Identifying annotations for adventure game generation from fiction text
- Berkland, Ross, Bangay, Shaun D
- Authors: Berkland, Ross , Bangay, Shaun D
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433366 , vital:72965 , https://doi.org/10.1145/1899503.1899506
- Description: Recent advancements in Text-to-Scene research have lead to the devel-opment of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the sto-ry. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We val-idate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playa-ble game, making use of an existing open-source game engine. The pro-cess is evaluated using user tests in which participants are asked to meas-ure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen an-notation set is sufficient to define a game that is a plausibly acceptable rep-resentation of the text.
- Full Text:
- Date Issued: 2010
- Authors: Berkland, Ross , Bangay, Shaun D
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433366 , vital:72965 , https://doi.org/10.1145/1899503.1899506
- Description: Recent advancements in Text-to-Scene research have lead to the devel-opment of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the sto-ry. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds. We val-idate our choice by generating adventure games: interactive virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playa-ble game, making use of an existing open-source game engine. The pro-cess is evaluated using user tests in which participants are asked to meas-ure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen an-notation set is sufficient to define a game that is a plausibly acceptable rep-resentation of the text.
- Full Text:
- Date Issued: 2010
Minimum spanning trees for valley and ridge characterization in digital elevation maps
- Bangay, Shaun D, de Bruyn, David, Glass, Kevin R
- Authors: Bangay, Shaun D , de Bruyn, David , Glass, Kevin R
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433247 , vital:72955 , https://doi.org/10.1145/1811158.1811171
- Description: Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties.
- Full Text:
- Date Issued: 2010
- Authors: Bangay, Shaun D , de Bruyn, David , Glass, Kevin R
- Date: 2010
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433247 , vital:72955 , https://doi.org/10.1145/1811158.1811171
- Description: Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthesis has the added constraint that new content must be geographically plausible. The profile recognition and polygon breaking algorithm (PPA) [Chang et al. 1998] provides a robust mechanism for characterizing terrain as systems of valley and ridge lines in digital elevation maps. We exploit this to create a terrain characterization metric that is robust, efficient to compute and is sensitive to terrain properties.
- Full Text:
- Date Issued: 2010
Constraint-based conversion of fiction text to a time-based graphical representation
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433141 , vital:72946 , https://doi.org/10.1145/1292491.1292494
- Description: This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.
- Full Text:
- Date Issued: 2007
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433141 , vital:72946 , https://doi.org/10.1145/1292491.1292494
- Description: This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.
- Full Text:
- Date Issued: 2007
Mechanisms for multimodality: taking fiction to another dimension
- Glass, Kevin R, Bangay, Shaun D, Alcock, Bruce
- Authors: Glass, Kevin R , Bangay, Shaun D , Alcock, Bruce
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433226 , vital:72953 , https://doi.org/10.1145/1294685.1294708
- Description: We present methods for automatically constructing representations of fiction books in a range of modalities: audibly, graphically and as 3D virtual environments. The correspondence between the sequential ordering of events against the order of events presented in the text is used to correctly resolve the dynamic interactions for each representation. Synthesised audio created from the fiction text is used to calibrate the base time-line against which the other forms of media are correctly aligned. The audio stream is based on speech synthesis using the text of the book, and is enhanced using distinct voices for the different characters in a book. Sound effects are included automatically. The graphical representation represents the text (as subtitles), identifies active characters and provides visual feedback of the content of the story. Dynamic virtual environments conform to the constraints implied by the story, and are used as a source of further visual content. These representations are all aligned to a common time-line, and combined using sequencing facilities to provide a multimodal version of the original text.
- Full Text:
- Date Issued: 2007
- Authors: Glass, Kevin R , Bangay, Shaun D , Alcock, Bruce
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433226 , vital:72953 , https://doi.org/10.1145/1294685.1294708
- Description: We present methods for automatically constructing representations of fiction books in a range of modalities: audibly, graphically and as 3D virtual environments. The correspondence between the sequential ordering of events against the order of events presented in the text is used to correctly resolve the dynamic interactions for each representation. Synthesised audio created from the fiction text is used to calibrate the base time-line against which the other forms of media are correctly aligned. The audio stream is based on speech synthesis using the text of the book, and is enhanced using distinct voices for the different characters in a book. Sound effects are included automatically. The graphical representation represents the text (as subtitles), identifies active characters and provides visual feedback of the content of the story. Dynamic virtual environments conform to the constraints implied by the story, and are used as a source of further visual content. These representations are all aligned to a common time-line, and combined using sequencing facilities to provide a multimodal version of the original text.
- Full Text:
- Date Issued: 2007
Graph matching with subdivision surfaces for texture synthesis on surfaces
- Bangay, Shaun D, Morkel, Chantelle
- Authors: Bangay, Shaun D , Morkel, Chantelle
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433351 , vital:72964 , https://doi.org/10.1145/1108590.1108601
- Description: Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
- Full Text:
- Date Issued: 2006
- Authors: Bangay, Shaun D , Morkel, Chantelle
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433351 , vital:72964 , https://doi.org/10.1145/1108590.1108601
- Description: Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
- Full Text:
- Date Issued: 2006
Hierarchical rule generalisation for speaker identification in fiction books
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433174 , vital:72949 , https://doi.org/10.1145/1216262.1216266
- Description: This paper presents a hierarchical pattern matching and generalisation technique which is applied to the problem of locating the correct speaker of quoted speech found in fiction books. Patterns from a training set are generalised to create a small number of rules, which can be used to identify items of interest within the text. The pattern matching technique is applied to finding the Speech-Verb, Actor and Speaker of quotes found in fiction books. The technique performs well over the training data, resulting in rule-sets many times smaller than the training set, but providing very high accuracy. While the rule-set generalised from one book is less effective when applied to different books than an approach based on hand coded heuristics, performance is comparable when testing on data closely related to the training set.
- Full Text:
- Date Issued: 2006
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433174 , vital:72949 , https://doi.org/10.1145/1216262.1216266
- Description: This paper presents a hierarchical pattern matching and generalisation technique which is applied to the problem of locating the correct speaker of quoted speech found in fiction books. Patterns from a training set are generalised to create a small number of rules, which can be used to identify items of interest within the text. The pattern matching technique is applied to finding the Speech-Verb, Actor and Speaker of quotes found in fiction books. The technique performs well over the training data, resulting in rule-sets many times smaller than the training set, but providing very high accuracy. While the rule-set generalised from one book is less effective when applied to different books than an approach based on hand coded heuristics, performance is comparable when testing on data closely related to the training set.
- Full Text:
- Date Issued: 2006
Procedural modeling facilities for hierarchical object generation
- Morkel, Chantelle, Bangay, Shaun D
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433268 , vital:72958 , https://doi.org/10.1145/1108590.1108614
- Description: We modify a selection of interactive modeling tools for use in a procedural modeling environment. These tools are selection, extrusion, subdivision and curve shaping. We create human models to demonstrate that these tools are appropriate for use on hierarchical objects. Our tools support the main benefits of procedural modeling, which are: the use of parameterisation to control and very a model, varying levels of detail, increased model complexity, base shape independence and database amplification. We demonstrate scripts which provide each of these benefits.
- Full Text:
- Date Issued: 2006
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433268 , vital:72958 , https://doi.org/10.1145/1108590.1108614
- Description: We modify a selection of interactive modeling tools for use in a procedural modeling environment. These tools are selection, extrusion, subdivision and curve shaping. We create human models to demonstrate that these tools are appropriate for use on hierarchical objects. Our tools support the main benefits of procedural modeling, which are: the use of parameterisation to control and very a model, varying levels of detail, increased model complexity, base shape independence and database amplification. We demonstrate scripts which provide each of these benefits.
- Full Text:
- Date Issued: 2006
Evaluating parts-of-speech taggers for use in a text-to-scene conversion system
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2005
- Language: English
- Type: Conference paper
- Identifier: vital:6603 , http://hdl.handle.net/10962/d1009323
- Description: This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated.
- Full Text:
- Date Issued: 2005
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2005
- Language: English
- Type: Conference paper
- Identifier: vital:6603 , http://hdl.handle.net/10962/d1009323
- Description: This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated.
- Full Text:
- Date Issued: 2005
Kaleidoscope configurations for reflectance measurement
- Bangay, Shaun D, Radloff, Judith D
- Authors: Bangay, Shaun D , Radloff, Judith D
- Date: 2004
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432891 , vital:72910 , https://doi.org/10.1145/1029949.1029979
- Description: Simulations of different configurations of the symmetrical tapered kaleidoscope are performed to assess their merits for measurement of BRDFs and BTFs. The relationship between optimal kaleidoscope layout, and factors such as hardware restrictions and the resolution of the required reflectance function, is derived. The effect on the measurement of the reflectance function of changing these independent variables is examined through the simulation. These experiments highlight issues affecting the measurement of BTFs using kaleidoscopes, and suggest configurations that allow sampling at regular parameter intervals. A number of other kaleidoscope architectures are explored, which offer the benefits of potentially doubling the range of directions that can be sampled, and allowing adaptive control of sample intervals.
- Full Text:
- Date Issued: 2004
- Authors: Bangay, Shaun D , Radloff, Judith D
- Date: 2004
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432891 , vital:72910 , https://doi.org/10.1145/1029949.1029979
- Description: Simulations of different configurations of the symmetrical tapered kaleidoscope are performed to assess their merits for measurement of BRDFs and BTFs. The relationship between optimal kaleidoscope layout, and factors such as hardware restrictions and the resolution of the required reflectance function, is derived. The effect on the measurement of the reflectance function of changing these independent variables is examined through the simulation. These experiments highlight issues affecting the measurement of BTFs using kaleidoscopes, and suggest configurations that allow sampling at regular parameter intervals. A number of other kaleidoscope architectures are explored, which offer the benefits of potentially doubling the range of directions that can be sampled, and allowing adaptive control of sample intervals.
- Full Text:
- Date Issued: 2004
Modelling and rendering techniques for african hairstyles
- Patrick, Deborah, Bangay, Shaun D, Lobb, Adele
- Authors: Patrick, Deborah , Bangay, Shaun D , Lobb, Adele
- Date: 2004
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432905 , vital:72911 , https://doi.org/10.1145/1029949.1029971
- Description: We develop or enhance hair modelling and rendering techniques to produce three different forms of hair commonly found in African hairstyles. The forms of hair are natural curly hair, straightened hair, and braids or twists of hair. We use an implicit model, implemented as a series of textured layers to represent curly hair. Straightened hair is represented explicitly, and mod-elled by defining and replicating a few control hairs. Braids and twists are implemented as textured generalized cylinders. A synthesis of existing hair illumination models is used as a basis for an African hair illumination model. Parameter values to match African hair characteristics are discussed. A number of complete African hairstyles are shown, demonstrating that the techniques can be used to model and render African hair successfully.
- Full Text:
- Date Issued: 2004
- Authors: Patrick, Deborah , Bangay, Shaun D , Lobb, Adele
- Date: 2004
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432905 , vital:72911 , https://doi.org/10.1145/1029949.1029971
- Description: We develop or enhance hair modelling and rendering techniques to produce three different forms of hair commonly found in African hairstyles. The forms of hair are natural curly hair, straightened hair, and braids or twists of hair. We use an implicit model, implemented as a series of textured layers to represent curly hair. Straightened hair is represented explicitly, and mod-elled by defining and replicating a few control hairs. Braids and twists are implemented as textured generalized cylinders. A synthesis of existing hair illumination models is used as a basis for an African hair illumination model. Parameter values to match African hair characteristics are discussed. A number of complete African hairstyles are shown, demonstrating that the techniques can be used to model and render African hair successfully.
- Full Text:
- Date Issued: 2004
An mLAN Connection Management Server for Web-Based, Multi-User, Audio Device Patching
- Foss, Richard, Fujimori, J I, Klinkradt, Bradley, Bangay, Shaun D
- Authors: Foss, Richard , Fujimori, J I , Klinkradt, Bradley , Bangay, Shaun D
- Date: 2003
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/427404 , vital:72436 , https://www.aes.org/e-lib/browse.cfm?elib=12397
- Description: A connection management server has been developed that enables connections to be made between mLAN-compatible audio devices, via a client web browser on any web-enabled device, such as a laptop or PDA. The connections can also be made across IEEE1394 bridges, and will allow for the transport of audio and music data between mLAN devices on the same or separate IEEE 1394 buses. Multiple users will be able to make and break connections via the server.
- Full Text:
- Date Issued: 2003
- Authors: Foss, Richard , Fujimori, J I , Klinkradt, Bradley , Bangay, Shaun D
- Date: 2003
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/427404 , vital:72436 , https://www.aes.org/e-lib/browse.cfm?elib=12397
- Description: A connection management server has been developed that enables connections to be made between mLAN-compatible audio devices, via a client web browser on any web-enabled device, such as a laptop or PDA. The connections can also be made across IEEE1394 bridges, and will allow for the transport of audio and music data between mLAN devices on the same or separate IEEE 1394 buses. Multiple users will be able to make and break connections via the server.
- Full Text:
- Date Issued: 2003
Simulation and visualization of fire using extended Lindenmayer systems
- Zaniewski, Tomasz, Bangay, Shaun D
- Authors: Zaniewski, Tomasz , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433303 , vital:72960 , https://doi.org/10.1145/602330.602337
- Description: This research introduces a method of using Lindenmayer Systems to model the spreading and behavior of fire inside a factory building. The research investigates the use of L-System propagated fires for determining factors such as where the fire is most likely to spread first and how fast. It also looks at an alternative way of storing the Lindenmayer System, not in the form of a string but rather as a graph. A variation on the building and traversal process is also investigated, in which the L-System is traversed depth first instead of breadth first. Results of fire propagation are presented and we conclude that L-Systems are a suitable tool for fire propagation.
- Full Text:
- Date Issued: 2003
- Authors: Zaniewski, Tomasz , Bangay, Shaun D
- Date: 2003
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433303 , vital:72960 , https://doi.org/10.1145/602330.602337
- Description: This research introduces a method of using Lindenmayer Systems to model the spreading and behavior of fire inside a factory building. The research investigates the use of L-System propagated fires for determining factors such as where the fire is most likely to spread first and how fast. It also looks at an alternative way of storing the Lindenmayer System, not in the form of a string but rather as a graph. A variation on the building and traversal process is also investigated, in which the L-System is traversed depth first instead of breadth first. Results of fire propagation are presented and we conclude that L-Systems are a suitable tool for fire propagation.
- Full Text:
- Date Issued: 2003
Super-realistic rendering using real-time tweening
- Winnemöller, Holger, Bangay, Shaun D
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432810 , vital:72902 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfoi=eec3809e91a26dbf991a37a3a6a4f1291ae4ec4d
- Description: The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.
- Full Text:
- Date Issued: 2001
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432810 , vital:72902 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfoi=eec3809e91a26dbf991a37a3a6a4f1291ae4ec4d
- Description: The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.
- Full Text:
- Date Issued: 2001
The Development of a Generic Framework for the Implementation of Cheap, Component-Based Virtual Video-Conferencing System
- Panagou, Soteri, Bangay, Shaun D
- Authors: Panagou, Soteri , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432824 , vital:72903 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/014humanmodelling/paper03.pdf
- Description: We address the problem of virtual-videoconferencing. The proposed solution is effected in terms of a generic framework based on an in-house Virtual Reality system. The framework is composed of a number of distinct components: model acquisition, head tracking, expression analysis, network transmission and avatar reconstruction. The framework promises to provide a unique, cheap, and fast system for avatar construction, transmission and animation. This approach affords a conversion from the traditional video stream approach to the management of an avatar remotely and consequently makes minimal demands on network resources.
- Full Text:
- Date Issued: 1999
- Authors: Panagou, Soteri , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432824 , vital:72903 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/014humanmodelling/paper03.pdf
- Description: We address the problem of virtual-videoconferencing. The proposed solution is effected in terms of a generic framework based on an in-house Virtual Reality system. The framework is composed of a number of distinct components: model acquisition, head tracking, expression analysis, network transmission and avatar reconstruction. The framework promises to provide a unique, cheap, and fast system for avatar construction, transmission and animation. This approach affords a conversion from the traditional video stream approach to the management of an avatar remotely and consequently makes minimal demands on network resources.
- Full Text:
- Date Issued: 1999
Visiview: a system for the visualization of multidimensional data
- Authors: Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433466 , vital:72972 , https://doi.org/10.1117/12.309530
- Description: Results generated by simulation of computer systems are often presented as a multi-dimensional data set, where the number of dimensions may be greater than 4 if sufficient system parameters are modelled. This paper describes a visualization system intended to assist in understanding the relationship between, and effect upon system behavior of, the different values of the system parameters. The system is applied to data that cannot be represented using a mesh or isosurface representation, and in general can only be represented as a cloud of points. The use of stereoscopic rendering and rapid interaction with the data are compared with regard to their value in providing insight into the nature of the data. A number of techniques are implemented for displaying projections of the data set with up to 7 dimensions, and for allowing intuitive manipulation of the remaining dimensions. In this way the effect of changes in one variable in the presence of a number of others can be explored. The use of these techniques, when applied to data from computer system simulation, results in an intuitive understanding of the effects of the system parameters on system behavior.
- Full Text:
- Date Issued: 1998
- Authors: Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433466 , vital:72972 , https://doi.org/10.1117/12.309530
- Description: Results generated by simulation of computer systems are often presented as a multi-dimensional data set, where the number of dimensions may be greater than 4 if sufficient system parameters are modelled. This paper describes a visualization system intended to assist in understanding the relationship between, and effect upon system behavior of, the different values of the system parameters. The system is applied to data that cannot be represented using a mesh or isosurface representation, and in general can only be represented as a cloud of points. The use of stereoscopic rendering and rapid interaction with the data are compared with regard to their value in providing insight into the nature of the data. A number of techniques are implemented for displaying projections of the data set with up to 7 dimensions, and for allowing intuitive manipulation of the remaining dimensions. In this way the effect of changes in one variable in the presence of a number of others can be explored. The use of these techniques, when applied to data from computer system simulation, results in an intuitive understanding of the effects of the system parameters on system behavior.
- Full Text:
- Date Issued: 1998
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