Given the overall increasing trend of airspace demand by commercial, military, and general aviation, researchers are developing new software tools to enhance the level of automation in air traffic control systems to a...
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The proceedings contain 64 papers. The special focus in this conference is on Entertainment Computing. The topics include: Using natural language in interactive storytelling;multi-goal path-finding for autonomous agen...
ISBN:
(纸本)9781475751536
The proceedings contain 64 papers. The special focus in this conference is on Entertainment Computing. The topics include: Using natural language in interactive storytelling;multi-goal path-finding for autonomous agents in virtual worlds;multiplayer game cheating prevention with pipelined lockstep protocol;complex games and palm computers;a toolkit for developing programs of card game played on the internet;the evolution of strong Othello programs;real-time character animation using puppet metaphor;fly through view video generation of soccer scene;prototyping mobile game applications;inhaling and exhaling interaction with visual objects;creating ubiquitous interactive games using everywhere display projectors;face analysis and synthesis for interactive entertainment;human body tracking for digital actors;computer vision based recognition of interactions between human and objects;real-time manipulation of motion-capture data with pattern generator;a distributed control system and scripting language for "interactivity" in live performance;an accommodating piano which augments intention of inexperienced players;statistical phrase extraction and indexing for music retrieval;a portable electronic bass using two PDAs;music composition by onomatopoeia;awareness communications by entertaining toy doll agents;leaving fantasy behind in videogames;a therapeutic interactive yoga system;the inherent appeal of physically controlled peripherals;skill training system of manual arc welding;interaction for entertainment contents based on direct manipulation with bare hands;music and augmented reality;a multi-modal embodied interactive desk;senses of spaces through trans fiction;using augmented reality for entertainment;rapid prototyping of mixed reality applications that entertain and inform;an authoring toolkit for mixed reality experiences;a distributed MR transporter for networked collaboration;3D live humans in mixed reality entertainment;content management in mixed reality syste
This paper presents the design of a system that supports execution of HLA (high level architecture) distributedinteractivesimulations in an unreliable grid environment. The design of the architecture is based on the...
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ISBN:
(纸本)9780769520360
This paper presents the design of a system that supports execution of HLA (high level architecture) distributedinteractivesimulations in an unreliable grid environment. The design of the architecture is based on the OGSA (Open Grid Services Architecture) concept that allows for modularity and compatibility with grid services already being developed. First of all, we focus on the part of the system which is responsible for migration of a HLA-connected component or components of the distributed application in the grid environment. We present a runtime support library for easily plugging HLA simulations into the grid services framework. We also present the impact of execution management (namely migration) on overall system performance.
Summary form only given. interactivesimulation through distributed virtual environments has been at the very cutting edge of research in the last few years, not least through the developments in the hardware required...
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ISBN:
(纸本)9780769520360
Summary form only given. interactivesimulation through distributed virtual environments has been at the very cutting edge of research in the last few years, not least through the developments in the hardware required (e.g., internet connection speed, desktop processing) and critically, the algorithms applied to overcoming the single significant problem in the field-communication delay. For this talk we will present the underlying reasons why, for distributedsimulation, "what you see is not what I see" and "what you can touch is not what I can touch", and why, in theory, this will never be so. In practice, however, we are blessed with application specific heuristics than can come to our aid. We will outline a generic mechanism which may allow us a partial solution to overcome the problems associated with distributed haptic systems. The key to this issue is how a distributedsimulation of an object, with all of its attributes, can be haptically displayed over a distributed environment? Central to this issue is the main physical attribute of an object in a haptic sense, and that is of object compliance, or stiffness. When is a stiff object stiff and when must it be otherwise? I would rather scientists found the answer to this question rather than the pornographers!.
Virtual environments (VEs) are interactive computer simulations that immerse users in an alternate reality. distributed VE (DVE) applications simulate the experience of real-time interaction among multiple users in a ...
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The following topics are dealt with: high level architecture (HLA) and grid issues; realtime systems; quality of service (QoS) and multimedia; parallel and distributedsimulation; methodology and Web-based simulation...
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The following topics are dealt with: high level architecture (HLA) and grid issues; realtime systems; quality of service (QoS) and multimedia; parallel and distributedsimulation; methodology and Web-based simulation; distributedsimulation project management; and haptic audio visual collaborative virtual environments.
The proceedings contain 43 papers. The special focus in this conference is on applications on Web-Based, Intranet Systems, Optimization Techniques, Performance Evaluation of Parallel Systems and Wireless Communication...
ISBN:
(纸本)9783540376194
The proceedings contain 43 papers. The special focus in this conference is on applications on Web-Based, Intranet Systems, Optimization Techniques, Performance Evaluation of Parallel Systems and Wireless Communication. The topics include: Localized algorithms and their applications in ad hoc wireless networks;towards a single system image for high-performance java;reliability of a distributed search engine for fresh information retrieval in large-scale intranet;a web-based graphical interface for general-purpose high-performance computing clusters;a compressed diagonals remapping technique for dynamic data redistribution on banded sparse matrix;scheduling parallel tasks onto NUMA multiprocessors with inter-processor communication overhead;an efficient algorithm for irregular redistributions in parallelizing compilers;balancing traffic in meshes by dynamic channel selection;an ad hoc on-demand routing protocol with alternate routes;design of a viable fault-tolerant routing strategy for optical-based grids;direct execution simulation of mobile agent algorithms;mpi-2 support in heterogeneous computing environment using an score cluster system;internet traffic congestion modelling and parallel distributed analysis;a comparative investigation into optimum-time synchronization protocols for a large scale of one-dimensional cellular automata;impact from mobile spam mail on mobile internet services;solving the set-splitting problem in sticker-based model and the Adleman-Lipton model;parallel MCGLS and ICGLS methods for least squares problems on distributed memory architectures;effective admission control for real-time anycast flow;a comprehensive software distributed shared memory system and a scheme of interactive data mining support system in parallel and distributed environment.
Shared simple virtual environment (SSVE) is an object-oriented software framework designed for object-focused small group collaboration in highly dynamic virtual environments. Compared to most other collaborative virt...
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ISBN:
(纸本)9780769520360
Shared simple virtual environment (SSVE) is an object-oriented software framework designed for object-focused small group collaboration in highly dynamic virtual environments. Compared to most other collaborative virtual environment systems, SSVE allows a team of six to eight people to collaborate closely on a highly interactive model construction task. SSVE is a "multi-multi" framework - multi-user, multi-threaded, multi-platform, and multi-modal. Numerous interaction, awareness and collaboration mechanisms are provided by the framework and by applications that use the framework, including "what you see is what I see," deictic references, and exclusive object access. Several concurrency control mechanisms are also supported through the framework, including those suitable for closely-coupled synchronous collaboration in highly dynamic virtual worlds. In addition, support is provided for emergent group collaboration modes, and a novel user interface widget, the collaboration tree, is introduced to facilitate subgroup formation and integration of task results. In short, SSVE is a framework for the development of applications which explore group collaboration mechanisms in highly-interactive shared virtual environments. A small pilot study that used the framework to validate the utility and stability of the framework, as well as to investigate larger issues of group collaboration, is also presented.
Video delivery over unreliable networks and across error-prone environements suffers a lot from packet loss. several error control techniques have been proposed to deal with this problem. However, retransmission, whic...
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ISBN:
(纸本)3540205349
Video delivery over unreliable networks and across error-prone environements suffers a lot from packet loss. several error control techniques have been proposed to deal with this problem. However, retransmission, which achieves highest reliability, was judged as being not feasible for real-timeapplications. In this work, we propose the deployment of video proxy-caches for error control purposes. Video packets are classified by the sender according to their importance for the decoding process and the perceived video quality. This information is then carried within each packet. Proxy-caches, which are typically located within the network and at access points to lossy networks (e.g. mobile networks), identify valuable video packets and cache them for short periods of time. The receivers can direct their retransmission requests to the proxy caches located in their neighborhood. Furthermore, we develop new cache replacement techniques, based on distortion optimization theory, for operation under strong storage constraints. We show, through simulations and experimental results, important quality improvements compared to conventional sender-based retransmission mechanisms and other cache replacement techniques.
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