By Topic

Computational Intelligence in Virtual Environments, 2009. CIVE '09. IEEE Workshop on

Date March 30 2009-April 2 2009

Filter Results

Displaying Results 1 - 15 of 15
  • [Front cover]

    Publication Year: 2009 , Page(s): c1
    Save to Project icon | Request Permissions | PDF file iconPDF (269 KB)  
    Freely Available from IEEE
  • [Copyright notice]

    Publication Year: 2009 , Page(s): ii
    Save to Project icon | Request Permissions | PDF file iconPDF (68 KB)  
    Freely Available from IEEE
  • Table of contents

    Publication Year: 2009 , Page(s): iii - iv
    Save to Project icon | Request Permissions | PDF file iconPDF (108 KB)  
    Freely Available from IEEE
  • Welcome message

    Publication Year: 2009 , Page(s): v - vi
    Save to Project icon | Request Permissions | PDF file iconPDF (104 KB)  
    Freely Available from IEEE
  • Stable design of fuzzy controllers for robotic telemanipulation applications

    Publication Year: 2009 , Page(s): 1 - 6
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (517 KB) |  | HTML iconHTML  

    The paper presents a stable design approach for a new class of Takagi-Sugeno PI-fuzzy servo-controllers used in robotic telemanipulation. The approach makes use of the iterative feedback tuning, the nonlinearity vectors in the matrix space, and the modal equivalence principle. Real-time experimental results validate the proposed design approach. Emphasis is put on system's behavior with respect to several modifications of the disturbance input specific to virtual environments. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • High-resolution stereo video rectification through a cost-efficient real-time GPU implementation using intrinsic and extrinsic camera parameters

    Publication Year: 2009 , Page(s): 7 - 13
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1897 KB) |  | HTML iconHTML  

    This paper describes a method to correct the distortions in the images captured by a stereo video camera rig. We developed a code which can be implemented both on CPUs and GPUs which are used respectively to process still images or videos. The processing scheme is centered on the pre-calculation of a deformation texture, based on the physical properties of the camera setup (intrinsic parameters). The pre-calculated texture contains deformation parameters for each pixel. The GPU implementation of our method is cost-efficient in terms of computer resources and can therefore be used to rectify high-resolution image pairs in real-time. Moreover, due to the pre-computation step, any camera model of arbitrary complexity can be used without impacting the execution frame rate. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Selective elasticity data acquisition on 3D deformable objects for virtualized reality applications

    Publication Year: 2009 , Page(s): 14 - 19
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1608 KB) |  | HTML iconHTML  

    This paper proposes the use of self-organizing architectures, particularly the growing neural gas, for the purpose of automatically guiding elasticity data acquisition based on a sparse vision and elasticity point-cloud of a 3D object. The proposed solution allows for the identification of regions where changes in the elastic behavior of the object occur. Additional data can then be collected in these areas in order to better characterize the elastic characteristics of a certain object. Experimental results for different non-homogeneous objects are presented in order to validate the proposed solution. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • An intelligent agent-based framework for privacy payoff negotiation in virtual environments

    Publication Year: 2009 , Page(s): 20 - 25
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (539 KB) |  | HTML iconHTML  

    With the rapid development of applications in open distributed virtual environments, such as e-Business and virtual games, privacy is becoming a critical issue. This paper presents an intelligent agent-based framework for privacy payoff in virtual environments, with special focus on capability-based negotiation services. These services take into consideration users' entitlement to benefit from revealing their personal information. In such model, users of the virtual environment who share same interests have the opportunity to form personal information lists that can be used later for group bargaining. The intelligent negotiation agent acts on their behalf to maximize their benefit. The overall framework is described, and a particular example is presented to show the interaction among the agents. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A Holistic approach to assessing students' laboratory performance using Bayesian networks

    Publication Year: 2009 , Page(s): 26 - 32
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (688 KB) |  | HTML iconHTML  

    Laboratory activities have a central role in engineering teaching and learning. They are used to involve students in practical experimentations with concepts. This central role makes the ongoing challenge of performance assessment of students' laboratory work one of utmost importance. Laboratory work is traditionally assessed by the teacher marking students' written report of the laboratory activity. Assessment based on written evidence often overlooks the fact that laboratory work involves specific abilities/skills. The latter are highlighted by both QAA and ABET as part of engineering teaching and learning outcomes. There is a need to develop a model for laboratory performance assessment, which not only assesses what a student knows and understands about the concept addressed by a laboratory activity, but also the student's laboratory abilities/skills through analysis of the laboratory work process. This paper presents the work so far on the implementation of such a model. The model harnesses the strengths of Bayesian networks and integrates with a virtual electronic laboratory, the RealLab, which was designed and implemented in the course of this work. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • 3D face synthesis based on the information of words expressing facial features

    Publication Year: 2009 , Page(s): 33 - 38
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (779 KB) |  | HTML iconHTML  

    Our aim is to synthesize faces based on freely-elicited expressions by expanding the range of words describing the shape of facial elements to include abstract or metaphorical expressions. We realize this by defining the synthesizing process of a human face as a mapping from a word space to a physical model space. The use of whole words existing in the word space has made it possible to synthesize a human face based on freely-elicited expressions. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • First 24 hours on the Internet - A marketing perspective

    Publication Year: 2009 , Page(s): 39 - 44
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (719 KB) |  | HTML iconHTML  

    Real environments govern by societal rules, law, culture and set of assumptions. And there are law enforcement and other agencies to monitor and record the acts and behaviors of its residents and to make sure everything goes by the book. This paper introduces a tool that counts the presence of a person in the virtual environment (on the Internet) and examines the activities he/she conducts online. The tool is capable of answer questions like how ldquooldrdquo are you on the Internet? How soon will a newbie be exposed to adult Websites? How long will it take for a new Internet user to know about social networking sites? And how many years a user has to surf online to celebrate his/her first ldquobirthdayrdquo of Internet presence? Paper findings from a database of 105 school and university students containing their every click of first 24 hours of Internet usage are presented. The findings provide valuable insights for Internet Marketing, ethics, Internet business and the mapping of Internet life with real life. Privacy and ethical issues related to the study have been discussed at the end. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Architectural design for the 3D virtual Radiology Department using Virtual reality technology

    Publication Year: 2009 , Page(s): 45 - 52
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1134 KB) |  | HTML iconHTML  

    Web based Virtual reality application can be helpful in many real world applications such as education, virtual conferences, entertainment. Observing the progress of the gaming industry over the years can show the advancement in virtual reality web application and virtual environments clearly. In this paper, we present a virtual hospital in the form of a 3D virtual environment. This virtual environment depicts the Department of Radiology at Ottawa General Hospital where learners experiment on radiology equipment by carrying out specific learning scenarios we apply our proposed architecture on a test bed that consists of a cancer treatment scenario within a 3D virtual Radiology Department. We will incorporate the High Level Architecture HLA standard as an important corner stone in allowing the e-learning environment to be distributed and interactive. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Virtual Iraq - Simulation of insurgent attacks

    Publication Year: 2009 , Page(s): 53 - 60
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (674 KB) |  | HTML iconHTML  

    This paper presents the science of suicide bombing under the framework of agent based simulation. It also explains the physics, explosive models, mathematics and the assumptions we need to create such a simulation. The work also describes human shields available in the crowd with partial and full coverage in both two dimensional and three dimensional environments. A virtual simulation tool has been developed which is capable of assessing the impact of crowd formation patterns and their densities on the magnitude of injury and number of casualties during a suicide bombing attack. Results indicated that the worst crowd formation is street (Zig-Zag) where 30% crowd can be dead and 45% can be injured, given typical explosive carrying capacity of a single suicide bomber. Row wise crowd formations was found to be the best for reducing the effectiveness of an attack with 18% crowd in lethal zone and 38% in injury zones. For a typical suicide bombing attack, we can reduce the number of fatalities by 12%, and the number of injuries by 7% by simply following the recommendations in this paper. Simulation results were compared and validated by the real-life incidents in Iraq and found to be in good agreement. Line-of-sight with the attacker, rushing towards the exit, and stampede were found to be the most lethal choices both during and after the attack. These findings, although preliminary, may have implications for emergency response and counter terrorism. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Intelligent path finding for avatars in Massively Multiplayer Online Games

    Publication Year: 2009 , Page(s): 61 - 65
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (650 KB) |  | HTML iconHTML  

    Path finding is an important feature of Massively Multiplayer Online Games (MMOG). In this paper, we propose a path finding algorithm for peer-to-peer online games. The proposed approach discovers a near optimal but cost effective path between any two points of a connected virtual world. The search space is reduced by the use of anchor points at each zone. As a result, computational cost and memory requirement for the system are relaxed. Moreover, active peers participate in path discovering process that reduces load on the server. In order to avoid repeated computation of a path, many sub-paths are reused at each zone whenever possible. The performance is verified through simulation. View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Author index

    Publication Year: 2009 , Page(s): 66
    Save to Project icon | Request Permissions | PDF file iconPDF (58 KB)  
    Freely Available from IEEE