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Cyberworlds (CW), 2012 International Conference on

Date 25-27 Sept. 2012

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Displaying Results 1 - 25 of 61
  • [Cover art]

    Page(s): C4
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  • [Title page i]

    Page(s): i
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  • [Title page iii]

    Page(s): iii
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  • [Copyright notice]

    Page(s): iv
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  • Table of contents

    Page(s): v - viii
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  • Message from the Chairs

    Page(s): ix
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  • Scope of the conference

    Page(s): x - xi
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  • Conference Organization

    Page(s): xii
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  • International Program Committee

    Page(s): xiii
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  • Reviewers

    Page(s): xiv
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  • A Geometorical Data Application of the Cellular Data System

    Page(s): 1 - 6
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (631 KB) |  | HTML iconHTML  

    In this "cloud" computing era, various kinds of values are being created in cyber worlds at every moment, causing the worlds to become increasing complex and making it difficult for us to recognize the whole. Consequently, we need a more powerful mathematical background that can accurately model the cyber worlds in the "cloud" as they are. We consider the Incrementally Modular Abstraction Hierarchy to be appropriate for modeling the dynamically changing cyber worlds by descending from the most abstract homotopy level to the most specific view level, while preserving invariants. We have developed a data processing system called the Cellular Data System based on IMAH. In this paper, we introduce basic geometrical design into CDS, and apply CDS to develop the core logic of a route search system, used in most traffic industries but costly due to its complexity, to verify its effectiveness. View full abstract»

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  • A System Architecture for Flexible Rendering Back-ends in Distributed Virtual Reality Applications

    Page(s): 7 - 14
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (580 KB) |  | HTML iconHTML  

    We describe an approach to integrate multiple rendering back-ends under a common application layer for distributed systems. The primary goal was to find a practical and non-intrusive way to use potentially very different rendering back-ends in heterogeneous computing environments without impairing their strengths and without burdening the back-ends or the application with details of the cluster environment. Our approach is based on a mediator layer that can be plugged into the OpenSG infrastructure. This design allows us to elegantly extent OpenSG's low-level multithreading and clustering capabilities to our system. It also allows us to sync incremental changes very efficiently. We demonstrate results and problems with two case studies. View full abstract»

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  • Analysis of Short Term Path Prediction of Human Locomotion for Augmented and Virtual Reality Applications

    Page(s): 15 - 22
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (467 KB) |  | HTML iconHTML  

    When human locomotion is used to interact with virtual or augmented environments, the system's immersion could be improved by providing reliable information about the user's walking intention. Such a prediction can be derived from tracking data to determine the future walking direction. This paper analyses how tracking data relates to navigation decisions from an egocentric view in order to achieve a reliable and stable path prediction. Since tracking data is noisy, a smoothening is required that eliminates oscillations while still recognizing trends in human locomotion. Thus, we analyze different approaches for path prediction, determine relevant setting values, and verify the results by a user study. Results indicate that robust short term prediction of human locomotion is possible but care must be taken when designing such a predictor. View full abstract»

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  • Artificial Face Recognition Using Wavelet Adaptive LBP with Directional Statistical Features

    Page(s): 23 - 28
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (418 KB) |  | HTML iconHTML  

    In this paper, a novel face recognition technique based on discrete wavelet transform and Adaptive Local Binary Pattern (ALBP) with directional statistical features is proposed. The proposed technique consists of three stages: preprocessing, feature extraction and recognition. In preprocessing and feature extraction stages, wavelet decomposition is used to enhance the common features of the same subject of images and the ALBP is used to extract representative features from each facial image. Then, the mean and the standard deviation of the local absolute difference between each pixel and its neighbors are used within ALBP and the nearest neighbor classifier to improve the classification accuracy of the LBP. Experiments conducted on two virtual world avatar face image datasets show that our technique performs better than LBP, PCA, multi-scale Local Binary Pattern, ALBP and ALBP with directional statistical features (ALBPF) in terms of accuracy and the time required to classify each facial image to its subject. View full abstract»

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  • Beyond 3D "As-Built" Information Using Mobile AR Enhancing the Building Lifecycle Management

    Page(s): 29 - 36
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1062 KB) |  | HTML iconHTML  

    The success of smart phone technologies changed the way information is processed as more and more geo-referenced structures are emerging linking information to specific locations within our environment. Thereby, Augmented Reality has become a key technology as it analyses the smart phone sensor data (camera, GPS, inertial) to derive the detailed pose of the smart phone, with the aim to correlate our real environment to the geo-referenced information space. In particular, this is relevant for application fields where 3Dmodels are used in planning and organization processes as e.g. facility management. In facility construction and management Building Information Model (BIM) was established as a standard that not only holds the 3D-building-geometry but encompasses pipe/electrical systems as well as semantic building information, for example properties and conditions of building components. With this motivation our work integrates BIM and Augmented Reality. View full abstract»

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  • Comparative Study of APIs and Frameworks for Haptic Application Development

    Page(s): 37 - 44
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (363 KB) |  | HTML iconHTML  

    The simulation of tactile sensation using haptic devices is increasingly investigated in conjunction with simulation and training. This work explores the most popular haptic frameworks and APIs. We provide a comprehensive review and comparison of their features and capabilities, from the perspective of a software developer. In order to compare the studied frameworks and APIs, we identified and applied a set of eleven criteria and we obtained a classification of platforms, from the perspective of these criteria. According to this classification, we decide on the best platform to develop a visuo-haptic prototype for liver diagnostics. View full abstract»

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  • Development of Easy-to-Use Authoring System for Noh (Japanese Traditional) Dance Animation

    Page(s): 45 - 52
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (993 KB) |  | HTML iconHTML  

    Noh is a genre of Japanese traditional theater, a kind of musical drama. Similar to other dance forms, Noh dance (shimai) can also be divided into small, discrete units of motion (shosa). Therefore, if we have a set of motion clips of motion units (shosa), we can synthesize Noh dance animation by composing them in a sequence based on the Noh dance notation (katatsuke). However, it is difficult for researchers, learners, and teachers of Noh dance to utilize existing animation systems to create such animations of Noh dance. The purpose of this research is to develop an easy-to-use authoring system for Noh dance animation. In this paper, we introduce the design, implementation and evaluation of our system. To solve the problems of existing animation systems, we employ our smart motion synthesis technique to compose motion units automatically. We classify motion units as either pattern or locomotion units. Pattern units are specific forms of motion and can be represented as shot motion clips, whereas locomotion ones denote movement towards a specific position or direction and must be generated on the fly. To deal with locomotion-type motion units, we implemented a module to generate walking motion based on a given path. We created several Noh dance animations using this system, which was evaluated through a series of experiments. View full abstract»

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  • EEG-based Valence Level Recognition for Real-Time Applications

    Page(s): 53 - 60
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (400 KB) |  | HTML iconHTML  

    Emotions are important in human-computer interaction. Emotions could be classified based on 3-dimensional Valence-Arousal-Dominance model which allows defining any number of emotions even without discrete emotion labels. In this paper, we proposed a real-time EEG-based subject-dependent valence level recognition algorithm, where the thresholds were used to identify different levels of the valence dimension of the human emotion. The algorithm was tested by using the EEG data labeled with valence levels. The algorithm could identify valence levels continuously. The algorithm was tested with the experiment data and with the benchmark affective EEG database DEAP where up to 9 levels of valence dimension with high/low dominance were recognized. Then, the algorithm was applied to recognize 16 emotions defined by high/low arousal, high/low dominance and 4 levels of valence. At least 14 electrodes should be used to get the better accuracy. The proposed algorithm could be implemented in different real-time applications such as emotional avatar and E-learning systems. View full abstract»

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  • Emotional Attention in Autonomous Agents: A Biologically Inspired Model

    Page(s): 61 - 68
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (732 KB) |  | HTML iconHTML  

    Attention and emotions are two major functions underlying human behavior. Evidence shows that these two processes interact extensively in the human brain. In fields such as human-computer interactions and artificial intelligence, computational models of attention and emotions have been developed to be included in cognitive agent architectures. However, these have been implemented as two separated processes. Although this strategy has allowed the development of intelligent agents capable of showing very believable behavior, the modeling of the interactions between the attention and emotion processes has been widely ignored. In this paper, we propose a biologically inspired computational model of emotional attention. This model is designed to provide intelligent agents with adequate mechanisms to attend and react to emotionally salient elements in the environment. The simulations demonstrate that the proposed model helps increase the believability of virtual agent's behaviors. View full abstract»

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  • Enhanced Waypoint Graph for Path Planning in Virtual Worlds

    Page(s): 69 - 76
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (731 KB) |  | HTML iconHTML  

    Our research focuses on the problem of path planning, which often occurs in virtual world applications. We propose an automatic generation of enhanced waypoint graph, which is a graph data structure consisting of point nodes, which describe the corner features in the virtual world, as well as edges connecting those nodes. Given a polygon soup representation of a virtual world, for every character radius, the proposed algorithm starts by constructing a discrete distance field, consisting of regularly sampled points in 3D space. Corner detection and clustering are then done with respect to the points whose distance values are slightly larger than the character size to get the waypoints. These waypoints are further sparsely connected using traversability test, taking into account their distances to nearby obstacles. The resulting enhanced waypoint graph is sparse but has regularly distributed edges emanating from each waypoint. In addition, the graph is also able to handle different types of motions for characters with various sizes. View full abstract»

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  • Preliminary Evaluation of an Augmented Reality Collaborative Process Modelling System

    Page(s): 77 - 84
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (513 KB) |  | HTML iconHTML  

    Identifying, modelling and documenting business processes requires the collaboration of many stakeholders that may be spread across companies in inter-organizational business settings. While there are many process modelling tools available, the support they provide for remote collaboration remains limited. This paper investigates the application of virtual environment and augmented reality technologies to remote process modelling, with the aim to assisting collaboration tasks by providing an increased sense of immersion in a shared workspace. We report on the evaluation of a prototype system with five informants. The results indicate that this approach to business process modelling is suited to remote collaborative task settings, and stakeholders may indeed benefit from using augmented reality interfaces. View full abstract»

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  • Geometric Modeling and Parametric Characterization for Virtual Design of Pharmaceutical Tablets

    Page(s): 85 - 90
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (492 KB) |  | HTML iconHTML  

    The mechanisms involved for compaction of pharmaceutical powders have become a crucial step in the development cycle for tablet design. Compressibility and compactibility are two important properties which define the ability of loose powder to transform into a compact. The compacted powder, also known as tablet, needs to be strong enough in order to handle different types of stress due to packaging and loading conditions. This work presents a technique for designing solid tablets based on the use of Partial Differential Equations (PDEs). The shape and size of the generated tablet can be changed by exploiting the analytic expressions relating the coefficients associated with the PDE method. This work also has simulated the compressibility of pharmaceutical powders by utilizing deformation models found in literature. The results are analyzed using the Heckel model. Finally, the automatic design optimization is performed by combining the PDE method and a standard method for numerical optimization for obtaining optimal design of tablets with maximum tensile strength. The results show that the PDE method is able to represent the physical changes of the deformed tablet. View full abstract»

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  • Haptic Rendering of Volume Data with Collision Determination Guarantee Using Ray Casting and Implicit Surface Representation

    Page(s): 91 - 98
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (732 KB) |  | HTML iconHTML  

    Haptic exploration adds an additional dimension to working with 3D data: a sense of touch. This is especially useful in areas such as medical simulation, training and pre-surgical planning, as well as in museum display, sculpting, CAD, military applications, assistive technology for blind and visually impaired, entertainment and others. There exist different surface- and voxel-based haptic rendering methods. Unaddressed practical problems for almost all of them are that no guarantees for collision detection could be given and/or that a special topological structure of objects is required. Here we present a novel and robust approach based on employing the ray casting technique to collision detection, which does not have the aforementioned drawbacks while guaranteeing nearly constant time complexity independent of data resolution. This is especially important for such delicate procedures as pre-operation planning. A collision response in the presented prototype system is rigid and operates on voxel data, and no precalculation is needed. Additionally, our collision response uses an implicit surface representation "on the fly", which can be used with dynamically changing objects. View full abstract»

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  • High Impact Business Modeling through Smart Cloud Computing

    Page(s): 99 - 106
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (919 KB) |  | HTML iconHTML  

    Extreme diversities, versatility and dynamism of cloud computing applications with its high availability through smart devices such as smart phones and media are shown to be supported by the cyber world modeling in an incrementally modular abstraction hierarchy (IMAH) with homotopy extension property (HEP) and homotopy lifting property (HLP), as a transparent and highly universal modeling of smart cloud computing businesses to overcome combinatorial explosion of smart computing. It works to realize cost effective and visible businesses with high social impacts, both globally and locally, contributing to clarify smart cloud computing in the smart cloud imagery business. View full abstract»

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  • Immersion in Virtual Worlds - But not Second Life!

    Page(s): 107 - 113
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (283 KB) |  | HTML iconHTML  

    Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This paper seeks to investigate the problem of immersion measurement in an online based virtual world (ReactionGrid) where there is no distinct in-world goal and environmental context is less immersive as in a game environment. The experiment investigates participants' feelings towards their immersion experience while being in a virtual world. Our findings suggest that immersion mostly depends on co-presence and communication of users. View full abstract»

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