Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia最新文献

筛选
英文 中文
A structural analysis of the A5/1 state transition graph A5/1状态转移图的结构分析
A. Beckmann, J. Fedorowicz, J. Keller, U. Meyer
{"title":"A structural analysis of the A5/1 state transition graph","authors":"A. Beckmann, J. Fedorowicz, J. Keller, U. Meyer","doi":"10.4204/EPTCS.99.4","DOIUrl":"https://doi.org/10.4204/EPTCS.99.4","url":null,"abstract":"We describe efficient algorithms to analyze the cycle structure of the graph induced by the state transition function of the A5/1 stream cipher used in GSM mobile phones and report on the results of the implementation. The analysis is performed in five steps utilizing HPC clusters, GPGPU and external memory computation. A great reduction of this huge state transition graph of 2^64 nodes is achieved by focusing on special nodes in the first step and removing leaf nodes that can be detected with limited effort in the second step. This step does not break the overall structure of the graph and keeps at least one node on every cycle. In the third step the nodes of the reduced graph are connected by weighted edges. Since the number of nodes is still huge an efficient bitslice approach is presented that is implemented with NVIDIA's CUDA framework and executed on several GPUs concurrently. An external memory algorithm based on the STXXL library and its parallel pipelining feature further reduces the graph in the fourth step. The result is a graph containing only cycles that can be further analyzed in internal memory to count the number and size of the cycles. This full analysis which previously would take months can now be completed within a few days and allows to present structural results for the full graph for the first time. The structure of the A5/1 graph deviates notably from the theoretical results for random mappings.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115251558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Lex-Partitioning: A New Option for BDD Search Lex-Partitioning: BDD搜索的新选项
S. Edelkamp, Peter Kissmann, Á. Torralba
{"title":"Lex-Partitioning: A New Option for BDD Search","authors":"S. Edelkamp, Peter Kissmann, Á. Torralba","doi":"10.4204/EPTCS.99.8","DOIUrl":"https://doi.org/10.4204/EPTCS.99.8","url":null,"abstract":"For the exploration of large state spaces, symbolic search using binary decision diagrams (BDDs) can save huge amounts of memory and computation time. State sets are represented and modified by accessing and manipulating their characteristic functions. BDD partitioning is used to compute the image as the disjunction of smaller subimages. \u0000In this paper, we propose a novel BDD partitioning option. The partitioning is lexicographical in the binary representation of the states contained in the set that is represented by a BDD and uniform with respect to the number of states represented. The motivation of controlling the state set sizes in the partitioning is to eventually bridge the gap between explicit and symbolic search. \u0000Let n be the size of the binary state vector. We propose an O(n) ranking and unranking scheme that supports negated edges and operates on top of precomputed satcount values. For the uniform split of a BDD, we then use unranking to provide paths along which we partition the BDDs. In a shared BDD representation the efforts are O(n). The algorithms are fully integrated in the CUDD library and evaluated in strongly solving general game playing benchmarks.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127181855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Graph Subsumption in Abstract State Space Exploration 抽象状态空间探索中的图包容
E. Zambon, A. Rensink
{"title":"Graph Subsumption in Abstract State Space Exploration","authors":"E. Zambon, A. Rensink","doi":"10.4204/EPTCS.99.6","DOIUrl":"https://doi.org/10.4204/EPTCS.99.6","url":null,"abstract":"In this paper we present the extension of an existing method for abstract graph-based state space exploration, called neighbourhood abstraction, with a reduction technique based on subsumption. Basically, one abstract state subsumes another when it covers more concrete states; in such a case, the subsumed state need not be included in the state space, thus giving a reduction. We explain the theory and especially also report on a number of experiments, which show that subsumption indeed drastically reduces both the state space and the resources (time and memory) needed to compute it.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115928492","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
A boosting approach to content-based 3D model retrieval 一种基于内容的3D模型检索增强方法
Hamid Laga, M. Nakajima
{"title":"A boosting approach to content-based 3D model retrieval","authors":"Hamid Laga, M. Nakajima","doi":"10.1145/1321261.1321301","DOIUrl":"https://doi.org/10.1145/1321261.1321301","url":null,"abstract":"We present a new framework for 3D model retrieval based on the assumption that models belonging to the same shape class share the same salient features. The main issue is learning these features. We propose an algorithm for computing these features and their corresponding saliency value. At the learning stage, a large set of features are extracted from every model and a boosting algorithm is applied to learn the classification function in the feature space. AdaBoost learns a classifier that relies on a small subset of the features with the mean of weak classifiers. Moreover it assigns weights to the selected features, that we interpret as a measure of the feature saliency within the class, providing an efficient way for feature selection and combination. Our experiments using the LightField (LFD) descriptors and the Princeton Shape Benchmark show significant improvement in the retrieval performance and computation efficiency. We show also that the proposed framework can be applied to the problem of best view selection.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126438832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Experiments in 3D interaction for mobile phone AR 手机AR的3D交互实验
Anders Henrysson, Joe Marshall, M. Billinghurst
{"title":"Experiments in 3D interaction for mobile phone AR","authors":"Anders Henrysson, Joe Marshall, M. Billinghurst","doi":"10.1145/1321261.1321295","DOIUrl":"https://doi.org/10.1145/1321261.1321295","url":null,"abstract":"In this paper we present an evaluation of several different techniques for virtual object positioning and rotation on a mobile phone. We compare gesture input captured by the phone's front camera, to tangible input, keypad interaction and phone tilting in increasingly complex positioning and rotation tasks in an AR context. Usability experiments found that tangible input techniques are best for translation tasks, while keypad input is best for rotation tasks. Implications for the design of mobile phone 3D interfaces are presented as well as directions for future research.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128011409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 56
Considerations for the design of exergames 关于游戏设计的考虑
J. Sinclair, P. Hingston, M. Masek
{"title":"Considerations for the design of exergames","authors":"J. Sinclair, P. Hingston, M. Masek","doi":"10.1145/1321261.1321313","DOIUrl":"https://doi.org/10.1145/1321261.1321313","url":null,"abstract":"Exergaming is the use of video games in an exercise activity. In this paper we consider game design for successful exergames. To do this, we review the history of exergaming and the current state of research in this field. We find that there exists some research aimed at evaluating the physical and health characteristics of exergames, but research on how to design exercise games is still in the early stages. From an analysis of this information, and drawing on established principles from sports science for the prescription of exercise programs, we then attempt to identify success factors to guide designers of exergaming systems.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121321042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 381
Magallanes: 3D navigation for everybody Magallanes:每个人的3D导航
M. Abásolo, Joseph Della
{"title":"Magallanes: 3D navigation for everybody","authors":"M. Abásolo, Joseph Della","doi":"10.1145/1321261.1321285","DOIUrl":"https://doi.org/10.1145/1321261.1321285","url":null,"abstract":"Although the problem of wayfinding in virtual worlds has been studied in several works, it still remains as one of the main limitations of using 3d worlds in internet. This paper presents a VRML prototype, called Magallanes, that can be added to any new or existent 3D scene to help users in 3D navigation. The designer can define both viewpoints as usual and also virtual tours as connections between viewpoints. The prototype automatically generates a graphical user interface added to the scene that facilitates the selection of places of interest. When the user selects a destination, the prototype automatically finds the optimal navigation path from the avatar position to the destination, by applying the A* algorithm to the graph of viewpoints. Afterwards, the camera is animated following the generated path. One of Magallanes' novelties is that the viewpoints and connections can not only be added by prototype instantiation, but also can be dynamically done while the user navigates. Although Magallanes can be used to help any user to navigate a VRML scene, we find it particularly useful for persons with hands disabilities to whom 3D navigation with a conventional mouse may become almost impossible. Magallanes was tested in combination with a visual-based interface that captures facial gestures and head movement to control the mouse.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133827710","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 16
Performance and user based analysis of a collaborative virtual environment system 协同虚拟环境系统的性能和基于用户的分析
M. A. Rodrigues, R. R. C. Chaves
{"title":"Performance and user based analysis of a collaborative virtual environment system","authors":"M. A. Rodrigues, R. R. C. Chaves","doi":"10.1145/1321261.1321296","DOIUrl":"https://doi.org/10.1145/1321261.1321296","url":null,"abstract":"In this work, we analyse the effect of network parameters on the judged usability of a collaborative virtual environment. Participants were trained to find the exit of a virtual maze by a trainer, which guided the exploration of the virtual space. An extensive experimental evaluation was conducted by simulating a series of operational parameters (network bandwidth and latency) to assess the reported effectiveness of the training. An objective similarity metric based on processing time per test was also defined and used, as well as subjective user's evaluations. Further, we have successfully correlated subjective evaluation and objective measure by computing the correlation values and showing how the two values co-vary.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129144899","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Evaluation of game engines for simulated surgical training 模拟外科训练的游戏引擎评估
S. Marks, J. Windsor, B. Wünsche
{"title":"Evaluation of game engines for simulated surgical training","authors":"S. Marks, J. Windsor, B. Wünsche","doi":"10.1145/1321261.1321311","DOIUrl":"https://doi.org/10.1145/1321261.1321311","url":null,"abstract":"The increasing complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an essential tool in medical education. Unfortunately, commercial tools are very expensive and have a small support base. Game engines offer unique advantages for the creation of highly interactive and collaborative environments.\u0000 This paper examines the suitability of currently available game engines for developing applications for medical education and simulated surgical training. We formally evaluate a list of available game engines for stability, availability, the possibility of custom content creation and the interaction of multiple users via a network. Based on these criteria, three of the highest ranked engines are used for further case studies.\u0000 We found that in general it is possible to easily create scenarios with custom medical models that can be cooperatively viewed and interacted with. Limitations in physical simulation capabilities make some engines unsuitable for fully interactive applications, but they can be used in combination with predefined animations. We show that overall game engines represent a good foundation for low cost virtual surgery applications and we discuss technologies which can be used to further extend their physical simulation capabilities.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133609312","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 84
Compact and efficient generation of radiance transfer for dynamically articulated characters 紧凑和有效的生成辐射传输动态铰接字符
D. Nowrouzezahrai, P. Simari, E. Kalogerakis, Karan Singh, E. Fiume
{"title":"Compact and efficient generation of radiance transfer for dynamically articulated characters","authors":"D. Nowrouzezahrai, P. Simari, E. Kalogerakis, Karan Singh, E. Fiume","doi":"10.1145/1321261.1321288","DOIUrl":"https://doi.org/10.1145/1321261.1321288","url":null,"abstract":"We present a data-driven technique for generating the precomputed radiance transfer vectors of an animated character as a function of its joint angles. We learn a linear model for generating real-time lighting effects on articulated characters while capturing soft self-shadows caused by dynamic distant lighting. Indirect illumination can also be reproduced using our framework. Previous data-driven techniques have either restricted the type of lighting response (generating only ambient occlusion), the type of animated sequences (response functions to external forces) or have complicated runtime algorithms and incur non-trivial memory costs. We provide insights into the dimensionality reduction of the pose and coefficient spaces. Our model can be fit quickly as a preprocess, is very compact (~1 MB) and runtime transfer vectors are generated using a simple algorithm in real-time (> 100 Hz using a CPU-only implementation.) We can reproduce lighting effects on hundreds of trained poses using less memory than required to store a single mesh's PRT coefficients. Moreover, our model extrapolates to produce smooth, believable lighting results on novel poses and our method can be easily integrated into existing interactive content pipelines.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114594226","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书