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.
{"title":"Interactive Physics-Based Deformation for Virtual Worlds","authors":"Andreas Riffnaller-Schiefer, U. Augsdörfer, D. Fellner","doi":"10.1109/CW.2017.21","DOIUrl":"https://doi.org/10.1109/CW.2017.21","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127652325","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"3D Re-creation of Heritage Artefacts Using a Hybrid of CGI and Holography","authors":"A. Osanlou, Shuo Wang, P. Excell","doi":"10.1109/CW.2017.17","DOIUrl":"https://doi.org/10.1109/CW.2017.17","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114340580","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"FiVES: An Aspect-Oriented Virtual Environment Server","authors":"Torsten Spieldenner, Sergiy Byelozyorov, Michael Guldner, P. Slusallek","doi":"10.1109/CW.2017.15","DOIUrl":"https://doi.org/10.1109/CW.2017.15","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126862026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Automatic Generation of a 3D Terrain Model from Key Contours","authors":"Kenichi Sugihara, Takahiro Murase","doi":"10.1109/CW.2017.38","DOIUrl":"https://doi.org/10.1109/CW.2017.38","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"102 37","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113945904","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Semantic Cyberspace of Scientific Papers","authors":"M. Charnine, S. Klimenko","doi":"10.1109/CW.2017.24","DOIUrl":"https://doi.org/10.1109/CW.2017.24","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115716929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Voxel-Based Interactive Rendering of Translucent Materials under Area Lights Using Sparse Samples","authors":"Ming Di Koa, H. Johan, A. Sourin","doi":"10.1109/CW.2017.54","DOIUrl":"https://doi.org/10.1109/CW.2017.54","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122060713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Software and Malware Capabilities: Opinions on (Inter)national Security","authors":"Jantje A. M. Silomon, A. W. Roscoe","doi":"10.1109/CW.2017.46","DOIUrl":"https://doi.org/10.1109/CW.2017.46","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129976833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"NPR Hair Modeling with Parametric Clumps","authors":"Kunio Yamamoto, Toma Shimosoyama, T. Noma","doi":"10.1109/CW.2017.20","DOIUrl":"https://doi.org/10.1109/CW.2017.20","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128672908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Crowd-Sourced Procedural Animation Optimisation: Comparing Desktop and VR Behaviour","authors":"Gareth Henshall, W. Teahan, L. A. Cenydd","doi":"10.1109/CW.2017.52","DOIUrl":"https://doi.org/10.1109/CW.2017.52","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126521268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Willingness of Distracted Smartphone Users on the Move to be Interrupted in Potentially Dangerous Situations","authors":"Sandra Beuck, A. Scheurer, Matthias Wölfel","doi":"10.1109/CW.2017.60","DOIUrl":"https://doi.org/10.1109/CW.2017.60","url":null,"abstract":"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.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130607947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}