{"title":"Contrast-Enhanced Visual Cryptography Schemes Based on Additional Pixel Patterns","authors":"Thomas Monoth, P. B. Anto","doi":"10.1109/CW.2010.39","DOIUrl":"https://doi.org/10.1109/CW.2010.39","url":null,"abstract":"Visual cryptography is a kind of secret image sharing scheme that uses the human visual system to perform the decryption computations. A visual cryptography scheme allows confidential messages to be encrypted into k-out-of-n secret sharing schemes. Whenever the number of participants from the group (n) is larger than or equal to the predetermined threshold value (k), the confidential message can be obtained by these participants. Contrast is one of the most important parameters in visual cryptography schemes. Usually, the reconstructed secret image will be darker (through contrast degradation) than the original secret image. The proposed scheme achieves better contrast and reduces the noise in the reconstructed secret image without any computational complexity. In this method, additional pixel patterns are used to improve the contrast of the reconstructed secret image. By using additional pixel patterns for the white pixels, the contrast of the reconstructed secret image can be improved than in the case of existing visual cryptography schemes.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123543120","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}
{"title":"Setting Cyber-Instructors in Cyberspace","authors":"Leon Ho Chiau Wai, A. Sourin","doi":"10.1109/CW.2010.20","DOIUrl":"https://doi.org/10.1109/CW.2010.20","url":null,"abstract":"Creating cyber-instructors or virtual humans in cyberspace capable of maintaining conversation with learners as well as offering different educational services may become an excellent teaching tool implementing personal mentoring in Cyber worlds. In this paper, a framework of the cyber-instructor based on the commonly available software tools is proposed. The components of the framework are replaceable and can be easily tuned to particular educational needs and technical implementations. Several implementations of the cyber-instructor with various looks and feels of the HCI have been studied and implemented such as 3D talking avatar, web chat with multimedia components and chat engine communication.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125260569","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}
{"title":"Modeling Cyberworlds for Cloud Computing","authors":"T. Kunii","doi":"10.1109/CW.2010.9","DOIUrl":"https://doi.org/10.1109/CW.2010.9","url":null,"abstract":"Emergence of cloud computing combined with its high availability through smart devices such as smart phones and media is requiring a transparent and highly universal modeling of the worlds in cloud computing to overcome combinatorial explosion of computing, that are actually cyber worlds. Hence, appropriate scalable modeling of cyber worlds meets the requirements effectively. Extreme diversities, versatility and dynamism of cloud computing applications are shown to be supported by the cyber world modeling in an incrementally modular abstraction hierarchy (IMAH) with homotopy extension property (HEP) and homotopy lifting property (HLP).","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125372181","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}
{"title":"Computer Generated Caricature: A Survey","authors":"S. Sadimon, M. Sunar, D. Mohamad, H. Haron","doi":"10.1109/CW.2010.33","DOIUrl":"https://doi.org/10.1109/CW.2010.33","url":null,"abstract":"Caricature is a pictorial representation of a person or subject in summarizing way by exaggerating the most distinctive features and simplifies the common features in order to make that subject different from others and at the same time, preserve the likeness of the subject. Computer Generated Caricature is developed in order to assist the user in producing caricature automatically or semi-automatically. It is derived from the rapid advance in computer graphics and computer vision and introduced as a part of computer graphics’ non-photo realistic rendering technologies as well. Recently, Computer Generated Caricature becomes particularly interesting research topic due to the advantageous features of privacy, security, simplification, amusement and their explosive emergent real-world application such as in magazine, digital entertainment, Internet and mobile application. On the basis of the previous facts, this paper surveys the uses of caricature in variety of applications, theories and rules in the art of drawing caricature, how these theories are simulated in the development of caricature generation system and the current research trend in this field. Computer generated caricature can be divided into two main categories based on their input data type: human centered approach and image processing approach. Next, process of generating caricature from input photo is explained briefly. It also reported the state of the art techniques in generating caricature by classifying it into four approaches: interactive, regularity-based, learning-based and predefined database of caricature illustration. Lastly, this paper will discuss relevant issues, problems and several promising direction of future research.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114413126","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}
Héctor Rafael Orozco-Aguirre, Félix F. Ramos, M. Ramos, D. Thalmann
{"title":"A Fuzzy Model to Update the Affective State of Virtual Humans: An Approach Based on Personality","authors":"Héctor Rafael Orozco-Aguirre, Félix F. Ramos, M. Ramos, D. Thalmann","doi":"10.1109/CW.2010.40","DOIUrl":"https://doi.org/10.1109/CW.2010.40","url":null,"abstract":"In this paper, we present a fuzzy mechanism to update in a more natural way the emotional and mood states of virtual humans. To implement this mechanism, we take into account the ten personality scales defined by Minnesota Multiphasic Personality Inventory to endow virtual humans with a real personality. In this manner, we apply different sets of fuzzy rules to change and regulate the affective state of virtual humans according to their personality, emotional and mood history, and the level of intensity of events they perceive from their environment.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121856399","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}
Senaka Amarakeerthi, Rasika Ranaweera, Michael Cohen
{"title":"Speech-Based Emotion Characterization Using Postures and Gestures in CVEs","authors":"Senaka Amarakeerthi, Rasika Ranaweera, Michael Cohen","doi":"10.1109/CW.2010.75","DOIUrl":"https://doi.org/10.1109/CW.2010.75","url":null,"abstract":"Collaborative Virtual Environments (CVEs) have become increasingly popular in the past two decades. MostCVEs use avatar systems to represent each user logged into aCVE session. Some avatar systems are capable of expressing emotions with postures, gestures, and facial expressions. Inprevious studies, various approaches have been explored to convey emotional states to the computer, including voice and facial movements. We propose a technique to detect emotions in the voice of a speaker and animate avatars to reflect extracted emotions in real-time. The system has been developed in \"Project Wonderland, \" a Java-based open-source framework for creating collaborative 3D virtual worlds. In our prototype, six primitive emotional states— anger, dislike, fear, happiness, sadness, and surprise— were considered. An emotion classification system which uses short time log frequency power coefficients (LFPC) to represent features and hidden Markov models (HMMs) as the classifier was modified to build an emotion classification unit. Extracted emotions were used to activate existing avatar postures and gestures in Wonderland.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122025445","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}
Zhiqiang Luo, I. Chen, S. Yeo, Chih-Chung Lin, Tsai-Yen Li
{"title":"Building Hand Motion-Based Character Animation: The Case of Puppetry","authors":"Zhiqiang Luo, I. Chen, S. Yeo, Chih-Chung Lin, Tsai-Yen Li","doi":"10.1109/CW.2010.24","DOIUrl":"https://doi.org/10.1109/CW.2010.24","url":null,"abstract":"Automatic motion generation for digital character under the real-time user control is a challenging problem for computer graphic research and virtual environment applications such as on-line games. The present study introduces a methodology to generate a glove puppet animation which is controlled by a new input device, called the Smart Glove, capturing the hand motion. An animation system is proposed to generate the puppet animation based on the procedural animation and motion capture data from Smart Glove. As the control of the puppet character in the animation takes into account the design of Smart Glove and the operation of the puppet in reality, the physical hand motion can either activate the designed procedural animation through motion recognition or tune the parameters of the procedural animation to build the new puppet motion, which allows the direct user control on the animation. The potential application and improvement of the current animation system are also discussed.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129472786","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}
M. Pang, Y. Sheng, A. Sourin, G. G. Castro, H. Ugail
{"title":"Automatic Reconstruction and Web Visualization of Complex PDE Shapes","authors":"M. Pang, Y. Sheng, A. Sourin, G. G. Castro, H. Ugail","doi":"10.1109/CW.2010.13","DOIUrl":"https://doi.org/10.1109/CW.2010.13","url":null,"abstract":"Various Partial Differential Equations (PDE) have been used in computer graphics for approximating surfaces of geometric shapes by finding solutions to PDEs subject to suitable boundary conditions. The PDE boundary conditions are defined as 3D curves on the surface of the shapes. We propose how to automatically derive these curves as boundaries of curved patches on the surface of the original polygon mesh. The analytic solution to the PDE used throughout this work is fully determined by finding a set of coefficients associated with parametric functions according to the particular set of boundary conditions. The PDE coefficients require an order of magnitude smaller space compared to the original polygon data and can be interactively rendered with different level of detail. It allows for an efficient exchange of the PDE shapes in 3D Cyber worlds and their web visualization. In this paper we analyze and formulate the requirements for extracting suitable boundary conditions, describe the algorithm for the automatic deriving of the boundary curves, and present its implementation as a part of the function-based extension of VRML and X3D.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132293961","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}
D. P. Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, C. Mühl, M. Poel, D. Heylen, A. Nijholt
{"title":"Human-Computer Interaction for BCI Games: Usability and User Experience","authors":"D. P. Bos, Boris Reuderink, Bram van de Laar, Hayrettin Gürkök, C. Mühl, M. Poel, D. Heylen, A. Nijholt","doi":"10.1109/CW.2010.22","DOIUrl":"https://doi.org/10.1109/CW.2010.22","url":null,"abstract":"Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of information and features that no other input modality can offer. But for general acceptance of this technology, usability and user experience will need to be taken into account when designing such systems. This paper discusses the consequences of applying knowledge from Human-Computer Interaction (HCI) to the design of BCI for games. The integration of HCI with BCI is illustrated by research examples and showcases, intended to take this promising technology out of the lab. Future research needs to move beyond feasibility tests, to prove that BCI is also applicable in realistic, real-world settings.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133127200","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}
Haichang Gao, Zhongjie Ren, Xiuling Chang, Xiyang Liu, U. Aickelin
{"title":"A New Graphical Password Scheme Resistant to Shoulder-Surfing","authors":"Haichang Gao, Zhongjie Ren, Xiuling Chang, Xiyang Liu, U. Aickelin","doi":"10.1109/CW.2010.34","DOIUrl":"https://doi.org/10.1109/CW.2010.34","url":null,"abstract":"Shoulder-surfing is a known risk where an attacker can capture a password by direct observation or by recording the authentication session. Due to the visual interface, this problem has become exacerbated in graphical passwords. There have been some graphical schemes resistant or immune to shoulder-surfing, but they have significant usability drawbacks, usually in the time and effort to log in. In this paper, we propose and evaluate a new shoulder-surfing resistant scheme which has a desirable usability for PDAs. Our inspiration comes from the drawing input method in DAS and the association mnemonics in Story for sequence retrieval. The new scheme requires users to draw a curve across their password images orderly rather than click directly on them. The drawing input trick along with the complementary measures, such as erasing the drawing trace, displaying degraded images, and starting and ending with randomly designated images provide a good resistance to shoulder-surfing. A preliminary user study showed that users were able to enter their passwords accurately and to remember them over time.","PeriodicalId":410870,"journal":{"name":"2010 International Conference on Cyberworlds","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128879159","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}