首页 > 最新文献

2010 International Conference on Cyberworlds最新文献

英文 中文
Contrast-Enhanced Visual Cryptography Schemes Based on Additional Pixel Patterns 基于附加像素模式的对比度增强视觉密码方案
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.39
Thomas Monoth, P. B. Anto
Visual cryptography is a kind of secret image sharing scheme that uses the human visual system to perform the decryption computations. A visual cryptography scheme allows confidential messages to be encrypted into k-out-of-n secret sharing schemes. Whenever the number of participants from the group (n) is larger than or equal to the predetermined threshold value (k), the confidential message can be obtained by these participants. Contrast is one of the most important parameters in visual cryptography schemes. Usually, the reconstructed secret image will be darker (through contrast degradation) than the original secret image. The proposed scheme achieves better contrast and reduces the noise in the reconstructed secret image without any computational complexity. In this method, additional pixel patterns are used to improve the contrast of the reconstructed secret image. By using additional pixel patterns for the white pixels, the contrast of the reconstructed secret image can be improved than in the case of existing visual cryptography schemes.
视觉密码学是一种利用人类视觉系统进行解密计算的秘密图像共享方案。可视加密方案允许将机密消息加密为k / n个秘密共享方案。当群中的参与者数(n)大于或等于预先设定的阈值(k)时,这些参与者就可以获得机密消息。对比度是视觉密码方案中最重要的参数之一。通常,重建的秘密图像会比原始秘密图像更暗(由于对比度下降)。该方案在不增加计算复杂度的情况下,获得了更好的图像对比度,降低了图像噪声。在该方法中,使用额外的像素模式来提高重建的秘密图像的对比度。通过对白色像素使用额外的像素模式,可以比现有的视觉密码方案提高重建秘密图像的对比度。
{"title":"Contrast-Enhanced Visual Cryptography Schemes Based on Additional Pixel Patterns","authors":"Thomas Monoth, P. B. Anto","doi":"10.1109/CW.2010.39","DOIUrl":"https://doi.org/10.1109/CW.2010.39","url":null,"abstract":"Visual cryptography is a kind of secret image sharing scheme that uses the human visual system to perform the decryption computations. A visual cryptography scheme allows confidential messages to be encrypted into k-out-of-n secret sharing schemes. Whenever the number of participants from the group (n) is larger than or equal to the predetermined threshold value (k), the confidential message can be obtained by these participants. Contrast is one of the most important parameters in visual cryptography schemes. Usually, the reconstructed secret image will be darker (through contrast degradation) than the original secret image. The proposed scheme achieves better contrast and reduces the noise in the reconstructed secret image without any computational complexity. In this method, additional pixel patterns are used to improve the contrast of the reconstructed secret image. By using additional pixel patterns for the white pixels, the contrast of the reconstructed secret image can be improved than in the case of existing visual cryptography schemes.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123543120","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}
引用次数: 23
Setting Cyber-Instructors in Cyberspace 在网络空间设置网络教师
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.20
Leon Ho Chiau Wai, A. Sourin
Creating cyber-instructors or virtual humans in cyberspace capable of maintaining conversation with learners as well as offering different educational services may become an excellent teaching tool implementing personal mentoring in Cyber worlds. In this paper, a framework of the cyber-instructor based on the commonly available software tools is proposed. The components of the framework are replaceable and can be easily tuned to particular educational needs and technical implementations. Several implementations of the cyber-instructor with various looks and feels of the HCI have been studied and implemented such as 3D talking avatar, web chat with multimedia components and chat engine communication.
在网络空间中创建能够与学习者保持对话并提供不同教育服务的网络讲师或虚拟人可能成为在网络世界中实施个人指导的优秀教学工具。本文提出了一种基于常用软件工具的网络教师系统框架。框架的组件是可替换的,可以很容易地调整到特定的教育需求和技术实现。研究并实现了几种具有各种HCI外观和感觉的网络讲师,如3D聊天化身,带多媒体组件的网络聊天和聊天引擎通信。
{"title":"Setting Cyber-Instructors in Cyberspace","authors":"Leon Ho Chiau Wai, A. Sourin","doi":"10.1109/CW.2010.20","DOIUrl":"https://doi.org/10.1109/CW.2010.20","url":null,"abstract":"Creating cyber-instructors or virtual humans in cyberspace capable of maintaining conversation with learners as well as offering different educational services may become an excellent teaching tool implementing personal mentoring in Cyber worlds. In this paper, a framework of the cyber-instructor based on the commonly available software tools is proposed. The components of the framework are replaceable and can be easily tuned to particular educational needs and technical implementations. Several implementations of the cyber-instructor with various looks and feels of the HCI have been studied and implemented such as 3D talking avatar, web chat with multimedia components and chat engine communication.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125260569","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}
引用次数: 0
Modeling Cyberworlds for Cloud Computing 为云计算建模网络世界
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.9
T. Kunii
Emergence of cloud computing combined with its high availability through smart devices such as smart phones and media is requiring a transparent and highly universal modeling of the worlds in cloud computing to overcome combinatorial explosion of computing, that are actually cyber worlds. Hence, appropriate scalable modeling of cyber worlds meets the requirements effectively. Extreme diversities, versatility and dynamism of cloud computing applications are shown to be supported by the cyber world modeling in an incrementally modular abstraction hierarchy (IMAH) with homotopy extension property (HEP) and homotopy lifting property (HLP).
云计算的出现及其通过智能设备(如智能手机和媒体)的高可用性要求对云计算中的世界进行透明和高度通用的建模,以克服计算的组合爆炸,即实际上是网络世界。因此,适当的可伸缩网络世界建模可以有效地满足需求。在具有同伦可拓性(HEP)和同伦提升性(HLP)的增量模块化抽象层次(IMAH)中,网络世界建模支持了云计算应用的极端多样性、多功能性和动态性。
{"title":"Modeling Cyberworlds for Cloud Computing","authors":"T. Kunii","doi":"10.1109/CW.2010.9","DOIUrl":"https://doi.org/10.1109/CW.2010.9","url":null,"abstract":"Emergence of cloud computing combined with its high availability through smart devices such as smart phones and media is requiring a transparent and highly universal modeling of the worlds in cloud computing to overcome combinatorial explosion of computing, that are actually cyber worlds. Hence, appropriate scalable modeling of cyber worlds meets the requirements effectively. Extreme diversities, versatility and dynamism of cloud computing applications are shown to be supported by the cyber world modeling in an incrementally modular abstraction hierarchy (IMAH) with homotopy extension property (HEP) and homotopy lifting property (HLP).","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125372181","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}
引用次数: 0
Computer Generated Caricature: A Survey 计算机生成漫画:一项调查
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.33
S. Sadimon, M. Sunar, D. Mohamad, H. Haron
Caricature is a pictorial representation of a person or subject in summarizing way by exaggerating the most distinctive features and simplifies the common features in order to make that subject different from others and at the same time, preserve the likeness of the subject. Computer Generated Caricature is developed in order to assist the user in producing caricature automatically or semi-automatically. It is derived from the rapid advance in computer graphics and computer vision and introduced as a part of computer graphics’ non-photo realistic rendering technologies as well. Recently, Computer Generated Caricature becomes particularly interesting research topic due to the advantageous features of privacy, security, simplification, amusement and their explosive emergent real-world application such as in magazine, digital entertainment, Internet and mobile application. On the basis of the previous facts, this paper surveys the uses of caricature in variety of applications, theories and rules in the art of drawing caricature, how these theories are simulated in the development of caricature generation system and the current research trend in this field. Computer generated caricature can be divided into two main categories based on their input data type: human centered approach and image processing approach. Next, process of generating caricature from input photo is explained briefly. It also reported the state of the art techniques in generating caricature by classifying it into four approaches: interactive, regularity-based, learning-based and predefined database of caricature illustration. Lastly, this paper will discuss relevant issues, problems and several promising direction of future research.
漫画是一种以概括的方式,通过夸张最鲜明的特征和简化共同特征来描绘人物或主题的图画,以使该主题与其他主题不同,同时保持主题的相似性。计算机生成漫画是为了帮助用户自动或半自动地制作漫画而开发的。它源于计算机图形学和计算机视觉的快速发展,也是计算机图形学非照片真实感渲染技术的一部分。近年来,计算机生成漫画因其具有隐私性、安全性、简化性、娱乐性等优势,以及在杂志、数字娱乐、互联网和移动应用等现实世界中爆炸性的应用而成为一个特别有趣的研究课题。在此基础上,本文综述了漫画在漫画艺术中的各种应用、理论和规律,以及这些理论如何在漫画生成系统的发展中得到模拟,以及目前该领域的研究趋势。计算机生成的漫画根据其输入数据类型可以分为两大类:以人为中心的方法和图像处理的方法。其次,简要说明了从输入照片生成漫画的过程。它还报告了产生漫画的最新技术,将其分为四种方法:交互式,基于规则的,基于学习的和预定义的漫画插图数据库。最后,对相关问题、存在的问题和未来的研究方向进行了讨论。
{"title":"Computer Generated Caricature: A Survey","authors":"S. Sadimon, M. Sunar, D. Mohamad, H. Haron","doi":"10.1109/CW.2010.33","DOIUrl":"https://doi.org/10.1109/CW.2010.33","url":null,"abstract":"Caricature is a pictorial representation of a person or subject in summarizing way by exaggerating the most distinctive features and simplifies the common features in order to make that subject different from others and at the same time, preserve the likeness of the subject. Computer Generated Caricature is developed in order to assist the user in producing caricature automatically or semi-automatically. It is derived from the rapid advance in computer graphics and computer vision and introduced as a part of computer graphics’ non-photo realistic rendering technologies as well. Recently, Computer Generated Caricature becomes particularly interesting research topic due to the advantageous features of privacy, security, simplification, amusement and their explosive emergent real-world application such as in magazine, digital entertainment, Internet and mobile application. On the basis of the previous facts, this paper surveys the uses of caricature in variety of applications, theories and rules in the art of drawing caricature, how these theories are simulated in the development of caricature generation system and the current research trend in this field. Computer generated caricature can be divided into two main categories based on their input data type: human centered approach and image processing approach. Next, process of generating caricature from input photo is explained briefly. It also reported the state of the art techniques in generating caricature by classifying it into four approaches: interactive, regularity-based, learning-based and predefined database of caricature illustration. Lastly, this paper will discuss relevant issues, problems and several promising direction of future research.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114413126","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}
引用次数: 30
A Fuzzy Model to Update the Affective State of Virtual Humans: An Approach Based on Personality 一种基于人格的虚拟人情感状态更新模糊模型
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.40
Héctor Rafael Orozco-Aguirre, Félix F. Ramos, M. Ramos, D. Thalmann
In this paper, we present a fuzzy mechanism to update in a more natural way the emotional and mood states of virtual humans. To implement this mechanism, we take into account the ten personality scales defined by Minnesota Multiphasic Personality Inventory to endow virtual humans with a real personality. In this manner, we apply different sets of fuzzy rules to change and regulate the affective state of virtual humans according to their personality, emotional and mood history, and the level of intensity of events they perceive from their environment.
在本文中,我们提出了一种模糊机制,以更自然的方式更新虚拟人的情绪和情绪状态。为了实现这一机制,我们考虑了明尼苏达多相人格量表定义的十个人格量表,赋予虚拟人真实的人格。通过这种方式,我们根据虚拟人的个性、情感和情绪历史以及他们从环境中感知到的事件强度水平,应用不同的模糊规则集来改变和调节虚拟人的情感状态。
{"title":"A Fuzzy Model to Update the Affective State of Virtual Humans: An Approach Based on Personality","authors":"Héctor Rafael Orozco-Aguirre, Félix F. Ramos, M. Ramos, D. Thalmann","doi":"10.1109/CW.2010.40","DOIUrl":"https://doi.org/10.1109/CW.2010.40","url":null,"abstract":"In this paper, we present a fuzzy mechanism to update in a more natural way the emotional and mood states of virtual humans. To implement this mechanism, we take into account the ten personality scales defined by Minnesota Multiphasic Personality Inventory to endow virtual humans with a real personality. In this manner, we apply different sets of fuzzy rules to change and regulate the affective state of virtual humans according to their personality, emotional and mood history, and the level of intensity of events they perceive from their environment.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121856399","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}
引用次数: 3
Speech-Based Emotion Characterization Using Postures and Gestures in CVEs cve中基于语音的姿态和手势情感表征
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.75
Senaka Amarakeerthi, Rasika Ranaweera, Michael Cohen
Collaborative Virtual Environments (CVEs) have become increasingly popular in the past two decades. MostCVEs use avatar systems to represent each user logged into aCVE session. Some avatar systems are capable of expressing emotions with postures, gestures, and facial expressions. Inprevious studies, various approaches have been explored to convey emotional states to the computer, including voice and facial movements. We propose a technique to detect emotions in the voice of a speaker and animate avatars to reflect extracted emotions in real-time. The system has been developed in "Project Wonderland, " a Java-based open-source framework for creating collaborative 3D virtual worlds. In our prototype, six primitive emotional states— anger, dislike, fear, happiness, sadness, and surprise— were considered. An emotion classification system which uses short time log frequency power coefficients (LFPC) to represent features and hidden Markov models (HMMs) as the classifier was modified to build an emotion classification unit. Extracted emotions were used to activate existing avatar postures and gestures in Wonderland.
在过去的二十年里,协作虚拟环境(cve)变得越来越流行。大多数cve使用头像系统来表示登录到aCVE会话的每个用户。一些虚拟角色系统能够通过姿势、手势和面部表情来表达情感。在之前的研究中,已经探索了各种方法来将情绪状态传递给计算机,包括声音和面部动作。我们提出了一种技术来检测说话者声音中的情绪,并使化身动画来实时反映提取的情绪。该系统是在“Project Wonderland”中开发的,这是一个基于java的开源框架,用于创建协作3D虚拟世界。在我们的原型中,我们考虑了六种原始情绪状态——愤怒、厌恶、恐惧、快乐、悲伤和惊讶。对以短时间对数频率功率系数(LFPC)表示特征、隐马尔可夫模型(hmm)作为分类器的情感分类系统进行了改进,构建了情感分类单元。提取的情感被用来激活《Wonderland》中现有的角色姿势和手势。
{"title":"Speech-Based Emotion Characterization Using Postures and Gestures in CVEs","authors":"Senaka Amarakeerthi, Rasika Ranaweera, Michael Cohen","doi":"10.1109/CW.2010.75","DOIUrl":"https://doi.org/10.1109/CW.2010.75","url":null,"abstract":"Collaborative Virtual Environments (CVEs) have become increasingly popular in the past two decades. MostCVEs use avatar systems to represent each user logged into aCVE session. Some avatar systems are capable of expressing emotions with postures, gestures, and facial expressions. Inprevious studies, various approaches have been explored to convey emotional states to the computer, including voice and facial movements. We propose a technique to detect emotions in the voice of a speaker and animate avatars to reflect extracted emotions in real-time. The system has been developed in \"Project Wonderland, \" a Java-based open-source framework for creating collaborative 3D virtual worlds. In our prototype, six primitive emotional states— anger, dislike, fear, happiness, sadness, and surprise— were considered. An emotion classification system which uses short time log frequency power coefficients (LFPC) to represent features and hidden Markov models (HMMs) as the classifier was modified to build an emotion classification unit. Extracted emotions were used to activate existing avatar postures and gestures in Wonderland.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122025445","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}
引用次数: 5
Building Hand Motion-Based Character Animation: The Case of Puppetry 建立基于手部动作的角色动画:木偶戏的案例
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.24
Zhiqiang Luo, I. Chen, S. Yeo, Chih-Chung Lin, Tsai-Yen Li
Automatic motion generation for digital character under the real-time user control is a challenging problem for computer graphic research and virtual environment applications such as on-line games. The present study introduces a methodology to generate a glove puppet animation which is controlled by a new input device, called the Smart Glove, capturing the hand motion. An animation system is proposed to generate the puppet animation based on the procedural animation and motion capture data from Smart Glove. As the control of the puppet character in the animation takes into account the design of Smart Glove and the operation of the puppet in reality, the physical hand motion can either activate the designed procedural animation through motion recognition or tune the parameters of the procedural animation to build the new puppet motion, which allows the direct user control on the animation. The potential application and improvement of the current animation system are also discussed.
数字人物在用户实时控制下的自动运动生成是计算机图形学研究和网络游戏等虚拟环境应用中的一个具有挑战性的问题。本研究介绍了一种生成手套木偶动画的方法,该动画由一种称为智能手套的新输入设备控制,捕获手部运动。提出了一种基于过程动画和动作捕捉数据生成木偶动画的动画系统。由于动画中木偶角色的控制兼顾了智能手套的设计和现实中木偶的操作,所以实际的手部动作既可以通过动作识别激活设计好的程序动画,也可以通过调整程序动画的参数来构建新的木偶动作,从而使用户可以直接控制动画。讨论了当前动画系统的应用前景和改进方向。
{"title":"Building Hand Motion-Based Character Animation: The Case of Puppetry","authors":"Zhiqiang Luo, I. Chen, S. Yeo, Chih-Chung Lin, Tsai-Yen Li","doi":"10.1109/CW.2010.24","DOIUrl":"https://doi.org/10.1109/CW.2010.24","url":null,"abstract":"Automatic motion generation for digital character under the real-time user control is a challenging problem for computer graphic research and virtual environment applications such as on-line games. The present study introduces a methodology to generate a glove puppet animation which is controlled by a new input device, called the Smart Glove, capturing the hand motion. An animation system is proposed to generate the puppet animation based on the procedural animation and motion capture data from Smart Glove. As the control of the puppet character in the animation takes into account the design of Smart Glove and the operation of the puppet in reality, the physical hand motion can either activate the designed procedural animation through motion recognition or tune the parameters of the procedural animation to build the new puppet motion, which allows the direct user control on the animation. The potential application and improvement of the current animation system are also discussed.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129472786","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}
引用次数: 15
Automatic Reconstruction and Web Visualization of Complex PDE Shapes 复杂PDE形状的自动重建和Web可视化
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.13
M. Pang, Y. Sheng, A. Sourin, G. G. Castro, H. Ugail
Various Partial Differential Equations (PDE) have been used in computer graphics for approximating surfaces of geometric shapes by finding solutions to PDEs subject to suitable boundary conditions. The PDE boundary conditions are defined as 3D curves on the surface of the shapes. We propose how to automatically derive these curves as boundaries of curved patches on the surface of the original polygon mesh. The analytic solution to the PDE used throughout this work is fully determined by finding a set of coefficients associated with parametric functions according to the particular set of boundary conditions. The PDE coefficients require an order of magnitude smaller space compared to the original polygon data and can be interactively rendered with different level of detail. It allows for an efficient exchange of the PDE shapes in 3D Cyber worlds and their web visualization. In this paper we analyze and formulate the requirements for extracting suitable boundary conditions, describe the algorithm for the automatic deriving of the boundary curves, and present its implementation as a part of the function-based extension of VRML and X3D.
在计算机图形学中,通过在适当的边界条件下求偏微分方程的解来逼近几何形状的曲面。PDE边界条件定义为形状表面上的三维曲线。我们提出了如何自动导出这些曲线作为原始多边形网格表面弯曲块的边界。整个工作中使用的偏微分方程的解析解完全取决于根据特定的边界条件找到一组与参数函数相关的系数。与原始多边形数据相比,PDE系数所需的空间要小一个数量级,并且可以以不同的细节级别进行交互渲染。它允许在3D网络世界及其网络可视化中有效地交换PDE形状。本文分析并制定了提取合适边界条件的要求,描述了边界曲线自动导出的算法,并作为VRML和X3D的基于函数的扩展的一部分给出了实现。
{"title":"Automatic Reconstruction and Web Visualization of Complex PDE Shapes","authors":"M. Pang, Y. Sheng, A. Sourin, G. G. Castro, H. Ugail","doi":"10.1109/CW.2010.13","DOIUrl":"https://doi.org/10.1109/CW.2010.13","url":null,"abstract":"Various Partial Differential Equations (PDE) have been used in computer graphics for approximating surfaces of geometric shapes by finding solutions to PDEs subject to suitable boundary conditions. The PDE boundary conditions are defined as 3D curves on the surface of the shapes. We propose how to automatically derive these curves as boundaries of curved patches on the surface of the original polygon mesh. The analytic solution to the PDE used throughout this work is fully determined by finding a set of coefficients associated with parametric functions according to the particular set of boundary conditions. The PDE coefficients require an order of magnitude smaller space compared to the original polygon data and can be interactively rendered with different level of detail. It allows for an efficient exchange of the PDE shapes in 3D Cyber worlds and their web visualization. In this paper we analyze and formulate the requirements for extracting suitable boundary conditions, describe the algorithm for the automatic deriving of the boundary curves, and present its implementation as a part of the function-based extension of VRML and X3D.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132293961","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}
引用次数: 3
Human-Computer Interaction for BCI Games: Usability and User Experience BCI游戏的人机交互:可用性和用户体验
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.22
D. P. Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, C. Mühl, M. Poel, D. Heylen, A. Nijholt
Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.
脑机接口(BCI)有很多问题,比如延迟、识别能力差、训练时间长和硬件笨重。玩家是这种新型互动模式的潜在目标群体,但为什么健康的受试者会想要使用它呢?BCI提供了其他输入方式无法提供的信息和特性的组合。但是,为了使这项技术得到普遍接受,在设计此类系统时需要考虑可用性和用户体验。本文讨论了将人机交互(HCI)知识应用于游戏BCI设计的结果。通过研究实例和展示来说明HCI与BCI的集成,旨在将这一有前途的技术带出实验室。未来的研究需要超越可行性测试,以证明脑机接口也适用于现实世界的环境。
{"title":"Human-Computer Interaction for BCI Games: Usability and User Experience","authors":"D. P. Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, C. Mühl, M. Poel, D. Heylen, A. Nijholt","doi":"10.1109/CW.2010.22","DOIUrl":"https://doi.org/10.1109/CW.2010.22","url":null,"abstract":"Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133127200","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}
引用次数: 64
A New Graphical Password Scheme Resistant to Shoulder-Surfing 一种新的抗肩冲浪图形密码方案
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.34
Haichang Gao, Zhongjie Ren, Xiuling Chang, Xiyang Liu, U. Aickelin
Shoulder-surfing is a known risk where an attacker can capture a password by direct observation or by recording the authentication session. Due to the visual interface, this problem has become exacerbated in graphical passwords. There have been some graphical schemes resistant or immune to shoulder-surfing, but they have significant usability drawbacks, usually in the time and effort to log in. In this paper, we propose and evaluate a new shoulder-surfing resistant scheme which has a desirable usability for PDAs. Our inspiration comes from the drawing input method in DAS and the association mnemonics in Story for sequence retrieval. The new scheme requires users to draw a curve across their password images orderly rather than click directly on them. The drawing input trick along with the complementary measures, such as erasing the drawing trace, displaying degraded images, and starting and ending with randomly designated images provide a good resistance to shoulder-surfing. A preliminary user study showed that users were able to enter their passwords accurately and to remember them over time.
肩冲浪是一种已知的风险,攻击者可以通过直接观察或记录身份验证会话来获取密码。由于可视化界面,这个问题在图形密码中变得更加严重。有一些图形方案可以抵抗或不受肩部冲浪的影响,但它们在可用性上有明显的缺点,通常是在登录的时间和精力上。本文提出并评估了一种新的抗肩冲浪方案,该方案对pda具有良好的可用性。我们的灵感来自于DAS中的绘图输入法和Story中用于序列检索的关联助记法。新方案要求用户在密码图像上有序地画一条曲线,而不是直接点击它们。绘制输入技巧以及诸如擦除绘制轨迹、显示退化图像以及以随机指定的图像开始和结束等补充措施提供了良好的抗肩冲浪性能。一项初步的用户研究表明,用户能够准确地输入密码,并随着时间的推移记住它们。
{"title":"A New Graphical Password Scheme Resistant to Shoulder-Surfing","authors":"Haichang Gao, Zhongjie Ren, Xiuling Chang, Xiyang Liu, U. Aickelin","doi":"10.1109/CW.2010.34","DOIUrl":"https://doi.org/10.1109/CW.2010.34","url":null,"abstract":"Shoulder-surfing is a known risk where an attacker can capture a password by direct observation or by recording the authentication session. Due to the visual interface, this problem has become exacerbated in graphical passwords. There have been some graphical schemes resistant or immune to shoulder-surfing, but they have significant usability drawbacks, usually in the time and effort to log in. In this paper, we propose and evaluate a new shoulder-surfing resistant scheme which has a desirable usability for PDAs. Our inspiration comes from the drawing input method in DAS and the association mnemonics in Story for sequence retrieval. The new scheme requires users to draw a curve across their password images orderly rather than click directly on them. The drawing input trick along with the complementary measures, such as erasing the drawing trace, displaying degraded images, and starting and ending with randomly designated images provide a good resistance to shoulder-surfing. A preliminary user study showed that users were able to enter their passwords accurately and to remember them over time.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128879159","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}
引用次数: 132
期刊
2010 International Conference on Cyberworlds
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1