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Technologies for E-Learning and Digital Entertainment: Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007. Proceedings

Kin-chuen Hui ; Zhigeng Pan ; Ronald Chi-kit Chung ; Charlie C. L. Wang ; Xiaogang Jin ; Stefan Göbel ; Eric C.-L. Li (eds.)

En conferencia: 2º International Conference on Technologies for E-Learning and Digital Entertainment (Edutainment) . Hong Kong, China . June 11, 2007 - June 13, 2007

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Information Systems Applications (incl. Internet); Multimedia Information Systems; Computer Graphics; Computers and Education

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-73010-1

ISBN electrónico

978-3-540-73011-8

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2007

Tabla de contenidos

Novel Method for Computer Create Van Gogh’s Oil Style Painting

Liang Xiao; Zhihui Wei; Huizhong Wu

This paper addresses the problem of how to transform a photograph into Van Gogh’s oil style painting. A novel line-integral convolution(LIC) based oil painting simulation framework is proposed. Several new technologies are proposed to improve the performance and artistic expressive power of our method. Firstly a new method named by streamlines filling is presented, and we modeled image as a cluster level lines which have minimal Euler’s elastic energy, then we derived an evolution partial difference equation (PDE)to fill streamlines in image. Secondly we proposed a new method named by streamlines enhancing, a coherence-enhancing anisotropic diffusion is use to enhance the flow-like and close interrupted lines in the intensity image. Thirdly we propose a surface rendering algorithms combined diffuse and specular reflection with multiple light sources to simulate the oil painting’s characteristics. Finally a better color fidelity between result image and the sample image of van Gogh style is achieved by color transfer algorithm. Experiments show that the performance of our proposed method is better than other similar LIC based rendering algorithms.

- Vision, Imaging and Video Technology | Pp. 740-750

A New Approach Supporting Perception Guiding and Multi-objective Decision Making for Behavior Animation

Xiaojuan Ban; Daoping Jiang; Shurong Ning; Dongmei Ai; Yixin Yin

In some artificial systems, performing the realistic perception for actors which will handle both the processes to simulate the sensing organs and identify, will spend most computational time. Unfortunately, this matter even ruins the result of decision based on perception. In order to reduce the computation cost from a systemic view and optimize the performance of system, a brand-new coherent framework was proposed. The framework, which is a cycle of internal-state activizing desire, desire guiding perception, decision making based on perception, and the executing result feed backing to actor, mimics the principle that the behavior of the actor is excitated both by the internal motivation and external stimuli. Firstly, we modeled internal state of artificial actors, which caused by temporary stimuli and accumulation of physical and mental states. Secondly, the actors’ desires were described which are generated by internal state and used for guiding perception. Thirdly, the net value of the possible features combinations for a given desire was figured out using decision-theoretic principles to determine whether the process on the features combinations is worthy or not. Then, a multi-objective decision making algorithm was introduced to achieve decision based on perception, thus the connection between the actual desires and behaviors are established. Finally, we validate the approach and algorithms in establishing an autonomous computer animation system by simulating the realistic behavior of fish in bio-system.

- Vision, Imaging and Video Technology | Pp. 751-762

3D Visual Feedback in Learning of Piano Posture

Javier Mora; Won-Sook Lee; Gilles Comeau

An overlooked, yet essential problem in piano practice involves body posture. Bending the back, leaning towards the keys, lifting the wrist and other improper positions are usually noticed by piano teachers when instructing their students. If they sit too low, fingers will feel the burden of static arm weight; if they sit too high, the playing might become rigid with tension in wrist and shoulders. In this manner, visual feedback can help in realizing potential problems when playing the instrument. This paper discusses an innovative application of the techniques used for the 3D visualization of piano performances in any possible view, with the purpose of comparing them to a good model of someone playing the piano. It includes the capture and reconstruction of the 3D motion and posture of a professional piano player so that it may be compared against the posture and movements of students, by overlaying 2D videos of their practice session at the piano.

- Vision, Imaging and Video Technology | Pp. 763-771

An Automated Registration Method for Range Images

Shen Yang; Xukun Shen; Yue Qi; Qinping Zhao

Registering range images captured by 3D scanner and constructing a complete model of an object is frequently used in reverse engineering, computer game and animation, digital museum and digital heritage, etc. Many algorithms about registering the range images have been developed up to now. In this paper, a robust automated algorithm is presented based on surface characteristics extracting and matching techniques. The algorithm restores a set of point correspondences between every two adjacent range images without image position information or user interaction. Differential quantities are used as geometric descriptor and some other constraints are used to accelerate searching and matching processes and maintain result accuracy. After calculating the estimate of the rigid motion transformation between range images with selected point correspondences, a modified ICP algorithm is used to refine the result. The whole algorithm can be applied in many areas, especially in building the digital models of cultural artifacts and works of art.

- Vision, Imaging and Video Technology | Pp. 772-783

Optimizing the Oriental Painting Shader for 3D Online-Game

Sung-Soo Kim; Hyuna Jang; Won-Hyung Lee

Nowadays, most game story based on Western Myth and Cultures, this situation make the gamers bored. So some companies for game try to find something different stories for their game, and developing or developed the games based on Oriental Myth and Cultures. But the expression skills for this games, has the stories based on Oriental Myth and Cultures, using the realistic expression skills were used at other games. So I recommend the Oriental Painting Shader for games has the stories about Oriental Myth and Cultures. In this Paper, I optimized the Abridged Inside Effect of Oriental Painting Shader for 3D games, using the Sobel Edge Detecting for line drawing of oriental painting shader, and briefing about these algorithm.

- Vision, Imaging and Video Technology | Pp. 784-792

NBR:A Content-Based News Video Browsing and Retrieval System

Huayong Liu; Tingting He; Hui Zhang

An advanced content-based news video browsing and retrieval system, NBR, is proposed in this work. The system is built on high-accuracy news story segmentation and topic caption text extraction. Its main features include category-based news story browsing, key-frame-based video abstract and keyword-based news story retrieval. In the paper, news story segmentation and topic caption text extraction, as well as content-based video browsing and retrieval, are addressed in detail. The system is helpful and effective for the overall understanding of the news video content.

- Vision, Imaging and Video Technology | Pp. 793-800

An Interactive Snowboard Game in Virtual Environment

Gye-Beom Jeon; Won Cheol Kim; Amarjagal Enkhsaruul; Eun-Ju Kim; Jong-Wan Lee; Sun-Jeong Kim; Chang Geun Song

In this paper we implement the 3D virtual interactive snowboard game. It is not an on-line game but a bodily sensible game. We develop the terrain rendering engine which is designed for our interactive snowboard simulation game. It is developed by using real-time optimally adapting meshes (ROAM) for level-of-detail (LOD) rendering. The terrain engine also uses alpha blending for transition between level-of-details and collision between a character and the terrain is detected by ray-triangle intersection algorithm. The presented engine shows rapid response in rendering the terrain which is essential for an interactive snowboard simulation game. For a character’s movement, physics engine is designed in which we define the two states called the Air and the Contact and classify four cases for the next position. HMD and motion tracker devices used in virtual reality applications are attached to our game engine so that users can experience the snowboard game in virtual space. It is expected from this experience that other sports games such as table-tennis, soccer, golf games and etc. can be easily implemented.

- Vision, Imaging and Video Technology | Pp. 801-811

Relevance Feedback and Latent Semantic Index Based Cultural Relic Image Retrieval

Na Wei; Ming-Quan Zhou; Guo-Hua Geng

In this paper we present a novel relevance feedback and latent semantic index based cultural relic image retrieval system. First, the optimum weights that can be used for iterative retrieval is computed , then a semantic image link network is constructed to store the semantic correlation information between images, which is obtained from memorized relevance feedbacks. Following image relevance feedback, Latent semantic indexing is applied to image retrieval, which helps saving in storage and estimating the hidden semantic relationship among images. To illustrate the potential of such an approach a prototype image retrieval system has been developed and Preliminary experimental results on a database containing about 2000 images demonstrate the effectiveness of the proposed model.

- Vision, Imaging and Video Technology | Pp. 812-818

Controllable Multi-party Audio/Video Collaboration Based on Multicast over CERNET

Xuan Zhang; Xing Li; Chongrong Li

Multicast based multi-party audio/video collaboration system is one important application for collaboration in internet. Adopting multicast could save bandwidth for group communication. But native multicast is not ubiquitously available which hurdles the application, on the other hand, the current multicast based A/V collaboration system lacks effective control and service. This paper introduces the controllable multiparty audio/video collaboration systems based on multicast over China Education and Research Network (CERNET). The native multicast environment and performance monitoring, control and management on audio/video collaboration, session management and congestion controls are presented. The controllable multi-party collaboration system has been implemented and applied on CERNET successfully.

- Collaborative and Distributed Environments | Pp. 819-828

A Synchronous Scaffolding Environment for Collaborative Technical Writing

Shiou-Wen Yeh; Jia-Jiunn Lo; Jeng-Jia Huang; Zhen-Yu Fan

This study developed a synchronous scaffolding environment for teaching technical writing that provides process-oriented collaborative writing supports and practices. This study also examined the effects of the system on EFL (English as a Foreign Language) students’ collaborative writing experiences. In the experiment, a “process writing wizard” was created to guide students to complete an essay using comparison and contrast as the rhetorical form. The system provides step-by-step scaffolding guidance and allows multiple students to work synchronously on collaborative writing via Internet. To investigate the learning experiences of the students, five constructs—perceived ease of use, perceived usefulness, attitude to use, intention to use, and perceived response time from peers—were employed to examine if students feel comfortable in the multi-task, multi-user environments. The experimental results are encouraging in that they are consistent with the research propositions. The students also show positive continuing motivation to use the proposed system in future writing tasks.

- Collaborative and Distributed Environments | Pp. 829-840