Catálogo de publicaciones - libros
Smart Graphics: 5th International Symposium, SG 2005, Frauenwörth Cloister, Germany, August 22-24, 2005, Proceedings
Andreas Butz ; Brian Fisher ; Antonio Krüger ; Patrick Olivier (eds.)
En conferencia: 5º International Symposium on Smart Graphics (SG) . Frauenwörth, Germany . August 22, 2005 - August 24, 2005
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
Image Processing and Computer Vision; Computer Graphics; User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Pattern Recognition
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | 2005 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-540-28179-5
ISBN electrónico
978-3-540-31905-4
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2005
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2005
Tabla de contenidos
doi: 10.1007/11536482_14
Intuitive Shape Modeling by Shading Design
Shading has a great impact to the human perception of 3D objects. Thus, in order to create or to deform a 3D object, it seems natural to manipulate its perceived shading. This paper presents a new solution for the software implementation of this idea. Our approach is based on the ability of a user to coarsely draw a shading, under different lighting directions. With this intuitive process, users can create or edit a height field (locally or globally), that will correspond to the drawn shading values. Moreover, we present the possibility to edit the shading intensity by means of a specular reflectance model.
Palabras clave: Shape Modeling; Image Based Modeling; Shape From Shading.
- 3D Interaction and Modeling | Pp. No disponible
doi: 10.1007/11536482_17
Design of Affordances for Direct Manipulation of Digital Information in Ubiquitous Computing Scenarios
This work focuses on interface design for supporting users of instrumented environments to interact with virtual information embedded in the real world. A gesture-based interaction paradigm is presented and the prototype of an interface providing affordances for gesture-based direct manipulation of digital information is described.
Palabras clave: Dominant Hand; Ubiquitous Computing; Digital Information; Direct Manipulation; Mixed Reality.
- Novel Interaction Paradigms | Pp. No disponible
doi: 10.1007/11536482_1
Engaging in a Conversation with Synthetic Characters Along the Virtuality Continuum
Elisabeth André; Klaus Dorfmüller-Ulhaas; Matthias Rehm
During the last decade research groups as well as a number of commercial software developers have started to deploy embodied conversational characters in the user interface especially in those application areas where a close emulation of multimodal human-human communication is needed. Most of these characters have one thing in common: In order to enter the user’s physical world, they need to be physical themselves. The paper focuses on challenges that arise when embedding synthetic conversational agents in the user’s physical world. We will start from work on synthetic agents that populate virtual worlds and anthropomorphic robots that inhabit physical worlds and discuss how the two areas need to be combined in order to populate physical worlds with synthetic characters. Finally, we will report on so-called traversable interfaces that allow agents to cross the border from the physical space to the virtual space and vice versa.
Palabras clave: Augmented Reality; Virtual World; Interaction Space; Mixed Reality; Virtual Character.
- Synthetic Characters and Virtual Worlds | Pp. 1-12
doi: 10.1007/11536482_2
Visualizing Emotion in Musical Performance Using a Virtual Character
Robyn Taylor; Pierre Boulanger; Daniel Torres
We describe an immersive music visualization application which enables interaction between a live musician and a responsive virtual character. The character reacts to live performance in such a way that it appears to be experiencing an emotional response to the music it ‘hears.’ We modify an existing tonal music encoding strategy in order to define how the character perceives and organizes musical information. We reference existing research correlating musical structures and composers’ emotional intention in order to simulate cognitive processes capable of inferring emotional meaning from music. The ANIMUS framework is used to define a synthetic character who visualizes its perception and cognition of musical input by exhibiting responsive behaviour expressed through animation.
Palabras clave: Emotional Content; Musical Performance; Virtual Character; Tonal Music; Cognition Layer.
- Synthetic Characters and Virtual Worlds | Pp. 13-24
doi: 10.1007/11536482_3
Knowledge in the Loop: Semantics Representation for Multimodal Simulative Environments
Marc Erich Latoschik; Peter Biermann; Ipke Wachsmuth
This article describes the integration of knowledge based techniques into simulative Virtual Reality (VR) applications. The approach is motivated using multimodal Virtual Construction as an example domain. An abstract Knowledge Representation Layer (KRL) is proposed which is expressive enough to define all necessary data for diverse simulation tasks and which additionally provides a base formalism for the integration of Artificial Intelligence (AI) representations. The KRL supports two different implementation methods. The first method uses XSLT processing to transform the external KRL format into the representation formats of the diverse target systems. The second method implements the KRL using a functionally extendable semantic network. The semantic net library is tailored for real time simulation systems where it interconnects the required simulation modules and establishes access to the knowledge representations inside the simulation loop. The KRL promotes a novel object model for simulated objects called Semantic Entities which provides a uniform access to the KRL and which allows extensive system modularization. The KRL approach is demonstrated in two simulation areas. First, a generalized scene graph representation is presented which introduces an abstract definition and implementation of geometric node interrelations. It supports scene and application structures which can not be expressed using common scene hierarchies or field route concepts. Second, the KRL’s expressiveness is demonstrated in the design of multimodal interactions. Here, the KRL defines the knowledge particularly required during the semantic analysis of multimodal user utterances.
Palabras clave: Virtual Reality; Semantic Representation; Target System; Simulation Module; Scene Graph.
- Synthetic Characters and Virtual Worlds | Pp. 25-39
doi: 10.1007/11536482_4
Virtual Camera Planning: A Survey
Marc Christie; Rumesh Machap; Jean-Marie Normand; Patrick Olivier; Jonathan Pickering
Modelling, animation and rendering has dominated research computer graphics yielding increasingly rich and realistic virtual worlds. The complexity, richness and quality of the virtual worlds are viewed through a single media that is a virtual camera. In order to properly convey information, whether related to the characters in a scene, the aesthetics of the composition or the emotional impact of the lighting, particular attention must be given to how the camera is positioned and moved. This paper presents an overview of automated camera planning techniques. After analyzing the requirements with respect to shot properties, we review the solution techniques and present a broad classification of existing approaches. We identify the principal shortcomings of existing techniques and propose a set of objectives for research into automated camera planning.
Palabras clave: Computer Game; Constraint Satisfaction Problem; Visual Servoing; Virtual Camera; Camera Control.
- Synthetic Characters and Virtual Worlds | Pp. 40-52
doi: 10.1007/11536482_5
Graphical Data Displays and Database Queries: Helping Users Select the Right Display for the Task
Beate Grawemeyer; Richard Cox
This paper describes the process by which we have constructed an adaptive system for external representation (ER) selection support, designed to enhance users’ ER reasoning performance. We describe how our user model has been constructed – it is a Bayesian network with values seeded from data derived from experimental studies. The studies examined the effects of users’ background knowledge-of-external representations (KER) upon performance and their preferences for particular information display forms across a range of database query types.
- Generating Visual Displays | Pp. 53-64
doi: 10.1007/11536482_6
Visualization Tree, Multiple Linked Analytical Decisions
José F. Rodrigues; Agma J. M. Traina; Caetano Traina
In this paper we tackle the main problem presented by the majority of Information Visualization techniques, that is, the limited number of data items that can be visualized simultaneously. Our approach proposes an innovative and interactive systematization that can augment the potential for data presentation by utilizing multiple views. These multiple presentation views are kept linked according to the analytical decisions took by the user and are tracked in a tree-like structure. Our emphasis is on developing an intuitive yet powerful system that helps the user to browse the information and to make decisions based both on overview and on detailed perspectives of the data under analysis. The visualization tree keeps track of the interactive actions taken by the user without losing context.
Palabras clave: Visualization Technique; Information Visualization; Structure Query Language; Visual Query; Visual Clutter.
- Generating Visual Displays | Pp. 65-76
doi: 10.1007/11536482_7
Structure Determines Assignment Strategies in Diagrammatic Production Scheduling
Rossano Barone; Peter C. -H. Cheng
The article discusses an application of the Representational Epistemology (REEP) approach to the development of a graphical interface for production planning and scheduling called ROLLOUT. The paper reports two studies conducted with bakery planning and scheduling professionals that focus on the cognitive support provided by ROLLOUT in reasoning about the spatial-temporal structure of production processes. The results of the first task suggest that given tabular representations, participants frequently make errors in decisions about the assignment of production sequences in terms of their temporal structure. The errors are more frequent for problems that require reasoning about consequences backwards rather than forwards in time. The second task evaluated participants’ performance at improving production schedules on ROLLOUT. Log files revealed that participants improved the temporal efficiency of the schedule by making edit operations involving frequent repetitions with the same instances that tended to change the time and not the order of production. The authors propose that participants were able to effectively use ROLLOUT to generate an efficient schedule at increasing levels of precision by using the representation to test out and re-evaluate concurrent what-if scenarios. The advantages of ROLLOUT for such tasks are explained in terms of (1) the presence of diagrammatic constraints that preserve domain relations, (2) the presence of a global interpretive scheme, and (3) the degree of meaningful conceptual interrelations available in the representation.
Palabras clave: External Representation; Edit Operation; Diagrammatic Reasoning; Cognitive Support; Conceptual Interrelation.
- Generating Visual Displays | Pp. 77-89
doi: 10.1007/11536482_8
Generation of Glyphs for Conveying Complex Information, with Application to Protein Representations
Greg D. Pintilie; Brigitte Tuekam; Christopher W. V. Hogue
We present a method to generate glyphs which convey complex information in graphical form. A glyph has a linear geometry which is specified using geometric operations, each represented by characters nested in a string. This format allows several glyph strings to be concatenated, resulting in more complex geometries. We explore automatic generation of a large number of glyphs using a genetic algorithm. To measure the visual distinctness between two glyph geometries, we use the iterative closest point algorithm. We apply these methods to create two different types of representations for biological proteins, transforming the rich data describing their various characteristics into graphical form. The representations are automatically built from a finite set of glyphs, which have been created manually or using the genetic algorithm.
Palabras clave: Genetic Algorithm; Root Mean Square Deviation; Iterative Close Point; Iterative Close Point; Iterative Close Point Algorithm.
- Generating Visual Displays | Pp. 90-102