MonkeyBridge is a collaborative Augmented Reality (AR) game employing autonomous animated agents embodied by lifelike, animated virtual characters and "smart" physical objects. The game serves as a pilot app...
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ISBN:
(纸本)1595931104
MonkeyBridge is a collaborative Augmented Reality (AR) game employing autonomous animated agents embodied by lifelike, animated virtual characters and "smart" physical objects. The game serves as a pilot application to examine how "smart" software and hardware components capable of observing and reacting to events in the physical and virtual world can be useful in AR applications. We describe the implementation details of our test setups as well as how autonomous agents offer a rich gaming experience in AR games.
In this paper we propose a touch enabled video player system. A conventional video player only allows viewers to passively experience visual and audio media. In virtual environment, touch or haptic interaction has bee...
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STL (Stereo Lithography) format Is the de facto file for rapid prototyping manufacturing. However, it suffers from its drawback in a high degree of redundant vertices. Furthermore, errors in the tessellation process c...
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This paper presents a prototype of a client system for Realistic Broadcasting that can receive and process immersive media. It provides a viewer which supports stereoscopic video display and haptic interaction with th...
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We propose a clock-domain-based partitioning technique for practicing scan test in large system-on-chips with multiple clock domains with the intent of reducing test application time and test power
We propose a clock-domain-based partitioning technique for practicing scan test in large system-on-chips with multiple clock domains with the intent of reducing test application time and test power
STL (stereo lithography) format is the de facto file for rapid prototyping manufacturing. However, it suffers from its drawback in a high degree of redundant vertices. Furthermore, errors in the tessellation process c...
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STL (stereo lithography) format is the de facto file for rapid prototyping manufacturing. However, it suffers from its drawback in a high degree of redundant vertices. Furthermore, errors in the tessellation process cause inconsistency and incompleteness in the STL file. The purpose of this paper is to present how to simplify STL triangular mesh and get its optimized shape for rapid prototyping manufacturing. The processes for the STL mesh re-triangulation can be set to mesh deletion and mesh reconstruction. In the mesh deletion process, two kinds of weighted value algorithms are used for determining the suitable value of STL meshes deleted. In the process of STL mesh reconstruction, genetic algorithm with its fitness functions is implemented for the optimization of the STL meshes. Two cases of the STL meshes re-triangulation are shown to prove the processes presented in this paper are in good results.
Numerous collaborative design tools have been developed to accelerate the product development, and recently environments for building distributed simulations have been proposed. For example, a simulation framework cal...
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Numerous collaborative design tools have been developed to accelerate the product development, and recently environments for building distributed simulations have been proposed. For example, a simulation framework called DOME (Distributed Object-oriented Modeling and Evaluation) has been developed in MIT CADLAB. DOME is unique in its decentralized structure that allows heterogeneous simulations to be stitched together while allowing proprietary information an simulation models to remain secure with each participant. While such an approach offers many advantages, it also hides causality and sensitivity information, making it difficult for designers to understand problem structure and verify solutions. The purpose of this research is to analyze the relationships between design parameters (causality) and the strength of the relationships (sensitivity) in decentralized web-based design simulation. Algorithms and implementations for the causality and sensitivity analysis are introduced. Causality is determined using Granger's definition of causality, which is to distinguish causation from association using conditional variance of the suspected output variable. Sensitivity is estimated by linear regression analysis and a perturbation method, which transfers the problem into a frequency domain by generating periodic perturbations. Varying Internet latency and disturbances are problematic issues with these methods. Thus, new algorithms are developed and tested to overcome these problems.
Identification of reservoir zones associated with increased cavernosity in massive unstratified rocks from seismic data is a challenge. The difficulty of id entifying is explained by both having to pick weak signals a...
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In this paper we present the authoring process and the authoring tools for Mixed Reality applications that have been implemented for AMIRE. We introduce concepts that allow non-experts to develop MR applications, with...
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