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Digital Media and Digital Content Management (DMDCM), 2011 Workshop on

Date 15-16 May 2011

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Displaying Results 1 - 25 of 80
  • [Front cover]

    Publication Year: 2011, Page(s): C1
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  • [Title page i]

    Publication Year: 2011, Page(s): i
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  • [Title page iii]

    Publication Year: 2011, Page(s): iii
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  • [Copyright notice]

    Publication Year: 2011, Page(s): iv
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  • Table of contents

    Publication Year: 2011, Page(s):v - x
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  • Foreword

    Publication Year: 2011, Page(s): xi
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  • Organizing Committee

    Publication Year: 2011, Page(s): xii
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  • Program Committee

    Publication Year: 2011, Page(s): xiii
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  • A Physics-Based Augmented Reality Jenga Stacking Game

    Publication Year: 2011, Page(s):1 - 8
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1643 KB) | HTML iconHTML

    In this paper, we present a cross-platform environment in which handheld and desktop-computer users can collaborate with each other in a shared scene to accomplish physically realistic experiences during the course of interaction. In realizing the system, we: 1) exploit client/server architecture to connect user devices, where the server is responsible for maintaining and managing the virtual obje... View full abstract»

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  • Animations of Medical Training Scenarios in Immersive Virtual Environments

    Publication Year: 2011, Page(s):9 - 12
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2390 KB) | HTML iconHTML

    Medical training centers often provide various simulations for students and professionals. Their goal is not only to make trainees practice specific scenarios but also to help them effectively transfer the acquired skills to the real world. Having in mind that virtual environments have already been acknowledged for their potential to improve the medical training process, we propose an approach for... View full abstract»

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  • Creating for 3D Digital Chinese Ink-Wash Landscape Paintings Based on Maya

    Publication Year: 2011, Page(s):13 - 17
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1863 KB) | HTML iconHTML

    Putting forward the idea of simulating the "three-perspective method" and "cavalier perspective" layout in the Chinese landscape paintings theory based on "Oblique Projection", with a successful realization. A process of brush rendering and multi-layer rendering with characteristics of Chinese ink-wash landscape paintings has been brought forward, thus explores the ideas of creating 3D digital Chi... View full abstract»

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  • Bidirectional Interplay between Tracking and the Rider Simulator and Its Application to Snowboarding

    Publication Year: 2011, Page(s):18 - 25
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1150 KB) | HTML iconHTML

    Physical interactive games are recently hogging the limelight in the international game market, as they adopt a new concept of input devices that allows the players to interact and play with the games using their own bodies instead of hand-operated input devices. Since the concept is still tethered to a screen-based output, its feedback part is not as fluid and natural as its input part. This pape... View full abstract»

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  • Geometry and Texture Coupled Generalization of Urban Buildings

    Publication Year: 2011, Page(s):26 - 29
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (382 KB) | HTML iconHTML

    A novel element FEdge, containing geometric and textured information, is proposed for geometry and texture coupled generalization of urban buildings, in relation to urban legibility of roads, districts, and landmarks. In order to take into account geometric characteristics of different footprints better, we cluster building footprints by creating their positive buffers to preserve roads at desired... View full abstract»

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  • Hierarchical Occlusion Queries on Driving Simulation

    Publication Year: 2011, Page(s):30 - 34
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (643 KB) | HTML iconHTML

    Hardware occlusion queries is a method by which graphic processing unit (GPU) can gives fast response to the visibility status of a geometry object in virtual environment. Increasing number of issued queries lead to stall in CPU and starvation in GPU. However, hardware occlusion queries have improved by exploiting temporal coherence (TC). TC is proven improved hardware occlusion queries based on p... View full abstract»

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  • HUBOT--A Modeling and Simulation Platform Based on PhysX for Multi-link Robot

    Publication Year: 2011, Page(s):35 - 39
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (791 KB) | HTML iconHTML

    This paper presents HUBOT - a modeling and simulation platform specialized for multi-link robots. We use PhysX as the dynamics solver so that we can manipulate various physics parameters of the robot directly. Visualization is also supported based on OpenGL rendering environment. HUBOT solves kinematics and dynamics among the robot and the environment, sensor data simulation is also implemented to... View full abstract»

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  • Modeling and Rendering of Ocean Battlefield Scenes

    Publication Year: 2011, Page(s):40 - 44
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (627 KB) | HTML iconHTML

    The realistic modeling and rendering of ocean battlefield scenes is one of hotspots and difficult problems of computer graphic. In all ocean battlefield scenes, modeling and rendering of ocean surface is the most difficult that it is dynamic in time, space and color. In this paper, considering the dynamic of ocean surface, an efficient view-dependent modeling and rendering method of large-scale oc... View full abstract»

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  • Object Behavior Specification and Simulation in Virtual Assembly

    Publication Year: 2011, Page(s):45 - 48
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (604 KB) | HTML iconHTML

    Virtual assembly is widely used to increase productivity. However, performing all the operations manually is time consuming, because there will inevitably have much rework to do. On the other hand, automating the whole process is an unbelievable task, because there is a lack of professional knowledge. Therefore, we present an object trace method to depict assembly manipulation, and use this specif... View full abstract»

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  • Rigid Body Simulation with Local Fracturing Effects

    Publication Year: 2011, Page(s):49 - 52
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1223 KB) | HTML iconHTML

    Focusing on the real-time and interactive ability features in the Virtual Reality application, we propose a fracture pattern based on local fracture mechanism. Taking advantage of the experience analysis or the offline computation verified fracture characteristic, we abstract fracture patterns with physical reality and then apply it in pattern matching. The geometry model is constructed by octree ... View full abstract»

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  • Study on Extra Vehicular Spacewalk Simulation Technology

    Publication Year: 2011, Page(s):53 - 56
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (289 KB) | HTML iconHTML

    A Virtual Training system was developed for extravehicular activity (EVA) training on ground. The technique breakthroughs of the system include: 3D model of astronaut establishment, human upper limbs motion tracking using 3 sensors, precisely hand motion tracking, two level of collision detection to determine current human state. Experiments were made on EVA training and the results demonstrate ef... View full abstract»

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  • The Design of the Prunus mume Online Virtual Museum

    Publication Year: 2011, Page(s):57 - 60
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (262 KB) | HTML iconHTML

    Prunus mume - China's first flower of International Registration Authority, its visualization is not only necessary and meaningful, but also full of challenges. Through analysis of the Information Architecture of online virtual museum along with the exhibition design of Prunus mume in the virtual scene, the essay fully demonstrates the process of how to construct the framework of the virtual museu... View full abstract»

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  • From Virtual Signified to Virtual Reality: Animation in China Children-Oriented Sports TV Program for Beijing Olympic Games

    Publication Year: 2011, Page(s):61 - 65
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (973 KB) | HTML iconHTML

    This article analyses the general advantages of animation in China Children-oriented Sports TV Program, through cases studies of two TV programs including Olympic ABC and Fuwa Journey in Olympic. The conclusion is that Virtual Reality Technology makes the meaning of animation go beyond virtual signified in Pragmatics, combining education, social psychology, instruction with happiness in sports TV ... View full abstract»

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  • Towards 3D City Modeling through Combining Ground Level Panoramic and Orthogonal Aerial Imagery

    Publication Year: 2011, Page(s):66 - 71
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (560 KB) | HTML iconHTML

    Aerial images and ground-level images are two major types of image sources used by many existing image-based urban 3D modeling approaches. Due to the rapid development on hardware and camera technologies, panoramic images have become widely accessible and they have many advantages in supporting the 3D reconstruction tasks. In this paper, we have proposed an automatic image registration approach to... View full abstract»

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  • 3D Hand Model Animation with a New Data-Driven Method

    Publication Year: 2011, Page(s):72 - 76
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1608 KB) | HTML iconHTML

    This paper presents a data-driven method to track hand gesture and animate 3D hand model. The proposed method uses a new generation of active camera based on time of flight principle (The Swissranger4000). To achieve the tracking, the presented method exploits a database of hand gestures represented as 3D point clouds acquired from the Swissranger4000 video camera. In order to track a large number... View full abstract»

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  • A Convex Optimization Approach for Online Human Walking Motion Adaptation

    Publication Year: 2011, Page(s):77 - 82
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (260 KB) | HTML iconHTML

    For human-like locomotion, applying human motion capture data (HMCD) to the humanoid robot is a nature way. However, adapting HMCD online is a non-trivial problem. Not only because achieving both kinematic similarity and dynamic stability is difficult but also because such an optimization problem is intractable. This paper proposes an online adaptation approach using convex optimization for humano... View full abstract»

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  • A Data-Driven Approach for Simulating Pedestrian Collision Avoidance in Crossroads

    Publication Year: 2011, Page(s):83 - 85
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (351 KB) | HTML iconHTML

    This paper presents a model for solving collisions between humans and making them reach their destinations successfully. The proposed model is elaborated from motion capture data. We first adopt dynamic global planning to compute a shortest path to make the pedestrians to get to the other side of the road based on the principle of maximum convenience. In a second stage, we integrate a local collis... View full abstract»

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