Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform i...
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We define and study a combinatorial problem called WEIGHTED DIAGNOSTIC COVER (WDC) that models the use of a laboratory technique called genotyping in the diagnosis of a important class of chromosomal aberrations. An o...
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Critical issues in human-computerinteraction - in particular, the advantages and disadvantages of intelligent agents and direct manipulation - will be discussed, debated, and hotly contested. The intent of the partic...
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The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human body that displays...
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Behavior-based systems, i.e. systems that use behaviors as a way of decomposing the control policy needed for accomplishing a task, are very useful in making robots cope with the dynamics of real-world environments. H...
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Behavior-based systems, i.e. systems that use behaviors as a way of decomposing the control policy needed for accomplishing a task, are very useful in making robots cope with the dynamics of real-world environments. However, these systems still need to be extended to design robots having multiple and possibly conflicting goals, requiring planning, and getting more out of their behaviors. One way of doing that is to allow behaviors to be selected dynamically and to blend their actions in order to get more complex behaviors. This paper addresses these issues by presenting a control architecture that, when using fuzzy logic, allows behaviors to be efficiently selected by different sources. A simulated world for mobile robots is used to illustrate these ideas.
The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans that are suitable for real interactive applications. We first describe the state of the ar...
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The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans that are suitable for real interactive applications. We first describe the state of the art, then focus on the particular approach taken at the University of Pennsylvania with the Jack system. Various aspects of real-time virtual humans are considered, such as their appearance and motion, interactive control, autonomous actions, gestures, attention, locomotion and multiple individuals. The underlying architecture consists of a sense-control-act structure that permits reactive behaviors to be locally adaptive to the environment, and a PaT-Net (parallel transition network) parallel-finite-state machine controller that can be used to drive virtual humans through complex tasks. We then argue for a deep connection between language and animation and describe current efforts in linking them through two systems: the Jack Presenter and the JackMOO extension to lambdaMOO. Finally, we outline a parameterized action representation for mediating between language instructions and animated actions.
Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform i...
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Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform independence by solely using instruments which are platform independent by conception: the programming language Java, the Virtual Reality Modeling Language (VRML), or the 3D API *** present a prototype of a hybrid web-based Scientific Visualization system which makes use of the increasing computational power of modern desktop workstations and personal computers on the client side, and the superior performance provided by a powerful machine on the server side. In order to achieve high interaction rates and to balance computational load the user can dynamically assign selected tasks to his client or to the *** the scientific field of human modeling we have implemented a hybrid web-based toolkit for the modeling of human muscles and skin. Our application allows the on-line generation and manipulation of three-dimensional implicit muscle models in a heterogeneous network and it offers various parameters to adjust computation and response time versus rendering quality.
This paper describes some of the main problems and issues specific to the transcription of broadcast news and describes some of the methods for solving them that have been incorporated into the IBM Large Vocabulary Co...
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This paper describes some of the main problems and issues specific to the transcription of broadcast news and describes some of the methods for solving them that have been incorporated into the IBM Large Vocabulary Continuous Speech Recognition System.
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