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2010 International Conference on Cyberworlds最新文献

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An Approach to Secure Mobile Agents in Automatic Meter Reading 一种安全的自动抄表移动代理方法
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.14
N. S. Malik, F. Kupzog, M. Sonntag
Mobile agent is a suitable paradigm to collect information from multiple sites in a distributed environment. As compare to other technologies, mobile agents can be used beneficially for Automatic Meter Reading (AMR) and to measure power quality information at each energy meter. Since meter contains embedded system, so the choice of agent platform for such an application is very important. This article investigates different methods from literature that use mobile agent paradigm for AMR process. It proposes a method that reduces the total security computation cost which is incurred in AMR process. In this method, energy meters are organized in the form of a group based upon the geographical location. In such one location energy meters perform their jobs under a security manager. In this method, the concept of local mobile agent is proposed to avoid the visit of external mobile agent to energy meters directly. Local mobile agent carries the acceptable queries from security manager and visits energy meters. This article uses mathematical modeling to represent the security computation cost incurred by each method from literature and compare it with the propose method. It is concluded that the proposed mechanism reduces the security computation cost considerably, compared to other methods.
移动代理是一种适合从分布式环境中的多个站点收集信息的范例。与其他技术相比,移动代理可以很好地用于自动抄表(AMR)和测量每个电能表的电能质量信息。由于仪表中包含嵌入式系统,因此为此类应用选择代理平台是非常重要的。本文研究了文献中使用移动代理范式进行AMR过程的不同方法。提出了一种降低AMR过程中总安全计算成本的方法。在这种方法中,电能表根据地理位置以组的形式组织。在这样一个地方,电能表在安全经理的领导下完成工作。该方法提出了局部移动代理的概念,避免了外部移动代理对电能表的直接访问。本地移动代理携带安全管理人员可接受的查询并访问电能表。本文用数学模型表示了文献中各种方法的安全计算成本,并与本文提出的方法进行了比较。结果表明,与其他方法相比,该机制大大降低了安全计算成本。
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引用次数: 12
Fast and Simple Super Resolution for Range Data 快速和简单的超分辨率距离数据
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.58
Xueqin Xiang, Guangxia Li, Jing Tong, Zhigeng Pan
Current active 3D range sensors, such as time-of-flight cameras, enable acquiring of range maps at video frame rate. Unfortunately, the resolution of the range maps is quite limited and the captured data are typically contaminated by noise. We therefore present a simple pipeline to enhance the quality as well as improve the spatial and depth resolution of range data in real time by up sampling the depth information with the data from high resolution video camera and utilizing a new strategy to increase the sub-pixel accuracy. Our algorithm can greatly improve the reconstruction quality, boost the resolution of the range data to that of video sensor while achieving high computational efficiency for a real-time application.
目前的主动3D距离传感器,如飞行时间相机,能够以视频帧速率获取距离地图。不幸的是,距离图的分辨率非常有限,捕获的数据通常受到噪声的污染。因此,我们提出了一种简单的管道,通过对高分辨率摄像机数据的深度信息进行上采样,并采用一种新的策略来提高亚像素精度,从而实时提高距离数据的质量,提高空间和深度分辨率。该算法可以大大提高重建质量,将距离数据的分辨率提高到视频传感器的分辨率,同时具有较高的实时应用计算效率。
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引用次数: 8
An Affordable Augmented Reality Based Rehabilitation System for Hand Motions 一种经济实惠的基于增强现实的手部运动康复系统
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.31
D. Zhang, Yan Shen, S. Ong, A. Nee
Repetitive practices can facilitate the rehabilitation of the motor functions of the upper extremity for stroke survivors whose motor functions have been impaired. An affordable rehabilitation system for hand motion would be useful to provide intensive training to the patients. Augmented Reality (AR) can provide an intuitive interface to the users with programmable environment and realism feelings. In this research, a low cost viable rehabilitation system for hand motion is developed based on the AR technology. In this application, seamless interaction between the virtual environment and the real hand is supported with markers and a self-designed data-glove. The data-glove is low cost ((
重复练习可以促进运动功能受损的中风幸存者上肢运动功能的康复。一个负担得起的手部运动康复系统将有助于为患者提供强化训练。增强现实(AR)可以为用户提供具有可编程环境和真实感的直观界面。本研究基于AR技术开发了一种低成本可行的手部运动康复系统。在这个应用程序中,虚拟环境和真实的手之间的无缝交互是通过标记和自己设计的数据手套来支持的。数据手套价格低廉(
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引用次数: 25
Cinematics and Narratives: An Exploitation of Real-Time Animation 电影和叙事:实时动画的开发
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.74
M. Chavez, L. Yi
The research goal of project Cinematics and Narratives is to significantly explore approaches to the development of contemporary animation. CaN is comprised of three integrated objectives, the first is focused on developing and exploiting real-time animation and content within the context of a visual and narrative design based repository of primitives, the second explores the dynamic of context, exposition and expression, mixing our design primitives into a new dynamic form, and the third goal is to interfaces this system with an audience in such a way as to enable the system to learn from viewer reaction, where the system automatically refines the design based on the emotive input of the viewer.
电影与叙事项目的研究目标是探索当代动画发展的途径。CaN由三个综合目标组成,第一个目标是专注于在基于原语库的视觉和叙事设计的背景下开发和利用实时动画和内容,第二个目标是探索背景,展示和表达的动态,将我们的设计原语混合成新的动态形式,第三个目标是将该系统与观众交互,使系统能够从观众的反应中学习。系统会根据观看者的情感输入自动优化设计。
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引用次数: 0
A Comprehensive Methodology to Visualize Articulations for the Physiological Human 一个综合的方法来可视化的关节为生理的人
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.41
N. Magnenat-Thalmann, J. Schmid, L. Assassi, Pascal Volino
Musculoskeletal disorders (MSDs) account for the largest fraction of temporary and permanent disabilities. Osteoarthritis (OA) is one of the most common MSDs which is characterized by a degeneration of articular cartilages. Understanding and preventing OA are of paramount importance in our aging yet very active society, and in this context, computer-assisted models of articulations are highly demanded by biomechanical and medical communities. To investigate the causes of some idiopathic OA, we have devised a unique comprehensive methodology to simulate musculoskeletal models of human articulations. Built from a rich variety of acquisition modalities (MRI, Motion capture, Body scanning, etc.) and innovative research, these models are fully subject-specific and account for anatomy, motion and biomechanical behavior of the articulations. This paper presents a complete overview of the methodology with medical validation and clinical case studies.
肌肉骨骼疾病(MSDs)占暂时性和永久性残疾的最大比例。骨关节炎(OA)是最常见的MSDs之一,其特征是关节软骨变性。了解和预防骨关节炎在我们这个老龄化但非常活跃的社会中是至关重要的,在这种背景下,生物力学和医学界对计算机辅助关节模型的要求很高。为了研究一些特发性OA的原因,我们设计了一种独特的综合方法来模拟人类关节的肌肉骨骼模型。这些模型建立在丰富多样的采集方式(MRI,动作捕捉,身体扫描等)和创新研究的基础上,完全针对特定主题,并考虑了关节的解剖学,运动和生物力学行为。本文提出了一个完整的概述与医学验证和临床案例研究的方法。
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引用次数: 6
Alone Together in Cyberworlds? Bridging Cyberworld Development and Design through MMOs 网络世界中的孤独?通过mmo连接网络世界的开发和设计
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.43
S. Zuiker, J. Williams, D. Kirschner, K. Littlefield, Manikantan Krishnamurthy
Cyber worlds fuel innovations in development and design, but whether and how to catalyze a slow-moving interplay among them remains an open question. This paper develops an argument for organizing interdisciplinary research through and around cyber worlds in order to bridge design and development by means of a collaboratory. To this end, it provides illustrative examples of plausible intersections between social sciences design agendas and broader cyber world development agendas.
网络世界推动了开发和设计的创新,但是否以及如何促进它们之间缓慢的相互作用仍然是一个悬而未决的问题。本文提出了通过和围绕网络世界组织跨学科研究的论点,以便通过合作的方式架起设计和开发的桥梁。为此,它提供了社会科学设计议程与更广泛的网络世界发展议程之间的合理交集的说明性示例。
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引用次数: 0
Applying Biometric Principles to Avatar Recognition 生物识别原理在化身识别中的应用
Pub Date : 2010-10-20 DOI: 10.1007/978-3-642-22336-5_8
M. Gavrilova, Roman V Yampolskiy
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引用次数: 57
Customizing and Populating Animated Digital Mannequins for Real-Time Application 为实时应用定制和填充动画数字人体模型
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.55
M. Kasap, N. Magnenat-Thalmann
Animated human body models are widely used in computer graphics applications. Creating such models requires extensive design efforts, specialized hardware such as body scanners, model databases and authoring tools. Customizing these characters or creating a virtual population with them requires multiple design efforts or powerful computers. In this paper we present a simple and robust method to create variously sized bodies based on a single template animated human body model. To achieve this, our method uses the skinning information attached to the model. By taking the positions of skeletal joints as a reference, our method automatically segments the body into its anatomical regions. Then, by using the anthropometric landmarks as parameters, the regions are deformed and the underlying skeletal structure is adapted to fit the new morphology. Our method preserves the skeleton-mesh integrity for variously sized bodies. We demonstrate our method by using a database of anthropometry measurements to generate a population of virtual humans generated from our single template model.
人体动画模型在计算机图形学应用中有着广泛的应用。创建这样的模型需要大量的设计工作,专门的硬件,如身体扫描仪,模型数据库和创作工具。定制这些角色或用它们创建虚拟人口需要多次设计工作或强大的计算机。在本文中,我们提出了一种基于单一模板动画人体模型的简单鲁棒方法来创建各种尺寸的人体。为了实现这一点,我们的方法使用附加到模型上的蒙皮信息。我们的方法以骨骼关节的位置为参考,自动将人体分割为其解剖区域。然后,通过使用人体测量标志作为参数,对区域进行变形,并使底层骨骼结构适应新的形态。我们的方法对不同尺寸的物体保持骨架网格的完整性。我们通过使用人体测量数据库来演示我们的方法,以生成从我们的单一模板模型生成的虚拟人类种群。
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引用次数: 4
Haptic Rendering of Mixed Haptic Effects 混合触觉效果的触觉渲染
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.12
Lei Wei, A. Sourin
Commonly, surface and solid haptic effects are separated for haptic rendering. We propose a method for defining surface and solid haptic effects as well as various force fields in 3D cyber worlds containing mixed geometric models, including polygon meshes, point clouds, image-based billboards and layered textures, voxel models and functions-based models of surfaces and solids. We also propose a way how to identify location of the haptic tool in such haptic scenes as well as consistently and seamlessly determine haptic effects when the haptic tool moves in the scenes with objects having different sizes, locations, and mutual penetrations.
通常,表面和实体触觉效果是分开进行触觉渲染的。我们提出了一种定义表面和实体触觉效果的方法,以及三维网络世界中包含混合几何模型的各种力场,包括多边形网格、点云、基于图像的广告牌和分层纹理、体素模型和基于函数的表面和实体模型。我们还提出了一种方法来识别触觉工具在这些触觉场景中的位置,以及当触觉工具在具有不同大小、位置和相互穿透的物体的场景中移动时,如何一致、无缝地确定触觉效果。
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引用次数: 0
Effects of Smiling and Gender on Trust Toward a Recommendation Agent 微笑和性别对推荐代理信任的影响
Pub Date : 2010-10-20 DOI: 10.1109/CW.2010.26
S. M. Lui, Wendy Hui
This study seeks to determine whether a recommendation agent’s smile and gender affect users’ trust toward the agent. We also investigate gender differences in trust toward recommendation agents of different genders and facial expressions. We present findings from a 2x2 experiment (male vs. female and smiling vs. non-smiling agents). In the context of laptop shopping, we found that on average smiling agents are perceived to be more competent than non-smiling agents and male agents are perceived to be more competent than female agents. There is a significant interaction effect between an agent's smile and gender on trust in benevolence. Specifically, male subjects tend to believe that smiling agents are more competent than non-smiling agents, while female subjects are less sensitive to the agent’s smile. Interestingly, female subjects perceive male agents to be more competent than female agents, while male subjects are almost indifferent toward the agent’s gender. Among the female subjects, trust in benevolence is highest toward a smiling male agent. Our results suggest that the gender and facial expressions of a recommendation agent should be considered when designing a virtual salesperson for online stores.
本研究旨在确定推荐代理的微笑和性别是否会影响用户对代理的信任。我们还研究了对不同性别和面部表情的推荐代理的信任的性别差异。我们展示了一个2x2实验的结果(男性与女性,微笑与不微笑的代理人)。在笔记本电脑购物的背景下,我们发现,平均而言,微笑的代理人被认为比不微笑的代理人更有能力,男性代理人被认为比女性代理人更有能力。代理人的微笑和性别对善意信任有显著的交互作用。具体来说,男性受试者倾向于认为微笑的代理人比不微笑的代理人更有能力,而女性受试者对代理人的微笑不那么敏感。有趣的是,女性受试者认为男性代理人比女性代理人更有能力,而男性受试者对代理人的性别几乎漠不关心。在女性受试者中,对微笑的男性特工的仁慈信任程度最高。我们的研究结果表明,在设计在线商店的虚拟销售人员时,应该考虑推荐代理的性别和面部表情。
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引用次数: 7
期刊
2010 International Conference on Cyberworlds
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