed comprehensive impressions of such cultural relics and their environment. Instead of the use of specialist holographic imaging devices, a sequence of conventional photographs of the artefacts was taken and these were then used to create CGI three-dimensional images of them. The CGI recreations were then used to create digital holograms which were printed using an innovative printer developed within the authors' research group. Further, the environment in which the artefacts were discovered had only been very sketchily recorded and hence reasonable artistic licence was used to create CGI representations of this to create holograms showing the complete archaeological experience.
数字全息图是一种再现和背景化艺术作品的方式,这些作品太有价值或太脆弱,无法被运送到全息成像系统中。原型练习是在中国元代青花瓷工艺品上进行的。这项工作的具体目的是探索数字全息印刷作为一种创新技术,以恢复这些文物及其环境的详细综合印象。他们没有使用专业的全息成像设备,而是拍摄了一系列传统的文物照片,然后用这些照片创建了它们的CGI三维图像。然后使用CGI重现来创建数字全息图,并使用作者研究小组开发的创新打印机进行打印。此外,发现文物的环境只有非常粗略的记录,因此合理的艺术许可被用于创建CGI表示,以创建显示完整考古体验的全息图。
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引用次数: 1
FiVES: An Aspect-Oriented Virtual Environment Server 第五:面向方面的虚拟环境服务器
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.15
Torsten Spieldenner, Sergiy Byelozyorov, Michael Guldner, P. Slusallek
Virtual Environments have become a compelling tool for various applications beyond gaming and Virtual Worlds, for example for education, collaborative engineering, or simulation and visualization. In the emerging field of smart environments, like Smart Cities and Smart Factories for industry or agriculture, a digital counterpart of a real world site, driven by hundreds of Internet of Things (IoT) sensors that emit their data in realtime, is a central part of the application. Maintaining such a large-scale virtual environment and keeping it up-to-date with changing requirements set by connected sensors and services is a challenge. For this, we present FiVES, a server framework that is based on an aspect-oriented architecture to create highly maintainable large-scale virtual environments by avoiding crosscutting concerns like tangling or scattering of code between modules in resulting applications. We present a fully functional implementation of our system that builds on an extendable and versatile data model, a flexible plugin mechanism, and a transparent yet efficient synchronization layer that is independent of the modules from which applications are assembled.
虚拟环境已经成为除了游戏和虚拟世界之外的各种应用程序的引人注目的工具,例如教育,协作工程,或模拟和可视化。在智能环境的新兴领域,如工业或农业的智能城市和智能工厂,由数百个实时发射数据的物联网(IoT)传感器驱动的现实世界站点的数字对应物是应用程序的核心部分。维护如此大规模的虚拟环境,并使其与连接的传感器和服务设置的不断变化的需求保持同步是一项挑战。为此,我们提出了FiVES,这是一个基于面向方面的体系结构的服务器框架,通过避免横切问题(如在最终应用程序的模块之间纠缠或分散代码)来创建高度可维护的大规模虚拟环境。我们提供了一个全功能的系统实现,它建立在一个可扩展和通用的数据模型、一个灵活的插件机制和一个透明而高效的同步层之上,该同步层独立于组装应用程序的模块。
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引用次数: 4
Automatic Generation of a 3D Terrain Model from Key Contours 从关键轮廓自动生成3D地形模型
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.38
Kenichi Sugihara, Takahiro Murase
In our research, a 3D terrain model is automatically generated from key contour polygons by straight skeleton computation. Based on key contours given elevation, the faces connecting key contours are automatically formed, and thus 3D terrain models are automatically created. The proposed system performs physical simulations, using a more realistic environment, such as an automatically generated 3D town model placed on a 3D terrain model, and mass granular flow based on Newtonian mechanics.
在我们的研究中,通过直线骨架计算,从关键的轮廓多边形自动生成三维地形模型。根据给定高程的关键等高线,自动生成连接关键等高线的面,从而自动生成三维地形模型。该系统使用更真实的环境进行物理模拟,例如将自动生成的3D城镇模型放置在3D地形模型上,以及基于牛顿力学的质量颗粒流。
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引用次数: 0
Semantic Cyberspace of Scientific Papers 科技论文的语义网络空间
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.24
M. Charnine, S. Klimenko
In this paper we describe a cyberspace of scientific papers, in which the most cited and significant documents are represented by a large size and the distance between documents is proportional to their semantic similarity. A new measure of semantic similarity of documents is proposed that is determined by the maximum correlation between explicit and implicit connectivity of the documents. A new science contextual citation index (SCCI) that is defined by a correlation maximum with a science citation index (SCI) is proposed and implemented. SCCI can more accurately measure scientific impact, find significant documents and evaluate new articles with zero SCI. SCCI also can be used in subject areas that do not have formal references. The proposed cyberspace more accurately displays semantic similarity between significant articles.
在本文中,我们描述了一个科学论文的网络空间,其中被引用最多和最重要的文档用大尺寸表示,并且文档之间的距离与它们的语义相似度成正比。提出了一种新的文档语义相似度度量方法,该方法由文档的显式连接和隐式连接之间的最大关联来确定。提出并实现了一种新的科学上下文引文索引(SCCI),该索引通过与科学引文索引(SCI)的关联最大值来定义。SCCI可以更准确地衡量科学影响,发现重要文献和评估零SCI的新文章。SCCI还可以用于没有正式参考文献的主题领域。所提出的网络空间更准确地显示了重要文章之间的语义相似性。
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引用次数: 3
Voxel-Based Interactive Rendering of Translucent Materials under Area Lights Using Sparse Samples 基于体素的区域光下使用稀疏样本的半透明材料交互渲染
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.54
Ming Di Koa, H. Johan, A. Sourin
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging. In our work, we develop a voxel illumination framework for translucent materials illuminated by area lights. Our voxel illumination framework consists of two voxel structures. They are the Enhanced Subsurface Light Propagation Volumes (ESLPV), which handles the local translucent material appearance and the Light Propagation Volumes (LPV), which handles indirect illumination for the entire scene. Using a set of sparsely distributed Poisson disk samples in the ESLPV and LPV, illumination can be gathered from area lights. A uniform set of Poisson disk samples on the translucent objects is resampled and chosen as Translucent Planar Lights (TPLs) and is used to distribute lighting from translucent objects into the LPV by an additional gathering process. Our technique allows for direct and indirect illuminations from highly scattering translucent materials to be rendered interactively under area lighting at good quality. We can achieve similar effects, such as scattered light illumination from translucent materials, when compared to offline renderers without precomputations.
在虚拟世界中,半透明材料的交互渲染一直是具有挑战性的。在我们的工作中,我们开发了一个由区域灯照明的半透明材料的体素照明框架。我们的体素照明框架由两个体素结构组成。它们是增强亚表面光传播体(ESLPV),用于处理局部半透明材料外观,以及光传播体(LPV),用于处理整个场景的间接照明。在ESLPV和LPV中使用一组稀疏分布的泊松盘样本,可以从区域灯中收集照明。在半透明物体上的一组均匀的泊松盘样本被重新采样并选择为半透明平面光(tpl),并通过额外的收集过程将半透明物体的光线分配到LPV中。我们的技术允许高散射半透明材料的直接和间接照明在高质量的区域照明下进行交互渲染。与没有预计算的离线渲染器相比,我们可以实现类似的效果,例如半透明材料的散射光照明。
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引用次数: 2
Software and Malware Capabilities: Opinions on (Inter)national Security 软件和恶意软件能力:关于(国际)国家安全的意见
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.46
Jantje A. M. Silomon, A. W. Roscoe
Modern life is permeated by software which provides a large attack surface, ranging from generic malware attacks that can be classed as mere nuisance to sophistically created and targeted code touted as a next generation of weapons. Although some research on this broad area of cyber weapons exists, the solicitation of public opinion through surveys is lacking. This paper presents the results of a questionnaire concerning the attitudes and understanding of cyber weapons in relation to international security. The results of the study suggest that there is a statistically significant difference between respondents employed in the 'Military', 'Academia', or 'Other' professions concerning questions of capabilities and the demise of the state-centric model.
现代生活中充斥着软件,这些软件提供了一个巨大的攻击面,从可以归类为纯粹讨厌的通用恶意软件攻击到被吹捧为下一代武器的复杂创建和目标代码。虽然有一些关于网络武器这一广泛领域的研究,但缺乏通过调查征求公众意见。本文介绍了一份关于网络武器与国际安全关系的态度和理解的问卷调查结果。研究结果表明,在“军事”、“学术界”或“其他”职业中受雇的受访者在能力问题和国家中心模式的消亡方面存在统计学上的显著差异。
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引用次数: 3
NPR Hair Modeling with Parametric Clumps NPR头发建模与参数团块
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.20
Kunio Yamamoto, Toma Shimosoyama, T. Noma
This paper presents a modeling method for NPR hair composed of parametric 3D clumps. The clump parameters are not only for modifying a single clump but also for modifying all or large part of clumps similarly and simultaneously, and then a user can create a hairstyle only by adjusting the parameters. Our experiments show that even naive users can model a variety of hairstyles with little effort.
本文提出了一种由参数化三维团块组成的NPR毛发的建模方法。簇参数不仅可以修改单个簇,还可以类似地同时修改全部或大部分簇,然后用户只需调整参数即可创建发型。我们的实验表明,即使是天真的用户也可以毫不费力地模拟各种发型。
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引用次数: 1
Crowd-Sourced Procedural Animation Optimisation: Comparing Desktop and VR Behaviour 众包程序动画优化:比较桌面和VR行为
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.52
Gareth Henshall, W. Teahan, L. A. Cenydd
Procedural animation systems are capable of synthesising life-like organic motion automatically. However due to extensive parameterisation, tuning these systems can be very difficult. Not only are there potentially hundreds of interlinked parameters, the resultant animation can be very subjective and the process is difficult to automate effectively.In this paper we describe a crowd-sourced approach to procedural animation parameter optimisation using genetic algorithms. We test our approach by asking users to interactively rate a population of virtual dolphins to a prescribed behavioural criteria. Our results show that within a few generations a group of users can successfully tune the system toward a desired behaviour.Our secondary motivation is to investigate if there are differences in animation and behavioural preference between observations made using a standard desktop monitor and those made using Virtual Reality (VR). We describe a study where users tuned two sets of dolphin animation systems in parallel, one using a normal monitor and another using an Oculus Rift. Our results indicate that being immersed in VR leads to some key differences in preferred behaviour.
程序动画系统能够自动合成类似生命的有机运动。然而,由于广泛的参数化,调优这些系统可能非常困难。不仅可能有数百个相互关联的参数,生成的动画可能非常主观,而且很难有效地自动化。在本文中,我们描述了一种使用遗传算法进行程序动画参数优化的众包方法。我们通过让用户根据规定的行为标准对一群虚拟海豚进行交互式评分来测试我们的方法。我们的结果表明,在几代人的时间内,一组用户可以成功地将系统调整到期望的行为。我们的第二个动机是调查使用标准桌面显示器和使用虚拟现实(VR)进行的观察之间是否存在动画和行为偏好的差异。我们描述了一项研究,用户并行调整两套海豚动画系统,一套使用普通显示器,另一套使用Oculus Rift。我们的研究结果表明,沉浸在虚拟现实中会导致偏好行为的一些关键差异。
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引用次数: 2
Willingness of Distracted Smartphone Users on the Move to be Interrupted in Potentially Dangerous Situations 智能手机用户在潜在危险情况下被干扰的意愿
Pub Date : 2017-09-01 DOI: 10.1109/CW.2017.60
Sandra Beuck, A. Scheurer, Matthias Wölfel
The use of smart devices has become an integrated part of our everyday life. Communication is now possible any place and any time. The distraction caused by these devices, however, can lead to potentially dangerous situations. To mitigate these situations, various researchers have proposed and developed solutions to analyze the environment and to alert the user if a situation is evaluated dangerous. While seeking technical solutions, the concerns of the users are usually not addressed. With our study we put the needs of the user into focus and investigated the acceptance and other issues of such applications. We found that environment awareness for users receiving warnings can be significantly improved compared to those who do not . We also found that 56% of the participants who tested a safety application and received warnings would use it, while only 46% would use it a-priori without testing it. We can also confirm that females are more willing to use a safety application than men.
智能设备的使用已经成为我们日常生活中不可或缺的一部分。通信现在是可能的,任何地点,任何时间。然而,这些设备引起的分心可能会导致潜在的危险情况。为了缓解这些情况,不同的研究人员提出并开发了分析环境的解决方案,并在评估危险情况时提醒用户。在寻求技术解决方案时,用户的关注点通常没有得到解决。在我们的研究中,我们将用户的需求放在重点位置,并调查了此类应用程序的接受度和其他问题。我们发现,与那些没有收到警告的用户相比,收到警告的用户的环境意识可以显著提高。我们还发现,56%的参与者在测试安全应用程序并收到警告后会使用它,而只有46%的参与者会在没有测试的情况下先验地使用它。我们还可以确认,女性比男性更愿意使用安全应用程序。
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引用次数: 2
期刊
2017 International Conference on Cyberworlds (CW)
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