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2010 International Conference on Cyberworlds最新文献

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Looking for a Good Time: Information Seeking in a Mobile Content Sharing and Gaming Environments 寻找一个好时机:在移动内容共享和游戏环境中寻找信息
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.64
Guanghao Low, D. Goh, C. S. Lee
Indagator is a mobile application which incorporates multiplayer, pervasive gaming elements into content sharing. The application allows users to annotate physical locations with multimedia content (annotations), and concurrently, provide opportunities for play through creating and engaging interactive game elements, earning points, and socializing. This paper examines the motivations for accessing and viewing annotations in Indagator, and highlights the influence of introducing games to mobile content sharing applications in general. Participants used Indagator for one week and were thereafter interviewed. Results were drawn by triangulating data from the interview, server logs, and the content of the annotations accessed. Three overarching motivation categories for accessing annotations emerged from our analysis – Facts, Friends, and Fun. Further, participants generally felt that games would sustain their interest in accessing annotations in the long run. Implications of our work are also discussed.
Indagator是一款将多人游戏元素融入内容共享的手机应用。该应用程序允许用户用多媒体内容(注释)注释物理位置,同时,通过创建和参与互动游戏元素,赚取积分和社交,提供玩游戏的机会。本文探讨了在Indagator中访问和查看注释的动机,并强调了将游戏引入移动内容共享应用程序的影响。参与者使用指示器一周后接受访谈。结果是通过对采访数据、服务器日志和访问的注释内容进行三角测量得出的。从我们的分析中可以看出访问注释的三个主要动机类别——事实、朋友和乐趣。此外,参与者普遍认为,从长远来看,游戏会保持他们访问注释的兴趣。本文还讨论了本研究的意义。
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引用次数: 2
Interactive Lighting and Material Design System for Cyber Worlds 网络世界的交互照明和材料设计系统
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.54
Kei Iwasaki, Y. Dobashi, T. Nishita
Interactive rendering under complex real world illumination is essential for many applications such as material design, lighting design, and virtual realities. For such applications, interactive manipulations of viewpoints, lighting, BRDFs, and positions of objects are beneficial to designers and users. This paper proposes a system that acquires complex, all-frequency lighting environments and renders dynamic scenes under captured illumination, for lighting and material design applications in cyber worlds. To capture real world lighting environments easily, our method uses a camera equipped with a cellular phone. To handle dynamic scenes of rigid objects and dynamic BRDFs, our method decomposes the visibility function at each vertex of each object into the occlusion due to the object itself and occlusions due to other objects, which are represented by a nonlinear piecewise constant approximation, called cuts. Our method proposes a compact cut representation and efficient algorithm for cut operations. By using our system, interactive manipulation of positions of objects and real time rendering with dynamic viewpoints, lighting, and BRDFs can be achieved.
复杂现实世界照明下的交互渲染对于材料设计、照明设计和虚拟现实等许多应用都是必不可少的。对于这样的应用程序,视点、照明、brdf和对象位置的交互式操作对设计师和用户都是有益的。本文提出了一个系统,该系统可以获取复杂的全频率照明环境,并在捕获的照明下呈现动态场景,用于网络世界的照明和材料设计应用。为了轻松捕捉真实世界的照明环境,我们的方法使用配备手机的相机。为了处理刚性物体和动态brdf的动态场景,我们的方法将每个物体每个顶点的可见性函数分解为物体本身的遮挡和其他物体的遮挡,它们由非线性分段常数近似表示,称为cuts。我们的方法提出了一种紧凑的切割表示和高效的切割操作算法。通过使用我们的系统,可以实现对象位置的交互式操作和动态视点、照明和brdf的实时渲染。
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引用次数: 0
Virtual Trade Fair: A Multiuser 3D Virtual World for Business 虚拟交易会:一个多用户的3D商业虚拟世界
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.52
I. Remolar, M. Chover, R. Quirós, J. Gumbau, Francisco Ramos, P. Castelló, Cristina Rebollo
Online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a economic trade relationship with their customers. This article presents a multi-user virtual trade fair developed using the technology of 3D game engines. This makes it possible to obtain a high degree of realism and benefit from every advantage of using this software: very real lighting, cast shadows, collision detection, animation, etc. Moreover, the virtual trade fair is accessible online only requiring a plug-in to be installed on the visitor’s computer for them to be able to enter the virtual world. In order to facilitate management of the business fair, our application builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the necessary code for it to be included in the rendered virtual world. In addition, some interactive objects can be added to the virtual stand to provide fair visitors with essential information such as business contact details, publicity catalogues and so on. Finally, users, who are represented by avatars, can interact with each other while they are visiting the virtual fair.
在线虚拟交易会在商业世界变得越来越流行。它们使公司能够与客户建立经济贸易关系。本文介绍了一个利用3D游戏引擎技术开发的多用户虚拟交易会。这使得它有可能获得高度的现实主义,并受益于使用这个软件的每一个优势:非常真实的照明,投射阴影,碰撞检测,动画等。此外,虚拟交易会可以在线访问,只需要在访问者的计算机上安装一个插件,他们就可以进入虚拟世界。为了方便展会的管理,我们的应用程序自动构建了3D对象。展会的参与者可以定制他们的虚拟展台,应用程序将生成必要的代码,以便将其包含在呈现的虚拟世界中。此外,还可在虚拟展台上添加一些互动物品,为参观者提供必要的信息,如商业联系方式、宣传目录等。最后,由虚拟形象代表的用户可以在参观虚拟博览会时相互交流。
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引用次数: 3
CollaBoard: A Novel Interactive Electronic Whiteboard for Remote Collaboration with People on Content CollaBoard:一种用于内容远程协作的新型交互式电子白板
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.17
A. Kunz, Thomas Nescher, Martin Küchler
In this paper, we present a device called ‘CollaBoard’. It was developed in the context of ongoing CSCW research efforts in developing groupware that mediates remote collaboration processes. CollaBoard combines video- and data-conferencing by overlaying a life-sized video showing the entire upper body of remote people in front of the displayed shared content. By doing so, CollaBoard shows pose, gaze, and gestures of remote partners, preserves the meaning of users’ deictic gestures when pointing at displayed shared artifacts, and keeps shared artifacts editable at both conference sites. For this, a new whiteboard software is also introduced, which allows a real-time synchronization of the generated artifacts. Finally, the functionality of two interconnected CollaBoard prototypes was verified in a usability assessment.
在本文中,我们提出了一种名为“CollaBoard”的设备。它是在正在进行的CSCW研究工作的背景下开发的,这些研究工作正在开发调解远程协作过程的群件。CollaBoard结合了视频和数据会议,通过叠加一个真人大小的视频,在显示的共享内容前显示远程人员的整个上半身。通过这样做,CollaBoard可以显示远程合作伙伴的姿势、凝视和手势,在指向显示的共享工件时保留用户指示手势的含义,并使共享工件在两个会议站点中都可编辑。为此,还引入了一个新的白板软件,它允许生成工件的实时同步。最后,在可用性评估中验证了两个相互连接的CollaBoard原型的功能。
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引用次数: 30
Optimizing Triangulation of Implicit Surface Based on Quadric Error Metrics 基于二次误差度量的隐式曲面三角剖分优化
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.51
Mingqiang Wei, M. Pang, Z. Pan
In this paper, based on quadric error metrics, we present an hybrid approach to optimize triangulation created from implicit surface with sharp features. The approach first uses a resampling process to update vertices positions of initial triangulation. A dual mesh of the triangulation is at the same time constructed to restrict the updated positions and to project the new positions onto the implicit surface. Each vertex position of the updated triangulation is then optimized by minimizing the squared distances from the vertex to tangent planes of the implicit surface at the corresponding vertex of the modified dual mesh. The optimization process combines with a curvature-dependent adaptive mesh subdivision. Our method uses an error metrics to measure deviation between the vertices in final triangulation and the implicit surface.
在本文中,我们提出了一种基于二次误差度量的混合方法来优化由具有尖锐特征的隐式曲面创建的三角剖分。该方法首先使用重采样过程来更新初始三角测量的顶点位置。同时构造了三角剖分的双重网格来限制更新后的位置,并将新位置投影到隐式曲面上。然后通过最小化修改后的双网格对应顶点的隐式曲面切平面的顶点距离的平方来优化更新三角剖分的每个顶点位置。优化过程与曲率相关的自适应网格细分相结合。我们的方法使用误差度量来测量最终三角化顶点与隐式曲面之间的偏差。
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引用次数: 0
CAPTCHA Challenges for Massively Multiplayer Online Games: Mini-game CAPTCHAs 大型多人在线游戏的验证码挑战:迷你游戏验证码
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.48
Yang-Wai Chow, W. Susilo, Hua-Yu Zhou
Botting or automated programs in Massively Multiplayer Online Games (MMOGs) has long been a problem in these networked virtual environments. The use of bots gives cheating players an unfair advantage over other honest players. Using bots, players can potentially amass a huge amount of game wealth, resources, experience points, etc. Without much effort, as bot programs can be run continuously for countless hours and will never get tired. Honest players on the other hand have to spend much more time and effort in order to gather an equal amount of game resources. This destroys the fun for legitimate players, ruins the balance of the game and threatens the game developer’s revenue base as discontented players may stop playing the game. Research efforts have proposed the incorporation of CAPTCHA(Completely Automated Public Turing test to tell Computers and Humans Apart) challenges in games to prevent or detect potential cheaters, by presenting challenges that are easy for a human to solve but are difficult for a computer to solve. However, the incorporation of CAPTCHA challenges in games is often seen in a negative light, as they are deemed to be intrusive and that they destroy the sense of immersion in the game. This research presents an approach of using CAPTCHAs in MMOGs that is both secure and adds game play value to the game.
在这些网络虚拟环境中,大型多人在线游戏(mmog)中的bot或自动程序一直是一个问题。使用bot让作弊玩家获得了相对于其他诚实玩家的不公平优势。使用bot,玩家可以积累大量的游戏财富、资源、经验值等。不需要太多的努力,因为bot程序可以连续运行无数个小时,永远不会累。而诚实的玩家则需要花费更多时间和精力去收集相同数量的游戏资源。这会破坏合法玩家的乐趣,破坏游戏的平衡,威胁游戏开发商的收益基础,因为不满的玩家可能会停止玩游戏。研究人员建议在游戏中加入CAPTCHA(完全自动化的公共图灵测试,以区分计算机和人类)挑战,通过提出人类容易解决但计算机难以解决的挑战来防止或检测潜在的作弊者。然而,在游戏中加入验证码挑战通常被认为是负面的,因为它们被认为是侵入性的,并且它们破坏了游戏的沉浸感。本研究提出了一种在mmog中使用验证码的方法,既安全又增加了游戏的可玩性。
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引用次数: 16
Human Action Recognition by Negative Space Analysis 负空间分析的人类行为识别
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.29
Shah Atiqur Rahman, Liyuan Li, M. Leung
we propose a novel region-based method to recognize human actions by analyzing regions surrounding the human body, termed as negative space according to art theory, whereas other region-based approaches work with silhouette of the human body. We find that negative space provides sufficient information to describe each pose. It can also overcome some limitations of silhouette based methods such as leaks or holes in the silhouette. Each negative space can be approximately represented by simple shapes, resulting in computationally inexpensive feature description that supports fast and accurate action recognition. The proposed system has obtained 100% accuracy on the Weizmann human action dataset and is found more robust with respect to partial occlusion, shadow, noisy segmentation and non-rigid deformation of actions than other methods.
我们提出了一种新的基于区域的方法,通过分析人体周围的区域来识别人类的行为,根据艺术理论,这被称为负空间,而其他基于区域的方法则与人体的轮廓有关。我们发现负空间提供了足够的信息来描述每个姿势。它还可以克服基于轮廓的方法的一些局限性,例如轮廓中的泄漏或孔。每个负空间都可以用简单的形状近似表示,从而产生计算成本低廉的特征描述,支持快速准确的动作识别。该系统在Weizmann人体动作数据集上获得了100%的准确率,并且在动作的部分遮挡、阴影、噪声分割和非刚性变形方面比其他方法具有更强的鲁棒性。
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引用次数: 7
A Formal Methodology for Developing Enterprise Systems Procedurally: Homotopy, Pi-Calculus and Event-Driven Programs 程序开发企业系统的形式化方法论:同伦、pi微积分和事件驱动程序
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.47
K. Ohmori, T. Kunii
A new approach for designing and modeling enterprise systems is described. The homotopy lifting property (HLP) is used to design an enterprise system in a bottom up way. As an example, task changes in a department are designed and implemented by our approach: the incrementally modular abstraction hierarchy (IMAH) starting at the most abstract level of homotopy and ending at the most concrete level of program codes. At first, the HLP is constructed as the most abstract level. Then, task changes and a state transition diagram, which constitute of two spaces of the HLP are defined from an abstract level to a concrete level. Then, agent diagrams are obtained in a bottom-up way. The agent diagrams are transformed from an abstract level to a concrete level until program codes written by the C-like programing language are implemented on an event-driven and multi-thread processor XMOS. While carrying out these procedures, invariants are preserved to avoid unnecessary testing, which usually consumes a large amount of time and cost in the traditional approaches. The established method is also effective in modeling an designing cyber worlds.
描述了一种设计和建模企业系统的新方法。利用同伦提升特性,采用自底向上的方式设计企业系统。例如,部门中的任务变更是通过我们的方法设计和实现的:增量模块化抽象层次(IMAH)从最抽象的同伦级别开始,到最具体的程序代码级别结束。首先,HLP被构造为最抽象的层。然后,从抽象层次到具体层次,定义了由HLP的两个空间构成的任务变化和状态转换图。然后,采用自底向上的方法获得代理图。代理关系图从抽象级别转换为具体级别,直到由类c编程语言编写的程序代码在事件驱动的多线程处理器XMOS上实现为止。在执行这些过程时,保留不变量以避免不必要的测试,这些测试在传统方法中通常消耗大量的时间和成本。所建立的方法对于网络世界的建模和设计也是有效的。
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引用次数: 4
Learning Character Design from Experts and Laymen 向专家和外行学习角色设计
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.66
Md. Tanvirul Islam, Kaiser Md. Nahiduzzaman, Why Yong Peng, Golam Ashraf
The use of pose and proportion to represent character traits is well established in art and psychology literature. However, there are no Golden Rules that quantify a generic design template for stylized character figure drawing. Given the wide variety of drawing styles and a large feature dimension space, it is a significant challenge to extract this information automatically from existing cartoon art. This paper outlines a game-inspired methodology for systematically collecting layman perception feedback, given a set of carefully chosen trait labels and character silhouette images. The rated labels were clustered and then mapped to the pose and proportion parameters of characters in the dataset. The trained model can be used to classify new drawings, providing valuable insight to artists who want to experiment with different poses and proportions in the draft stage. The proposed methodology was implemented as follows: 1) Over 200 full-body, front-facing character images were manually annotated to calculate pose and proportion, 2) A simplified silhouette was generated from the annotations to avoid copyright infringements and prevent users from identifying the source of our experimental figures, 3) An online casual role-playing puzzle game was developed to let players choose meaningful tags (role, physicality and personality) for characters, where tags and silhouettes received equitable exposure, 4) Analysis on the generated data was done both in stereotype label space as well as character shape space, 5) Label filtering and clustering enabled dimension reduction of the large description space, and subsequently, a select set of design features were mapped to these clusters to train a neural network classifier. The mapping between the collected perception and shape data give us quantitative and qualitative insight into character design. It opens up applications for creative reuse of (and deviation from) existing character designs.
在艺术和心理学文献中,运用姿势和比例来表现人物特征是很成熟的。然而,没有黄金法则可以量化风格化人物绘图的通用设计模板。由于绘图风格的多样性和大的特征维度空间,从现有的卡通艺术中自动提取这些信息是一个重大的挑战。本文概述了一种受游戏启发的方法,即基于一系列精心挑选的特征标签和角色轮廓图像,系统地收集外行感知反馈。将评级标签聚类,然后映射到数据集中字符的姿态和比例参数。经过训练的模型可用于对新图纸进行分类,为想要在草稿阶段尝试不同姿势和比例的艺术家提供有价值的见解。拟议的方法执行如下:1)对200多张全身正面角色图像进行人工标注,计算姿态和比例;2)根据标注生成简化轮廓,避免侵犯版权,防止用户识别实验人物的来源;3)开发一款在线休闲角色扮演益智游戏,让玩家为角色选择有意义的标签(角色、身体和个性),其中标签和轮廓得到公平的曝光;4)对生成的数据分别在原型标签空间和特征形状空间进行分析;5)通过标签过滤和聚类对大描述空间进行降维,然后选择一组设计特征映射到这些聚类中训练神经网络分类器。收集到的感知和形状数据之间的映射让我们对角色设计有了定量和定性的了解。它为现有角色设计的创造性重用(和偏离)打开了应用程序。
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引用次数: 4
Real-Time EEG-Based Human Emotion Recognition and Visualization 基于实时脑电图的人类情感识别与可视化
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.37
Yisi Liu, O. Sourina, M. K. Nguyen
Emotions accompany everyone in the daily life, playing a key role in non-verbal communication, and they are essential to the understanding of human behavior. Emotion recognition could be done from the text, speech, facial expression or gesture. In this paper, we concentrate on recognition of “inner” emotions from electroencephalogram (EEG) signals as humans could control their facial expressions or vocal intonation. The need and importance of the automatic emotion recognition from EEG signals has grown with increasing role of brain computer interface applications and development of new forms of human-centric and human-driven interaction with digital media. We propose fractal dimension based algorithm of quantification of basic emotions and describe its implementation as a feedback in 3D virtual environments. The user emotions are recognized and visualized in real time on his/her avatar adding one more so-called “emotion dimension” to human computer interfaces.
情感伴随着每个人的日常生活,在非语言交际中扮演着关键的角色,对于理解人类行为至关重要。情感识别可以通过文本、语音、面部表情或手势来完成。在这篇论文中,我们集中于从脑电图(EEG)信号中识别“内心”情绪,因为人类可以控制他们的面部表情或语音语调。随着脑机接口应用的日益重要,以及以人为中心和人为驱动的数字媒体交互新形式的发展,从脑电信号中自动识别情绪的需求和重要性日益增加。提出了基于分形维数的基本情绪量化算法,并描述了其在三维虚拟环境中的反馈实现。用户的情绪被实时地识别和可视化在他/她的化身上,为人机界面增加了一个所谓的“情感维度”。
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引用次数: 284
期刊
2010 International Conference on Cyberworlds
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