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Source Localization in the Presence of Dispersion for Next Generation Touch Interface 下一代触摸界面色散存在下的源定位
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.72
A. Sulaiman, K. Poletkin, Andy W. H. Khong
We propose a new paradigm of touch interface that allows one to convert daily objects to a touch pad through the use of surface mounted sensors. To achieve a successful touch interface, localization of the finger tap is important. We present an inter-disciplinary approach to improve source localization on solids by means of a mathematical model. It utilizes mechanical vibration theories to simulate the output signals derived from sensors mounted on a physical surface. Utilizing this model, we provide an insight into how phase is distorted in vibrational waves within an aluminium plate which in turn serves as a motivation for our work. We then propose a source localization algorithm based on the phase information of the received signals. We verify the performance of our algorithm using both simulated and recorded data.
我们提出了一种新的触摸界面范例,允许人们通过使用表面安装的传感器将日常物品转换为触摸板。为了实现一个成功的触摸界面,手指点击的本地化是很重要的。我们提出了一种跨学科的方法,通过数学模型来改善固体上的源定位。它利用机械振动理论来模拟安装在物理表面上的传感器的输出信号。利用这个模型,我们提供了一个洞察相位是如何在铝板内的振动波中扭曲的,这反过来又作为我们工作的动力。然后,我们提出了一种基于接收信号相位信息的源定位算法。我们使用模拟数据和记录数据验证了算法的性能。
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引用次数: 16
A Computational Model of Situation Awareness for MOUT Simulations 面向MOUT仿真的态势感知计算模型
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.11
Shang-Ping Ting, Suiping Zhou, Nan Hu
Situation awareness is the perception of environmental elements within a volume of time and space, the comprehension of their meaning, and the projection of their status in the near future. The quality of situation awareness directly affects the decision making process for human soldiers in Military Operations on Urban Terrain (MOUT). It is therefore important to accurately model situation awareness in order to generate realistic tactical behaviors for the non-player characters (also known as bots) in MOUT simulations. This is a very challenging problem due to the time constraints in decision-making process and the heterogeneous cue types involved in MOUT. Although there are some theoretical models on situation awareness, they generally do not provide computational mechanisms suitable for MOUT simulations. In this paper, we propose a computational model of situation awareness for the bots in MOUT simulations. The computational model aims to form up situation awareness quickly with some key cues of the tactical situation. It is also designed to work together with some novel features that help to produce realistic tactical behaviors. These features include case-based reasoning, qualitative spatial representation and expectations. The effectiveness of the computational model is assessed with Twilight City, a virtual environment that we have built for MOUT simulations.
态势感知是在一定时间和空间范围内对环境要素的感知,对其意义的理解,以及对其近期状态的预测。在城市地形军事行动中,态势感知的质量直接影响着士兵的决策过程。因此,为了在MOUT模拟中为非玩家角色(也称为bot)生成逼真的战术行为,准确地模拟情境感知非常重要。由于决策过程的时间限制和MOUT中线索类型的异质性,这是一个非常具有挑战性的问题。虽然有一些关于态势感知的理论模型,但它们通常没有提供适合MOUT仿真的计算机制。本文提出了一种用于MOUT仿真的机器人态势感知计算模型。该计算模型旨在利用战术态势的一些关键线索快速形成态势感知。它还被设计成与一些新颖的功能一起工作,帮助产生逼真的战术行为。这些特征包括基于案例的推理、定性空间表征和期望。计算模型的有效性用暮光之城进行了评估,这是我们为MOUT模拟建立的一个虚拟环境。
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引用次数: 14
Mesh-to-Mesh Collision Detection by Ray Tracing for Medical Simulation with Deformable Bodies 基于光线追踪的可变形体医学仿真网格间碰撞检测
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.10
Youngjun Kim, S. Koo, Deukhee Lee, Laehyun Kim, Se Hyung Park
We propose a robust mesh-to-mesh collision detection algorithm using a ray tracing method. The algorithm checks all vertices of a geometrical object based on the proposed criteria, and then the colliding vertices are detected. In order to realize a real-time calculation, acceleration by spatial subdivision is performed. Since the proposed ray-traced collision detection method can directly calculate the reacting forces between the colliding objects, this method is apt for a real-time medical simulation dealing with deformable organs. Our method addresses the limitation of the previous ray-traced approach as it can detect collisions between all arbitrarily shaped objects, including non-convex or sharp objects. Moreover, deeply penetrated collisions can be detected effectively.
我们提出了一种使用光线追踪方法的鲁棒网格间碰撞检测算法。该算法基于所提出的准则检查几何对象的所有顶点,然后检测碰撞顶点。为了实现实时计算,通过空间细分进行加速。由于所提出的光线追踪碰撞检测方法可以直接计算碰撞物体之间的反作用力,因此该方法适合于处理可变形器官的实时医学仿真。我们的方法解决了之前光线追踪方法的局限性,因为它可以检测所有任意形状物体之间的碰撞,包括非凸或尖锐物体。此外,深穿透碰撞可以有效地检测到。
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引用次数: 7
Computer Animation of Facial Emotions 面部情绪的电脑动画
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.49
Choong Seng Chan, F. S. Tsai
Computer facial animation still remains a very challenging topic within the computer graphics community. In this paper, a realistic and expressive computer facial animation system is developed by automated learning from Vicon Nexus facial motion capture data. Facial motion data of different emotions collected using Vicon Nexus are processed using dimensionality reduction techniques such as PCA and EMPCA. EMPCA was found to best preserve the originality of the data the most compared with other techniques. Ultimately, the emotions data are mapped to a 3D animated face, which produced results that clearly show the motion of the eyes, eyebrows, and lips. Our approach used data captured from a real speaker, resulting in more natural and lifelike facial animations. This approach can be used for various applications and serve as prototyping tool to automatically generate realistic and expressive facial animation.
在计算机图形界,计算机面部动画仍然是一个非常具有挑战性的话题。本文通过对Vicon Nexus面部动作捕捉数据的自动学习,开发了一个逼真、富有表现力的计算机面部动画系统。利用Vicon Nexus收集的不同情绪的面部运动数据,采用PCA和EMPCA等降维技术进行处理。与其他技术相比,EMPCA最能保留数据的原创性。最终,情绪数据被映射到3D动画面部,产生的结果清楚地显示了眼睛、眉毛和嘴唇的运动。我们的方法使用了从真实说话者那里捕获的数据,从而产生了更自然、更逼真的面部动画。这种方法可以用于各种应用程序,并作为原型工具来自动生成逼真和富有表现力的面部动画。
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引用次数: 11
On the Development of an Interactive Talking Head System 交互式说话头系统的开发
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.53
Michael Athanasopoulos, H. Ugail, G. G. Castro
In this work we propose a talking head system for animating facial expressions using a template face generated from partial differential equations (PDE). It uses a set of pre configured curves to calculate an internal template surface face. This surface is then used to associate various facial features with a given 3D face object. Motion retargeting is then used to transfer the deformations in these areas from the template to the target object. The procedure is continued until all the expressions in the database are calculated and transferred to the target 3D human face object. Additionally the system interacts with the user using an artificial intelligence (AI) chatter bot to generate response from a given text. Speech and facial animation are synchronized using the Microsoft Speech API, where the response from the AI bot is converted to speech.
在这项工作中,我们提出了一个说话头系统,该系统使用由偏微分方程(PDE)生成的模板脸来动画化面部表情。它使用一组预先配置的曲线来计算内部模板表面。然后使用该表面将各种面部特征与给定的3D面部对象关联起来。然后使用运动重定位将这些区域的变形从模板转移到目标对象。这一过程一直持续到数据库中所有的表情被计算出来并转移到目标3D人脸对象。此外,该系统使用人工智能聊天机器人与用户交互,根据给定的文本生成响应。语音和面部动画使用微软语音API同步,其中AI机器人的响应被转换为语音。
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引用次数: 1
NHE: Collaborative Virtual Environment with Augmented Reality on Web NHE:协同虚拟环境与网络增强现实
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.71
A. C. M. Tavares, S. M. M. Fernandes, Maria Lencastre
Interfaces in two dimensions, like buttons and menus, are been used for 35 years. Technologies have been developed to extend interfaces for tridimensional environment. One of them, called Augmented Reality, is being viewed due to the ease on interaction with the virtual environment. By other side, due to complexity of human tasks, people are getting together to perform tasks through collaborative groups, named groupware. This article proposes a system that does collaboration and has easy interactivity and immersion, by using augmented reality resources. This integration is not so easy to find out on current market, and it is a great motivation for this innovation. The project can help several areas like, for example, distance education, engineering, architecture and marketing. Results show the viability of the system, and its efficiency in applications that needs easy manipulation of projects and high degree of immersion of users, offering facility to activities at real time, without network congestion and in a collaborative way.
像按钮和菜单这样的二维界面已经使用了35年。已经开发了用于扩展三维环境接口的技术。其中一种被称为增强现实,由于与虚拟环境的交互容易而被观看。另一方面,由于人工任务的复杂性,人们通过协作组(称为群件)聚集在一起执行任务。本文提出了一个利用增强现实资源进行协作、易于交互和沉浸的系统。这种集成在当前市场上并不容易找到,这是这种创新的巨大动力。该项目可以帮助几个领域,例如远程教育、工程、建筑和营销。结果表明了该系统的可行性,以及它在需要易于操作项目和用户高度沉浸的应用程序中的效率,为实时活动提供便利,没有网络拥塞和协作方式。
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引用次数: 3
PNQ: Portable Non-player Characters with Quests PNQ:带有任务的便携式非玩家角色
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.30
Jafar Al-Gharaibeh, C. Jeffery
There is a growing interest in using game-like virtual environments for education. Massively multi-user online games such as World of War craft employ computer controlled non-player characters (NPCs) and quest activities in training or tutoring capacities. This approach is very effective, incorporating active learning, incremental progress, and creative repetition. This paper explores ways to utilize this model in educational virtual environments, using NPCs as anthropocentric keys to organize and deliver educational content. Our educational NPC design includes a knowledge model and a user performance model, in addition to the physical traits, behavior, and dialog model necessary to make them interesting members of the environment. Web-based educational content, exercises, and quizzes are imported into the virtual worlds, reducing the effort needed to create new NPCs with associated educational content. The NPC architecture supports multi-platform NPCs in two virtual environments, our own CVE (Collaborative Virtual Environment) and Second Life.
人们对在教育中使用类似游戏的虚拟环境越来越感兴趣。大型多用户在线游戏,如《魔兽世界》使用电脑控制的非玩家角色(npc)和任务活动来训练或辅导能力。这种方法非常有效,它结合了主动学习、渐进进步和创造性重复。本文探讨了在教育虚拟环境中利用这种模式的方法,使用npc作为以人类为中心的关键来组织和传递教育内容。我们的教育NPC设计包括一个知识模型和一个用户表现模型,以及使他们成为环境中有趣成员所必需的物理特征、行为和对话模型。基于web的教育内容、练习和测验被导入到虚拟世界中,从而减少了创建具有相关教育内容的新npc所需的工作量。NPC架构支持两个虚拟环境中的多平台NPC,我们自己的CVE(协作虚拟环境)和Second Life。
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引用次数: 4
Plato's Atlantis Revisited: Risk-Informed, Multi-hazard Resilience of Built Environment via Cyber Worlds Sharing 柏拉图的亚特兰蒂斯重访:通过网络世界共享的风险信息,建筑环境的多灾害复原力
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.38
I. A. Kirillov, S. Klimenko
Resilience of the civil built environment is an ultimate mean for protecting the human lives, the private or public assets and biogeocenosis environment during natural catastrophe, major industrial accident or terrorist calamity. This paper outlines a theoretical framework of a new paradigm - "risk-informed, multi-hazard resilience of built environment" and gives a sketch of concept map for a minimal set of the shared (between different scientific and engineering cyber worlds) computational and analytic resources, which can facilitate a designing and maintaining of a higher level of the real built environment resilience.
民用建筑环境的弹性是在自然灾害、重大工业事故或恐怖灾害中保护人类生命、私人或公共财产和生物地质环境的最终手段。本文概述了一个新范式的理论框架——“建筑环境的风险知情、多灾害复原力”,并给出了共享(不同科学和工程网络世界之间)计算和分析资源的最小集合的概念图草图,这可以促进设计和维护更高水平的真实建筑环境复原力。
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引用次数: 6
Motion Planning and Animation Variety Using Dance Motion Clips 运动规划和动画多样性使用舞蹈动作剪辑
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.62
A. Soga, R. Boulic, D. Thalmann
Our goal is to create dancing crowds in cyber worlds and to use this feature to support creative endeavors such as pre-visualization of choreography and actual stage performances. In this paper we present a method of motion planning using dance motion clips. We describe a trial algorithm of collision avoidance using a grid map. We also present methods to create variety in animation for dance choreographies. As a result, we confirmed that most collisions could be avoided by the motion planning method. However, the need for some improvements in creating a conceptual dancing crowd was found.
我们的目标是在网络世界中创造跳舞的人群,并使用这个功能来支持创造性的努力,如舞蹈编排和实际的舞台表演的预可视化。本文提出了一种利用舞蹈动作片段进行运动规划的方法。我们描述了一种使用网格地图的避碰试验算法。我们也提出了在舞蹈编舞动画中创造多样性的方法。结果表明,运动规划方法可以避免大多数碰撞。然而,人们发现,在创造观念上跳舞的人群方面,还需要一些改进。
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引用次数: 3
User Model for Predictive Calibration Control on Interactive Screens 交互式屏幕上预测校准控制的用户模型
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.18
B. Migge, A. Kunz
On interactive surfaces, a precise calibration of the tracking system is necessary for an exact user interaction. So far, common calibration techniques focus on eliminating geometric distortions. This static calibration is only correct for a specific viewpoint of one single user and parallax error distortions still occur if this changes (i.e. if the user moves in front of the digital screen). In order to overcome this problem, we present an empirical model of the user’s position and movement in front of a digital screen. With this, a model predictive controller is able to correct the parallax error for future positions of the user. We deduce the model’s parameters from a user study on a large interactive whiteboard, in which we measured the 3D position of the user’s viewpoint during common interaction tasks.
在交互表面上,跟踪系统的精确校准对于精确的用户交互是必要的。到目前为止,常用的校准技术主要集中在消除几何畸变上。这种静态校准只适用于单个用户的特定视点,如果这种情况发生变化(即如果用户移动到数字屏幕前),视差误差失真仍然会发生。为了克服这个问题,我们提出了一个用户在数字屏幕前的位置和运动的经验模型。这样,模型预测控制器就能够对用户未来位置的视差误差进行校正。我们从一个大型交互式白板上的用户研究中推断出模型的参数,在该研究中,我们测量了用户在常见交互任务中视点的3D位置。
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引用次数: 6
期刊
2010 International Conference on Cyberworlds
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