| A Training Oriented Driving Simulator | | BIBAK | Full-Text | 1-9 | |
| Chao Sun; Feng Xie; Xiaocao Feng; Mingmin Zhang; Zhigeng Pan | |||
| In today's China, a growing number of people have the opportunity to have
their own cars. This creates tremendous requirement of training of new drivers.
At the same time, recent advances in Computer Graphics and Virtual Reality
system have brought the new opportunities for the development of driving
simulation. This paper describes a driving simulator named TODS which is the
acronym of training oriented driving simulator, developed for rigorous driving
training and for Computer Graphics study. TODS is designed under the
human-in-the-loop real-time simulation mode providing 120° horizontal FOV
(Field of View) and realistic visual feedback to give the driver a realistic
feeling of immersion similar to the feeling in a real moving vehicle. TODS
utilizes state-of-the-art real-time rendering techniques in Vertex Shader and
Pixel Shader [1] to make it more flexible to implement more real-time rendering
algorithms in GPU (Graphic Processing Unit) so as to enhance the system
function. TODS's scene model is designed and constructed according to the
"Driving Test Specification" of China to meet the demands of rigorous driving
training. And a kind of modular construction method is used in the work of
scene authoring in TODS. Keywords: Driving simulation; Real-Time Simulation; Real-Time Rendering; Computer
Graphics; GPU; Shader; Dynamic Texture Mapping | |||
| Ghost Hunter: A Handheld Augmented Reality Game System with Dynamic Environment | | BIBAK | Full-Text | 10-15 | |
| Kyusung Cho; Wonhyoung Kang; Jaemin Soh; Juho Lee; Hyun S. Yang | |||
| The progress of handheld devices has encouraged many researchers to make
efforts to use handheld devices as an augmented reality platform. However, one
of the important problems is a lack of immersion and reality due to small
display. To overcome this problem, we introduce dynamic environment which
consists of some movable structures and their controller that enable changes of
virtual world to affect the real world. It has an effect on expanding the
user's view limited by the small display of the handheld device. We have also
developed the game content, 'Ghost Hunter', which is suitable for this
platform. Keywords: handheld augmented reality; dynamic environment; entertainment system | |||
| Tea Table Mediator: A Multimodal Ambient Display on the Table Exploiting Five Senses Convergence | | BIBAK | Full-Text | 16-21 | |
| Hyun Sang Cho; Kyoung Shin Park; Minsoo Hahn | |||
| In the past, many tabletop systems have used the traditional table augmented
with digital technologies to enhance collaborative works such as face-to-face
or remote meeting and working. In this paper, we describe the Tea Table
Mediator, a multimodal ambient tabletop display designed for five senses
convergence experience combined with tea drinking. This ambient display
enhances a traditional tea table with multimodal interfaces for intimate small
group interaction. This paper describes the design considerations, the details
on system implementation, and the discussion of a preliminary user evaluation. Keywords: Tabletop Display; Sense Convergence; Small Group Interaction | |||
| Measuring Game-Play Performance and Perceived Immersion in a Domed Planetarium Projection Environment | | BIBAK | Full-Text | 22-27 | |
| Timon Burney; Phillip Lock | |||
| Game playing in immersive projection environments such as caves and domes is
assumed to offer an enhanced experience but there is little quantitative
research that measures this. This paper reports on a study of user performance
statistics while playing a computer game projected onto a planetarium dome and
compares these with similar measurements taken in a conventional projected flat
screen environment. A survey of users' subjective impressions of immersion was
also taken and used to compare these display modes. Analysis of users in each
mode revealed differences in user experience and some aspects of performance.
It was confirmed that dome projection enhanced the player's sense of immersion
when compared with flat projection. Navigation speed was found to decline in
the dome while other performance metrics showed no significant difference
between the environments. Keywords: Dome-projection; computer games; user interfaces; immersion; game-play
performance | |||
| Computer Game for Small Pets and Humans | | BIBAK | Full-Text | 28-38 | |
| Roger Thomas Kok Chuen Tan; Adrian David Cheok; Roshan Lalintha Peiris; I. J. P. Wijesena; Derek Bing Siang Tan; Karthik Raveendran; Khanh Dung Thi Nguyen; Yin Ping Sen; Elvin Zhiwen Yio | |||
| Interactive media not only should enhance human-to-human communication, but
also human-to-animal communication. We promote a new type of media interaction
allowing human users to interact and play with their small pets (like hamsters)
remotely via Internet through a mixed-reality-based game system "Metazoa
Ludens". To examine the system's effectiveness: Firstly, the positive effects
to the hamsters are established using Body Condition Score study. Secondly, the
method of Duncan is used to assess the strength of preference of the hamsters
towards Metazoa Ludens. Lastly, the effectiveness of this remote interaction,
with respect to the human users as an interactive gaming system with their pet
hamsters, is examined based on Csikszentmihalyi's Flow theory [1]. Results of
these studies have shown positive remote interaction between human user and
their pet friends. This paper provides specific experimental results on the
implemented research system, and a framework for human-to-animal interactive
media. Keywords: Human-animal interaction; mixed reality; multimodal interaction; computer
gaming; communication | |||
| Identification with the Player Character as Determinant of Video Game Enjoyment | | BIBAK | Full-Text | 39-48 | |
| Dorothée Hefner; Christoph Klimmt; Peter Vorderer | |||
| In this paper, identification with a game character is discussed as
mechanism of computer game enjoyment. Identification is explicated in terms of
players' altered self-perception during game play: When identifying with a
character or role offered by the game, players change their self-concept by
adopting relevant attributes of the character, for instance, they perceive
themselves as more courageous, heroic, and powerful during identification with
a soldier. Theoretical arguments for the enjoyable quality of such temporary
changes of the self-concept are introduced. Computer game interactivity is
proposed as important facilitator of strong identification. Subsequently, a
pilot experiment with players of "Battlefield 2" supports the assumptions on
the relationships between interactivity, identification, and game enjoyment.
Implications of the identification concept for research and applications in
entertainment computing are discussed. Keywords: Computer games; video games; enjoyment; identification; experiment | |||
| Pass the Ball: Game-Based Learning of Software Design | | BIBAK | Full-Text | 49-54 | |
| Guillermo Jiménez-Díaz; Mercedes Gómez-Albarrán; Pedro A. González-Calero | |||
| Based on our experience using active learning methods to teach
object-oriented software design we propose a game-based approach to take the
classroom experience into a virtual environment.
The different pedagogical approaches that our active method supports, have motivated us to tailor an architecture that supports the creation of different variations of role-play environments, ranging from open-ended trial and error approaches to highly constrained settings where students can not get very far from the solution. We also describe a prototype that instantiates this architecture called ViRPlay3D2. Keywords: Game-based learning; object-oriented design; role-play | |||
| Comparison of AI Techniques for Fighting Action Games -- Genetic Algorithms/Neural Networks/Evolutionary Neural Networks | | BIBA | Full-Text | 55-65 | |
| Byeong Heon Cho; Chang Joon Park; Kwang Ho Yang | |||
| Recently many studies have attempted to implement intelligent characters for fighting action games. They used genetic algorithms, neural networks, and evolutionary neural networks to create intelligent characters. This study quantitatively compared the performance of these three AI techniques in the same game and experimental environments, and analyzed the results of experiments. As a result, neural network and evolutionary neural network showed excellent performance in the final convergence score ratio while evolutionary neural network and genetic algorithms showed excellent performance in convergence speed. In conclusion, evolutionary neural network which showed excellent results in both the final convergence score ratio and the convergence score is most appropriate AI technique for fighting action games. | |||
| Theory to Practice: Generalized Minimum-Norm Perspective Shadow Maps for Anti-aliased Shadow Rendering in 3D Computer Games | | BIBAK | Full-Text | 66-78 | |
| Fan Zhang; Hanqiu Sun; Chong Zhao; Lifeng Wang | |||
| Shadow mapping has been extensively used for real-time shadow rendering in
3D computer games, though it suffers from the inherent aliasing problems due to
its image-based nature. The aliasing errors in shadow mapping consist of
perspective aliasing error and projection aliasing error. In this paper, we
propose a novel shadow-map reparameterization to reduce perspective aliasing
for varying viewer and/or light. This reparameterizing technique keeps the
perspective aliasing distribution optimal in possible general cases. Our
experiments have shown the enhanced shadow quality using our algorithm in
dynamic scenes. Keywords: Image-based rendering; shadow algorithms; computer games | |||
| Kansei Games: Entertaining Emotions | | BIBAK | Full-Text | 79-84 | |
| Ben Salem | |||
| We introduce and describe the concept of Kansei Game as the implementation
of Kansei Mediated Entertainment. In our current approach we translate the
classical Zen story of ten Ox herding pictures into a game. We describe the
features of such a game and we propose some guidelines for its design and
development. Keywords: Games; Kansei mediation; entertainment; Ox Herding; Zen | |||
| An Algorithm for Seamless Image Stitching and Its Application | | BIBAK | Full-Text | 85-90 | |
| Jing Xing; Zhenjiang Miao; Jing Chen | |||
| Panoramic image stitching used to create virtual environments for many
applications is crucial for IBR. In this paper, we introduce a four-step
algorithm based on SIFT features which makes some improvements on large
exposure difference, large scene motion or other misregistrations when
stitching panoramic images. We introduce a new method that is to add the
adjacent images according to a weight function to eliminate the seam in the
transition region. As a result, we apply the panoramic image to a computer game
to enhance the reality of the game environment. Through lots of analyses and
experiments we find that our method is simple and effective. Because this
method is not sensitive to ordering, orientation, scaling and illumination, its
stitching precision is much higher than many other methods. Keywords: Homography; game environment; SIFT features; panorama | |||
| A New Algorithm for Trademark Image Retrieval Based on Sub-block of Polar Coordinates | | BIBAK | Full-Text | 91-97 | |
| Bei-ji Zou; Yi Yao; Ling Zhang | |||
| The sub-block-based image retrieval method utilizes global and local image
features to retrieve trademarks through separating individual an images into
some blocks. This paper proposes a sub-block-based trademark image retrieval
algorithm under the polar coordinate system. Experiment results show that our
algorithm can keep excellent invariance in image translation, scaling and
rotation and the retrieved results can satisfy human visual perception very
well. Keywords: trademark retrieval; sub-block image; mirror invariant performance | |||
| Image Composition with Blurring Effect from Depth of Field | | BIBAK | Full-Text | 98-103 | |
| Hai Liu; Lizhuang Ma | |||
| This paper describes a new framework for image composition according to the
blurring effect bred by changing depth of field from the target images. The
framework involves two stages: a learning phase, in which the target image,
with one part of the image purported to be "further" and another part "near",
is presented as "learning data" and the learned filter is applied to some
objects in source image; and a composition phase, in which those blurred
objects of source image are composed into the "further" part of the target
image. The framework is based on a simple multiscale Gaussian filter, inspired
primarily by recent results in texture synthesis and image editing. Keywords: Gaussian filter; texture synthesis; Markov random fields; texture transfer;
image editing | |||
| Temporal Color Morphing | | BIBA | Full-Text | 104-114 | |
| Xuezhong Xiao; Lizhuang Ma | |||
| Many natural phenomena usually appear in the scenes of movies. They are
characterized by color changing smoothly following the time's advancement, e.g.
day breaking, leaves' resurgence, foliage greening from yellow or yellowing
from green. They are difficult to be captured wholly because of the long time
span. Traditional methods for making these types of scenes are inefficient or
makeshifts.
In this paper, we propose a semi-automatic temporal color morphing technique for the simulation of smooth color-changing phenomena. Our temporal color morphing method is based on histogram manipulation -- histogram warping and histogram-based color transformation. For the simplicity of the calculation, we convert the input of the source sequence and target image to lαβ color space. This way we split the three-dimensional problem to three one-dimensional problems. The coordinates are quantized in lαβ space with a limited error condition. For customization of the results by the user we introduce a timing mechanism for controlling the velocities of color morphing. Finally we apply our temporal color morphing technique to the video clips of several representative natural phenomena to demonstrate the effectiveness of our method. | |||
| A New Progressive Mesh with Adaptive Subdivision for LOD Models | | BIBA | Full-Text | 115-120 | |
| Xiaohu Ma; Jie Wu; Xiangjun Shen | |||
| Highly detailed models are becoming commonplace in computer graphics. Such models are often represented as triangle meshes, challenging rendering performance, transmission bandwidth, and storage capacities. This paper proposes a new scheme for constructing progressive meshes with adaptive subdivision. Besides, we introduce half-edge collapse simplification and present a new way to calculate error distance. Some experimental results show that our proposed method works well on various meshes. | |||
| Topology-Consistent Design for 3D Freeform Meshes with Harmonic Interpolation | | BIBA | Full-Text | 121-132 | |
| Bin Sheng; Enhua Wu | |||
| One of the most exciting aspects of shape modeling is the development of new algorithms and methods to create unusual, interesting and aesthetically pleasing shapes. In this paper, we present an interactive modeling system for generating freeform surfaces using a 2D user interface. In this paper, we firstly interpret the given 2D curve to be the projection of the 3D curve that has the minimum curvature. Then we propose a topology-consistent strategy to trace the simple faces on the interconnecting 3D curves. By using the face tracing algorithm, our system can identify the 3D surfaces automatically. After obtaining the boundary curves for the faces, we apply Delaunay triangulation on these faces. Finally, the shape of the triangle surface mesh that follows the 3D boundary curves is computed by using harmonic interpolation. Solving Laplace's equations, we are able to construct simple and conceptual 3D models interactively. Although the incorporation of topological manipulation will introduce many new (and interesting) design problems that cannot be addressed in this paper, we show that automatically generated models are both beneficial and feasible. | |||
| Implementation and Optimization Issues of the Triangular Patch-Based Terrain System | | BIBAK | Full-Text | 133-138 | |
| Choong-Gyoo Lim; Seungjo Bae; Kyoung Park; YoungJik Lee | |||
| A new dynamic LOD system is recently proposed to represent fairly large
artificial terrains using hierarchical triangular patches[5]. Its mesh
structure is unique from other conventional methods because it is designed to
reduce the total number of draw primitive calls in a frame rather than the
number of primitives. Another distinctive feature is its no-triangulation
during the mesh adaptation by using its hierarchical layers and pre-constructed
matching blocks. The purpose of the paper is to explain its implementation
issues to make the new approach more understandable. Some of optimization
issues are also discussed for better implementations. Keywords: artificial terrain; fairly large terrains; level of details; triangular
patches; hierarchical layers; terrain cell windowing; dynamic cell loading | |||
| Deforming Surface Simplification Based on Feature Preservation | | BIBAK | Full-Text | 139-149 | |
| Shixue Zhang; Enhua Wu | |||
| In computer graphics, methods for mesh simplification are common. However,
most of them focus on static meshes, only few works have been proposed for
simplifying deforming surfaces. In this paper, we propose a new method for the
multiresolution representation of time-varying meshes based on deformation area
and feature preservation. Our method uses the famous QEM (quadric error metric)
as our basic metric. The idea is to modify the edge collapse cost by adding the
deformation and sharp feature weight to the aggregated quadrics errors when
computing the unified edge contraction sequence, then adjust this sequence
slightly for each frame to get a minimum geometry distortion. Our approach is
fast, easy to implement, and as a result good quality dynamic approximations
with well-preserved fine details can be generated at any given frame. Keywords: Deforming mesh; LOD; Sharp feature; Mesh simplification | |||
| Procedural Modeling of Residential Zone Subject to Urban Planning Constraints | | BIBAK | Full-Text | 150-161 | |
| Liying Wang; Wei Hua; Hujun Bao | |||
| Besides spatial elements, their spatial configuration is an important factor
affecting urban image. In practice of urban planning, good designers do
thoroughly consider goals of urban design and constraints of urban planning. In
this paper taking the layout problems of a residential zone as background, a
framework of procedural modeling and a constrained layout optimization approach
is presented to simulate the design procedure of human. The approach represents
design goals as cost function subject to planning constraints. We can obtain
the design plan by minimizing the objective function. During optimization, we
adopt heuristic algorithm to get solutions efficiently for elements layout.
Experiments show this approach is able to achieve similar design of residential
zone to human work, by using less human resources. Keywords: Procedural modeling; urban planning; constrained layout optimization | |||
| Concept and Construction of an Interactive Folktale System | | BIBA | Full-Text | 162-170 | |
| Kozi Miyazaki; Yurika Nagai; Takenori Wama; Ryohei Nakatsu | |||
| In this paper as one example of a new edutainment system, we propose an "Interactive Folktale System," which makes it possible for people, especially children, to enjoy folktales in various ways. They can appreciate the generation of original tales and variations. Also they can interact with the story by communicating with its characters or by playing one of the characters. Moreover, they can easily create a new folktale by changing the original story or by describing a new story. | |||
| Cultural Computing and the Self Concept: Towards Unconscious Metamorphosis | | BIBAK | Full-Text | 171-181 | |
| Tijn Kooijmans; Matthias Rauterberg | |||
| We are exploring an application for a novel direction in human-computer
interaction named 'cultural computing', which aims to provide a new medium for
cultural translation and unconscious metamorphosis. The main objective of this
project is to create an interactive experience that encourages people in
Western culture to reflect on their self-concept. In Western culture the
self-concept is generally based on conscious perception of the self. Over
centuries the book 'Alice's Adventures in Wonderland' got continuous attention,
and therefore seems to be a promising narrative to address issues like logic,
rationality, and self. The user in the role of Alice will go through an
interactive experience and meets a Caterpillar, who questions the participant's
whereabouts of his/her self-concept. To determine the effect of this
experience, we discuss a method that measures changes in a person's implicit
self-concept for we predict that the experience will have an unconscious effect
towards individual metamorphosis. Using the 'implicit association test' (IAT)
we could find a significant effect in the hypothesized direction. Keywords: cultural computing; interactive experience; unconscious; self-concept | |||
| A Role Casting Method Based on Emotions in a Story Generation System | | BIBA | Full-Text | 182-192 | |
| Ruck Thawonmas; Masanao Kamozaki; Yousuke Ohno | |||
| We first point out a problem in the role casting method of a story generation system called OPIATE and then propose a solution to this problem. The existing casting method does not take into account the emotions of a cast non-player character towards actions that it must perform in its role, leading to a miscast. In the proposed casting method, such emotions are considered, besides emotions towards other characters as done in the existing one. Evaluation results, using an online-game simulator, confirm the effectiveness of the proposed method over the existing one with respect to the number of miscasts. | |||
| A Novel System for Interactive Live TV | | BIBAK | Full-Text | 193-204 | |
| Stefan M. Grünvogel; Richard Wages; Tobias Bürger; Janez Zaletelj | |||
| For the production of interactive live TV formats, new content and new
productions workflows are necessary. We explain how future content of a
parallel multi-stream production of live events may be created from a design
and a technical perspective. It is argued, that the content should be arranged
by dramaturgical principles taking into account the meaning of the base
material. To support the production process a new approach for content
recommendation is described which uses semantic annotation from audio-visual
material and user feedback. Keywords: interactive live television; recommender system; extraction of meaning;
dramaturgical principle; content; multi-stream | |||
| Using Narrative Cases to Author Interactive Story Content | | BIBA | Full-Text | 205-210 | |
| Ivo Swartjes | |||
| Interactive storytelling is a rapidly emerging field that tries to reconcile story-like experiences with user control. These forces oppose each other, as story implies predetermination and author intent, and interactivity implies freedom and variability. This paper focuses on unscripted (emergent) narrative and addresses the authoring problem resulting from bringing story development into free form interaction. It discusses the possibility of writing story pieces as input knowledge, portraying both believable character behaviour and interesting story situations. It also discusses how such input knowledge can be a source of inspiration for agents in an emergent narrative simulation to improve its potential for story development. | |||
| Multi-track Scratch Player on a Multi-touch Sensing Device | | BIBA | Full-Text | 211-218 | |
| Kentaro Fukuchi | |||
| Scratching with turntables is a popular sound generation technique in today's music scene, especially in hip-hop culture. A conventional turntable system consists of two turntables (record players) and an audio mixer, but the proposed system requires a computer and a multi-touch sensing device, so it is smaller and portable. Moreover, the proposed system enables the use of various novel scratching techniques that are difficult or impossible to perform on existing systems. In this paper we describe the implementation of the proposed system and introduce some scratching techniques that can be used with it. | |||
| PanoMOBI: Panoramic Mobile Entertainment System | | BIBAK | Full-Text | 219-224 | |
| Barnabas Takacs | |||
| This paper presents a panoramic broadcasting system for mobile entertainment
using 3G network or WIFI where multiple viewers share an experience but each
having full control of what they see independent from other viewers. Our
solution involves a compact real-time spherical video recording setup that
compresses and transmits data from six digital video cameras to a central host
computer, which in turn distributes the recorded information among multiple
render- and streaming servers for personalized viewing over 3G mobile networks
or the Internet. In addition, using advanced computer vision, tracking and
animation features, our architecture introduces the notion of Clickable Content
(CC) where each visual element in the image becomes a source for providing
further information, educational content or advertising. Therefore the PanoMOBI
system offers a low-cost and economical solution for personalized content
management and it can serve as a unified basis for novel applications. Keywords: PanoMOBI; PanoCAST; Clickable Content; Telepresence; Immersive Spherical
Video; Mobile Broadcast Architecture (MBA) | |||
| Application MDA in a Collaborative Modeling Environment | | BIBAK | Full-Text | 225-230 | |
| Wuzheng Tan; Lizhuang Ma; Zhiliang Xu; Junfa Mao | |||
| This paper proposes a modeling environment that intends to support service
collaboration. In this platform, technology independence is a very important
goal to be achieved. Model Driven Architecture and metamodels are some of the
resources to provide such independence. Based on [1] and [2], this article
offers a modified software development process that would leverage MDA, and
studies a web application case of conceptual innovation modeling system. Keywords: MDA; Collaborative Modeling; Collaborative Modeling Platform; Web
Application | |||
| Age Invaders: User Studies of Intergenerational Computer Entertainment | | BIBAK | Full-Text | 231-242 | |
| Eng Tat Khoo; Tim Merritt; Adrian Cheok; Mervyn Lian; Kelvin Yeo | |||
| The design goal of the Age Invaders system is to make a mixed reality
interaction platform that can facilitate meaningful social interaction with
players, from many backgrounds and demographics, at appropriate levels of
physical exertion for their age. This paper discusses a multidisciplinary
approach to analyzing the user experience and reassessment of the context of
use of the Age Invaders system. This paper tests the effectiveness of the
system in promoting the intended design goals and the results show strong
support for intergenerational interaction using digital technology.
Additionally, the results of the study help to focus the refinements of the
existing platform and development of further novel games and interactive
applications for this mixed reality system, and provide insights into the user
in complex mixed reality experiences. Keywords: Mixed reality entertainment; social computing; family entertainment; game
play; user-centered design | |||
| Dynamic Texture Synthesis in the YUV Color-Space | | BIBA | Full-Text | 243-248 | |
| Leilei Xu; Hanqiu Sun; Jiaya Jia; Chenjun Tao | |||
| Dynamic textures are representations of such textured surfaces that exhibit certain stationarity properties in time. These include sea-waves, smoke, foliage, whirlwind, dense crowds, and traffic scenes. We address the problem of dynamic color texture synthesis which is a natural extending of the state-of-art Linear Dynamic System to the YUV color space by analyzing the intrinsic relationship between the color channels and intensity channel. Our experimental results have shown good performance for the testing examples, which remodel short dynamic texture videos into infinite time domain with similar dynamic behaviors. | |||
| Video Affective Content Recognition Based on Genetic Algorithm Combined HMM | | BIBA | Full-Text | 249-254 | |
| Kai Sun; Junqing Yu | |||
| Video affective content analysis is a fascinating but seldom addressed field in entertainment computing research communities. To recognize affective content in video, a video affective content representation and recognition framework based on Video Affective Tree (VAT) and Hidden Markov Models (HMMs) was proposed. The proposed video affective content recognizer has good potential to recognize the basic emotional events of audience. However, due to Expectation-Maximization (EM) methods like the Baum-Welch algorithm tend to converge to the local optimum which is the closer to the starting values of the optimization procedure, the estimation of the recognizer parameters requires a more careful examination. A Genetic Algorithm combined HMM (GA-HMM) is presented here to address this problem. The idea is to combine a genetic algorithm to explore quickly the whole solution space with a Baum-Welch algorithm to find the exact parameter values of the optimum. The experimental results show that GA-HMM can achieve higher recognition rate with less computation compared with our previous works. | |||
| Video Processing and Retrieval on Cell Processor Architecture | | BIBA | Full-Text | 255-262 | |
| Junqing Yu; Haitao Wei | |||
| A multi-level parallel partition schema and three mapping model -- Service, Streaming and OpenMP model -- are proposed to map video processing and retrieval (VPR) workloads to Cell processor. We present a task and data parallel partition scheme to partition and distribute intensive computation workloads of VPR to exploit the parallelism of a sequential program through the different processing core on Cell. To facilitate the VPR programming on Cell, OpenMP programming model is loaded to Cell. Some effective mapping strategies are also presented to conduct the thread creating and data handling between the different processors and reduce the overhead of system performance. The experimental results show that such parallel partition schema and mapping model can be effective to speed up VPR processing on Cell multi-core architecture. | |||
| A Hybrid Image Coding in Overdriving for Motion Blur Reduction in LCD | | BIBAK | Full-Text | 263-270 | |
| Jun Wang; Kyeongyuk Min; Jongwha Chong | |||
| Overdriving technique enlarges the desired change of the pixel value, the
error in general compression methods is enlarged at the same time. Therefore,
we propose a novel Adaptive Quantization Coding (AQC) to reduce the error in
compression for overdriving technique reducing motion blur. Considering
hardware implementation, we develop a hybrid image coding which uses color
transform first, and then uses AQC to compress luminance data as well as Block
Truncation Coding (BTC) to compress chrominance data. The simulation results
shown that the average PSNR was improved 5.676dB as compared with the result of
BTC, and the average SD of error was reduced 50.2% than that in the BTC. The
proposed algorithm is implemented with the verilog HDL and synthesized with the
synopsys design compiler using 0.13µm Samsung Library. Keywords: LCD; Motion blur; Overdriving; Compression; Block Truncation Coding;
Adaptive Quantization Coding | |||
| See, Hear or Read the Film | | BIBA | Full-Text | 271-281 | |
| Carlos Teixeira; Ana Respicio | |||
| Films have been the most entertaining art form during the past century. Sometimes they were inspired in written novels; sometimes they have inspired new written novels. Film scripts are halfway between the film in the screen and the pure world of written imagination. Real time is one of the dimensions lost in the script, breaking the anchors to the time signals of what films are made. This paper presents a full approach for merging these two worlds in the real time dimension. Using subtitles time stamping and a new parallel text alignment algorithm, a time stamped script is produced. This is used to create new enriched narrative films, also presented in the paper. | |||
| A Practical Framework for Virtual Viewing and Relighting | | BIBAK | Full-Text | 282-287 | |
| Qi Duan; Jianjun Yu; Xubo Yang; Shuangjiu Xiao | |||
| Recently many practical applications have concerned with observing objects
that have specular reflection properties. They intend to know how the specular
reflections and other details vary according to different lighting conditions
and view positions. In this paper, we propose an innovative framework combining
the novel view synthesis algorithm and the relighting algorithm to fulfill
these requirements. Another important feature of this framework is that all the
algorithms are based on image without acquiring any 3D model which may contain
some high confidential secrets. Meanwhile an image measurement criterion is
proposed to verify the feasibility and effectiveness of the framework. Keywords: Novel View Synthesis; Image-based Relighting; Image Measurement | |||
| Interactive Image Based Relighting with Physical Light Acquisition | | BIBAK | Full-Text | 288-293 | |
| Jianjun Yu; Xubo Yang; Shuangjiu Xiao | |||
| We present an interactive image-based technique to relight real scene with
physical light sources acquisition. Firstly, basis images of the real scene are
acquired from a fixed viewpoint. Secondly, light direction is estimated and
physical light image is captured. Thirdly, measurement image between the
reference light image and the novel light image is computed for relighting
scene. We demonstrate the technique by interactively relighting a pre-captured
real scene using a hand held spotlight projecting light on a white paper. Keywords: Interactive; Image-based Relighting; Physical Light Acquisition; Lighting
Sensitive Display | |||
| Real-Time Rendering of Daylight Sky Scene for Virtual Environment | | BIBA | Full-Text | 294-303 | |
| Changbo Wang | |||
| Realistic rendering of sky scene is important in virtual environment. Traditional methods are mostly based on skybox, thus failing to realistically simulate the change of sky scene under different weathers and conditions. In this paper, a new sky light model under different weathers for virtual environment is proposed. We first analyze the atmosphere characters of sky scene, and calculate the light path and light intensity into eyes through the atmosphere considering atmospheric scattering and refraction. Then for different weathers, by adapting a path tracing algorithm, the intensity distribution of sky light is gained. we also adopt the scattered volume model and GPU techniques to accelerate the calculation. Finally, various sky scenes in sunny day, foggy day, raining day and that with rainbow under different conditions are realistically rendered in real time. | |||
| Robust Dense Depth Acquisition Using 2-D De Bruijn Structured Light | | BIBAK | Full-Text | 304-314 | |
| Zhiliang Xu; Lizhuang Ma; Wuzheng Tan | |||
| We present a new dense depth acquisition method using 2-D De Bruijn
structured light, which is robust to various textures and is able to
reconstruct dense depth maps of moving and deforming objects. A 2-D binary De
Bruijn pattern is emitted to the target object by an off-the-shelf projector.
Fast dynamic programming based stereo matching is performed on images taken
from two different views. The depth is obtained by robust least square
triangulation. The advantages include that we do not need to take image
sequences with different illumination patterns and do not assume that the
surface for reconstruction has uniform texture. Experimental results show that
shapes can be efficiently obtained in good quality by the proposed approach. We
believe that our approach is a good choice in applications of acquiring depth
maps for moving scenes with inexpensive equipments. Keywords: Depth acquisition; range sensing; 3-D model reconstruction; De Bruijn
sequence | |||
| Semiautomatic Rule Assist Architecture Modeling | | BIBA | Full-Text | 315-323 | |
| Hua Liu; Hongxin Zhang; Hujun Bao | |||
| This paper presents a novel rule-driven architecture modeling technique. Different from grammar based procedural modeling approaches, our proposed method, called rule assist architecture modeling (RAAM), tends to integrate user interactions with implied modeling rules. Construction rules, configure rules and constrain rules are introduced in our method to minimize user interactions and enhance modeling efficiency. The experimental results demonstrate the efficiency and flexibility of our method to generate villas and skyscrapers. | |||
| Online Expression Mapping for Performance-Driven Facial Animation | | BIBA | Full-Text | 324-338 | |
| Hae Won Byun | |||
| Recently, performance-driven facial animation has been popular in various
entertainment area, such as game, animation movie, and advertisement. With the
easy use of motion capture data from a performer's face, the resulting animated
faces are far more natural and lifelike. However, when the characteristic
features between live performer and animated character are quite different,
expression mapping becomes a difficult problem. Many previous researches focus
on facial motion capture only or facial animation only. Little attention has
been paid to mapping motion capture data onto 3D face model.
Therefore, we present a new expression mapping approach for performance-driven facial animation. Especially, we consider online factor of expression mapping for real-time application. Our basic idea is capturing the facial motion from a real performer and adapting it to a virtual character in real-time. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. We first propose a comprehensive solution for real-time facial expression capture without any devices such as head-mounted cameras and face-attached markers. With the analysis of the facial expression, the facial motion can be effectively mapped onto another 3D face model. We present a novel example-based approach for creating facial expressions of model to mimic those of face performer. Finally, real-time facial animation is provided with multiple face models, called "facial examples". Each of these examples reflects both a facial expression of different type and designer's insight to be a good guideline for animation. The resulting animation preserves the facial expressions of performer as well as the characteristic features of the target examples. | |||
| Predicting Peer Offline Probability in BitTorrent Using Nonlinear Regression | | BIBAK | Full-Text | 339-344 | |
| Dongdong Nie; Qinyong Ma; Lizhuang Ma; Wuzheng Tan | |||
| BitTorrent is a popular and scalable P2P content distribution tool. This
study attempts to analyze the factors that affect the offline probability of
BitTorrent peer, and express the probability using these factors. We first
collect large data set of BitTorrent peers' activities. Then we use nonlinear
least-squares regression to determine the probability distribution function for
each of the three factors (download percent, download speed, and local time)
and the joint probability distribution function of the three factors, and use
another large data set to verify the prediction results. Keywords: BitTorrent; Offline; Probability Distribution; Regression | |||
| Game Design Guided by Visual Attention | | BIBAK | Full-Text | 345-355 | |
| Li Jie; James J. Clark | |||
| Visual attention plays a critical role in game playing. A better
understanding of the allocation of visual attention can benefit the design of
game scenarios. In this paper we propose to design games in different
difficulty levels based on the estimation of attention. We use eye movement
information in an analysis of attention. Eye fixation and pursuit conditions
are considered separately. We find that the image complexity at eye fixation
points and the relative position between pursuit direction and disturbance
during pursuit eye movements are significant for attention allocation. This
result is applied to the design of an interactive 2D game having two difficulty
levels. Player response speeds and scores are compared for each difficulty
level of the game. Keywords: game design; visual attention; eye fixation; eye pursuit | |||
| Dialogs Taking into Account Experience, Emotions and Personality | | BIBAK | Full-Text | 356-362 | |
| Anne-Gwenn Bosser; Guillaume Levieux; Karim Sehaba; Axel Buendia; Vincent Corruble; Guillaume de Fondaumière; Viviane Gal; Stéphane Natkin; Nicolas Sabouret | |||
| This paper describes the DEEP project (Dialogs taking into account
Experience, Emotions and Personality, adapted to computer games), which started
in June 2006. The aim of the project is to provide generic solutions for the
integration of autonomous Non Player Characters (NPCs) in next-generation
adventure games. DEEP NPCs, equipped with a personality and a believable
emotional engine, will use context-based information from the game environment
and the player behavior to provide entertaining, rich and relevant dialogs. Keywords: narrative intelligence; interactive narrative; interactive drama; narrative
structures; behavior engine; agents; virtual characters; personality model;
emotion model; dialog | |||
| Marching Bear: An Interface System Encouraging User's Emotional Attachment and Providing an Immersive Experience | | BIBAK | Full-Text | 363-373 | |
| Nagisa Munekata; Takanori Komatsu; Hitoshi Matsubara | |||
| We developed an interface system called "Marching Bear," where the robot
controller's motions were reflected in the motions of certain characters
appearing on a computer display. We then conducted a simple experiment to
investigate the effectiveness of this interface system to see whether users
felt that this interface system was enjoyable. We used a questionnaire and
conducted an observation to determine whether users could direct the robot's
arms in such a way as to make the character walk. We also investigated the
effectiveness of our interface system with two displays, one large, the other
small. The results were that most participants felt this system was enjoyable
and that they could direct the robot's arms in the way needed to make the
character walk. The larger display had a significantly stronger effect on the
participants' emotional aspects; they felt that the character had some emotions
and that they could communicate with the character well. Therefore, the
interface system, Marching Bear, was not only enjoyable for users because of
the robot controls, but also this type of interface system may become a users'
companion or be perceived as an independent character. Keywords: interface system; emotional aspect; independent character; companion | |||
| Marble Market: Bimanual Interactive Game with a Body Shape Sensor | | BIBA | Full-Text | 374-380 | |
| Kentaro Fukuchi; Jun Rekimoto | |||
| A video game application was developed using SmartSkin, a body shape sensing
device. The video game uses a table-sized SmartSkin that can recognize players'
arms on the tabletop. Sensor values are translated to a virtual potential field
and the system calculates dynamics of game characters on the field.
At most four players can play the game, and the players control many independent game characters displayed on the table using their arms simultaneously. | |||
| Concept and Architecture of a Centaur Robot | | BIBA | Full-Text | 381-388 | |
| Satoshi Tsuda; Yohsuke Oda; Kuniya Shinozaki; Ryohei Nakatsu | |||
| Recently various types of robots are being studied and developed, which can be classified into two groups: humanoid type and animal types. Since each group has its own merits and demerits, a new type of robot is expected to emerge with greater strengths and fewer weaknesses. In this paper we propose a new type of robot called the "Centaur Robot" by merging the concepts of these two types of robots. This robot has a human-like upper body and a four-legged animal-like lower body. Due to this basic architecture, the robot has several merits, including human-like behaviors. It can also walk smoothly and stably even on non-smooth ground. We describe the basic concept of our centaur robot and then explain its hardware and software architectures as well as its merits. | |||
| An Embedded System of Face Recognition Based on ARM and HMM | | BIBAK | Full-Text | 389-394 | |
| Yanbin Sun; Lun Xie; Zhiliang Wang; Yi An | |||
| Face recognition is important for many applications, including security
check-up, judicial administration, visual monitoring and intelligent
interaction. Current commercial and research systems use software
implementation and require a dedicated computer for the image-processing task
-- a large, expensive, and complicated-to-use solution. In order to make face
recognition ubiquitous, the system complexity, size, and price must be
substantially reduced. This paper presents an ARM-based embedded system for
face recognition. The float image-pretreatment algorithm was redesigned to
enable highly image-pretreatment implementation for ARM9 microprocessor. The
system uses a CMOS digital imaging sensor OV7640, a S3C2410A processor and the
Linux Operation System for the image processing. A face recognition algorithm
based on the HMM is presented. The software can be run in intelligent mobile
telephone or PDA directly. This new design is suitable for face detection and
recognition, thus making an important step towards low-cost and portable
systems. Keywords: embedded system; Linux; HMM; ARM; Face Recognition | |||
| Activity Recognition Using One Triaxial Accelerometer: A Neuro-fuzzy Classifier with Feature Reduction | | BIBAK | Full-Text | 395-400 | |
| Jhun-Ying Yang; Yen-Ping Chen; Gwo-Yun Lee; Shun-Nan Liou; Jeen-Shing Wang | |||
| This paper presents a neuro-fuzzy classifer for activity recognition using
one triaxial accelerometer and feature reduction approaches. We use a triaxial
accelerometer to acquire subjects' acceleration data and train the neuro-fuzzy
classifier to distinguish different activities/movements. To construct the
neuro-fuzzy classifier, a modified mapping-constrained agglomerative clustering
algorithm is devised to reveal a compact data configuration from the
acceleration data. In addition, we investigate two different feature reduction
methods, a feature subset selection and linear discriminate analysis. These two
methods are used to determine the significant feature subsets and retain the
characteristics of the data distribution in the feature space for training the
neuro-fuzzy classifier. Experimental results have successfully validated the
effectiveness of the proposed classifier. Keywords: Acceleration; activity recognition; feature extraction; linear discriminate
analysis; neuro-fuzzy system; triaxial accelerometer | |||
| GFE -- Graphical Finite State Machine Editor for Parallel Execution | | BIBAK | Full-Text | 401-406 | |
| David Obdrzalek; Jan Benda | |||
| In this paper we present GFE -- the Graphical FSM (Finite State Machine)
Editor based on the Grafcet SFC (Sequential Function Chart) model. The GFE
takes advantage of automated code generation and provides strong tools for
complex control. At the same time it gives a high-level overview of the entire
robotic control architecture. A complex control system may be designed, tested
and deployed using visual approach. This is particularly useful for education
where the students do not have to start always from scratch, or for young robot
builders who are not as experienced in low-level programming. Once a control
library is implemented for a particular robot, it may be reused and the robot
may be programmed using solely graphical approach, because the most complicated
part of controller design -- the state machine -- is automatically generated.
This avoids typing errors and allows fast and simple redesign. Keywords: robot control; automatic finite state machine generation; graphical control
design | |||
| Media Me: Body and Personal Media Interaction | | BIBAK | Full-Text | 407-410 | |
| Owen Noel Newton Fernando; Imiyage Janaka Prasad Wijesena; Adrian David Cheok; Ajith Parakum Madurapperuma; Lochandaka Ranathunga; Mei Gangwen; Miyuru Dayarathna; Srinivasan Mariappan; Lee Rui Jie Jerome | |||
| "Media Me" is a media interactive art work which comments on the
bidirectional relationship between people and the media through the use of a
realtime video mosaic. The elements of the video mosaic could be personal,
cultural, historical, and educational. This research can be considered as a
combination of creativity, art, and digital entertainment as well as an
extension of personal media broadcasting. It comments on the growing trend of
personal broadcasting and social media. Keywords: Video mosaic; interactive media; human-media interaction | |||
| Background Subtraction Using Running Gaussian Average and Frame Difference | | BIBA | Full-Text | 411-414 | |
| Zhen Tang; Zhenjiang Miao; Yanli Wan | |||
| Background Subtraction methods are wildly used to detect moving object from static cameras. It has many applications such as traffic monitoring, human motion capture and recognition, and video surveillance. It is hard to propose a background model which works well under all different situations. Actually, there is no need to propose a pervasive model; it is a good model as long as it works well under a special situation. In this paper, a new method combining Gaussian Average and Frame Difference is proposed. Shadow suppression is not specifically dealt with, because it is considered to be part of the background, and can be subtracted by using an appropriate threshold. At last, a new method is raised to fill small gaps that the detected foreground or the moving objects may contain. | |||
| Playing and Cheating in Ambient Entertainment | | BIBAK | Full-Text | 415-420 | |
| Anton Nijholt | |||
| We survey ways to extract information from users interacting in ambient
intelligence entertainment environments. We speculate on the use of this
information, including information obtained from physiological processes and
brain-computer interfacing, in future game environments. Keywords: Entertainment computing; nonverbal interaction; cheating | |||
| Selfish Search on Playing Shogi | | BIBA | Full-Text | 421-426 | |
| Takeshi Ito | |||
| If a human faces a complex problem with a large number of potential solutions and calculations, he will not always act logically. In gamble, public lottery, etc., we see a mechanism by which a bookmaker makes a profit probable. There the chances of winning are always overestimated by the human player. For example, in public lottery, some people are allured by ungrounded rumors (such as "it is the turn of the sales store to win"). Other people take superstitious actions grounded on fortune-telling. A fully different example of irrational human decision making in games can be found in the domain of the imperfect information and the chance gambling game Mahjong. A recent study [1] evaluating game records of internet Mahjong concluded that some amateur players treat a professional's remark like a proverb and believe it blindly in spite of a lack of evidence to support the proposition. | |||
| The Effects of Network Loads and Latency in Multiplayer Online Games | | BIBAK | Full-Text | 427-432 | |
| Jin Ryong Kim; Il Kyu Park; Kwang Hyun Shim | |||
| In this work, we performed variety of tests to see the effects of network
loads and latency in multiplayer online games. We applied hierarchical load
testing architecture using large scale virtual clients to find out the
bottlenecks of the game servers. We also investigated the effect of latency on
multiplayer online games. We controlled network game packets (i.e. packet
delay, packet drop rate, packet duplication rate, packet reordering rate) to
see the impact on real-time multiplayer games. Keywords: Load tests; multiplayer games; MMOG tests; P2P-based tests; network game
tests; mean opinion score | |||
| Design for Debate in Robotics: Questioning Paradigms in a Techno-social Discourse | | BIBAK | Full-Text | 433-436 | |
| Wouter Reeskamp; Katrien Ploegmakers | |||
| 'Design for Debate' is an emerging approach in the domain of design. This
paper proposes a more pragmatic application. A workshop was developed and
conducted with experts in the field of social robotics. Concepts for affective
robots were visualized to provoke out-of-the-box thinking. During eight
workshops, robotic professionals questioned their paradigms. Keywords: Design for Debate; Critical Design; Social Robotics; Paradigms; Design
Parameters; Workshop | |||
| Extracting Realistic Textures from Reference Spheres | | BIBAK | Full-Text | 437-440 | |
| Zuoyong Zheng; Lizhuang Ma; Zhou Zeng | |||
| This paper proposes a method for extracting realistic textures from
real-world reference spheres. The BRDF parameters of fundamental materials, as
well as a material weight map for the sphere are obtained through a non-linear
optimization process. The material weight map can be used as a conventional
texture for relighting. With the BRDF models recovered, the real and natural
appearances of 3D objects can be reproduced under novel lighting and viewing
directions. Keywords: BRDF; Material Weight; Texture Mapping; Realistic Rendering | |||
| Application and Research on Affection Model Based on Bayesian Network | | BIBA | Full-Text | 441-444 | |
| Lin Shi; Zhiliang Wang; Zhigang Li | |||
| It needs not only intelligence but also emotion for the computer to realize harmonious human computer interaction, which is one of the research focuses in the field of computer science. This paper proposes a hierarchical approach to represent personality, affection and emotion, using Bayesian Network to affection model and show emotion via virtual human's facial expression. The affection model was applied to an affective HCI system, proved to be simple, effective and stable. | |||
| A Survey on Projector-Based PC Clustered Distributed-Rendering Large Screen Displays and Techniques | | BIBAK | Full-Text | 445-449 | |
| Munjae Song; Seongwon Park | |||
| Large screen display systems are common display systems nowadays. Especially
projector-based PC cluster large screen display systems share most of large
screen display system market and they are main research topics today. A lot of
researchers research on cluster algorithms, computation power improvements,
high performance graphic rendering technologies, high speed buses, networks,
and HCIs. Also, remarkable research results are being published by technical
leading groups. Whereas, following groups who want research on large screen
display have difficulties even to build a test system. Unfortunately, there are
not enough information to build large screen display systems. In this paper, we
survey on projector-based PC cluster large screen display technologies that use
distributed rendering. Keywords: Large screen display; Tiled display; PC cluster; Projector-based;
Distributed rendering | |||
| Automated Personal Authentication Using Both Palmprints | | BIBA | Full-Text | 450-453 | |
| Xiangqian Wu; Kuanquan Wang; David Zhang | |||
| To satisfy personal interests, different entertainment computing should be performed for different people (called personal entertainment computing). For personal entertainment computing, the personal identity should be first automatically authenticated. This paper proposes a novel approach for automated personal authentication by using both palmprints. The experimental results show that the fusion of the information of both palmprints can dramatically improve the authentication accuracy. | |||
| A TV Commercial Monitoring System Using Audio Fingerprinting | | BIBA | Full-Text | 454-457 | |
| Seungjae Lee; Jin S. Seo | |||
| In this paper, we describe an audio fingerprinting-based commercial monitoring system for TV broadcasting. The goal of the commercial monitoring is to identify commercials being broadcasted and find out the time duration. If there are similar commercials in the fingerprint database, we sometimes have trouble in determining which commercial has been broadcasted. To solve this problem, we propose the partial distance comparison method which identifies commercials and discriminates them from background music. Experimental results show that the proposed method improves commercial-identification performance by discriminating different versions of the same commercial. | |||
| Player Immersion in the Computer Game Narrative | | BIBA | Full-Text | 458-461 | |
| Hua Qin; Pei-Luen Patrick Rau; Gavriel Salvendy | |||
| The main characteristics of the computer game narrative are interactive and nonlinear, so this study proposes a questionnaire aim at studying player immersion in the computer game narrative. To evaluate the questionnaire, a survey was conducted on the Internet. After factor analysis and reliability test, an instrument for measuring player immersion were obtained. This instrument not only can be applied to the computer game narrative, it also ca be used to measure user experience in story-oriented virtual reality. | |||
| Music Video Viewers' Preference Evaluation Criteria and Their Characteristics | | BIBAK | Full-Text | 462-465 | |
| Maiko Kamata; Michiaki Yasumura | |||
| This study investigated music video viewers' characteristics and their
preference evaluation criteria. We had detailed interviews based on the
evaluation grid method with ten participants. All participants watch music
videos frequently. Our participants could be divided into following two types:
(1) Singer-based type viewers: they emphasized the importance of the singer(s)
singing the song in their preference evaluation criteria. (2) Image-based type
viewers: they insisted that the images were the high-priority parameters in
their preference evaluation. It is noteworthy that their preference criteria
and viewing style were affected by whether they prefer Japanese or English
songs. Keywords: music video; viewer; preference evaluation; detailed interviews | |||
| Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior | | BIBAK | Full-Text | 466-469 | |
| Penny Drennan; Dominique A. Keeffe | |||
| As virtual economies begin to interact more with real world economies, it is
important to consider the in-game activities that players engage in, which
create and transfer game currency. Specifically, we examine products and
services that players offer to each other within MMORPGs. We use Bartle's
taxonomy of player types to illustrate the different behavioral approaches
players have in consuming these products and services. We introduce the term
virtual consumption to describe these in-game exchanges and highlight the need
for further research into this phenomenon. Keywords: player types; virtual consumption; consumer behavior | |||
| Codebook Design of Keyblock Based Image Retrieval | | BIBAK | Full-Text | 470-474 | |
| Hui Liu; Cai-ming Zhang | |||
| This paper presents an image retrieval method based on keyblocks combing
with interest points, furthermore the generation of codebook is also utilized
to enhance the retrieval performance, where the balance between the retrieved
precision and time cost can decide the codebook size of this CBIR system.
Finally, the proposed method is compared with the method that only depends on
interest points or keyblocks. Keywords: CBIR; keyblocks; codebook; retrieved precision | |||
| Template Based Image Mosaics | | BIBAK | Full-Text | 475-478 | |
| Yoon-Seok Choi; Bon-Ki Koo; Ji-Hyung Lee | |||
| We propose an image mosaic method based on tile template. Compared with a
conventional mosaic which is comprised of the circle or the square tiles, our
approach uses the arbitrary shaped tiles. But an arbitrary shaped tile leaves
the excessive gap between tiles in the mosaic construction. Then the gap makes
it difficult to preserve the fine detail of an original image. Our approach
controls overlap between tiles to minimize the gap by using the mask technique
and adopts stackable technique to represent the fine detail of a source image
automatically. Keywords: Non Photorealistic Rendering; Mosaic Rendering; Image Mosaic | |||