55 resultados para irrealis objects


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This paper presents a cooperative caching architecture suitable for continuous media (CM) proxy caching in MANET environments. The proposed scheme introduces an application manager component, which is interposed between traditional Internet CM applications and the network layer. The application manager transparently performs data location and service migration of active CM streaming sessions so as to exploit nearby data sources based on the dynamic topology of a MANET. We propose two data location schemes - Cache-State - a link-state based scheme and Reactive - an on-demand scheme. Since service migration can occur frequently, the application manager uses soft-state signaling techniques to communicate between remote application managers by translating hard-state application signaling, such as Real Time Streaming Protocol (RTSP) into soft-state messages. The proposed schemes are evaluated through simulation studies using the NS simulator. Simulation studies show that both Cache-State and Reactive schemes demonstrate significant QoS improvements and reduced bandwidth consumption.

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In this paper, we investigate the potential of caching to improve quality of reception (QoR) in the context of continuous media applications over best-effort networks. Specifically, we investigate the influence of parameters such as loss rate, jitter, delay and area in determining a proxy's cache contents. We propose the use of a flexible cost function in caching algorithms and develop a framework for benchmarking continuous media caching algorithms. The cost function incorporates parameters in which, an administrator and or a client can tune to influence a proxy's cache. Traditional caching systems typically base decisions around static schemes that do not take into account the interest of their receiver pool. Based on the flexible cost function, an improvised Greedy Dual (GD) algorithm called GD-multi has been developed for layered multiresolution multimedia streams. The effectiveness of the proposed scheme is evaluated by simulation-based performance studies. Performance of several caching schemes are evaluated and compared with those of the proposed scheme. Our empirical results indicate GD-multi performs well despite employing a generalized caching policy.

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In this paper we discuss combining incremental learning and incremental recognition to classify patterns consisting of multiple objects, each represented by multiple spatio-temporal features. Importantly the technique allows for ambiguity in terms of the positions of the start and finish of the pattern. This involves a progressive classification which considers the data at each time instance in the query and thus provides a probable answer before all the query information becomes available. We present two methods that combine incremental learning and incremental recognition: a time instance method and an overall best match method.

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This paper focuses on the problem of tracking people through occlusions by scene objects. Rather than relying on models of the scene to predict when occlusions will occur as other researchers have done, this paper proposes a linear dynamic system that switches between two alternatives of the position measurement in order to handle occlusions as they occur. The filter automatically switches between a foot-based measure of position (assuming z = Q) to a head-based position measure (given the person's height) when an occlusion of the person's lower body occurs. No knowledge of the scene or its occluding objects is used. Unlike similar research [2, 14], the approach does not assume a fixed height for people and so is able to track humans through occlusions even when they change height during the occlusion. The approach is evaluated on three furnished scenes containing tables, chairs, desks and partitions. Occlusions range from occlusions of legs, occlusions whilst being seated and near-total occlusions where only the person's head is visible. Results show that the approach provides a significant reduction in false-positive tracks in a multi-camera environment, and more than halves the number of lost tracks in single monocular camera views.

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In this paper, we investigate the potential of caching to improve QoS in the context of continuous media applications over wired best-effort networks. We propose the use of a flexible caching scheme, called GD-Multi in caching continuous media (CM) objects. An important novel feature of our scheme is the provision of user or system administrator inputs in determining the cost function. Based on the proposed flexible cost function, Multi, an improvised Greedy Dual (GD) replacement algorithm called GD-multi (GDM) has been developed for layered multi-resolution multimedia streams. The proposed Multi function takes receiver feedback into account. We investigate the influence of parameters such as loss rate, jitter, delay and area in determining a proxy’s cache contents so as to enhance QoS perceived by clients. Simulation studies show improvement in QoS perceived at the clients in accordance to supplied optimisation metrics. From an implementation perspective, signalling requirements for carrying QoS feedback are minimal and fully compatible with existing RTSP-based Internet applications.

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Dummett’s views on the problem of abstract objects shifted significantly over the course of his philosophical career, and an examination of his views on this issue not only provides insight into his development; it also serves to elucidate his contribution and significance as a philosopher of language and mathematics. In the paper I attempt to demonstrate the way in which Dummett’s treatment of the problem of abstract objects is instructive for a consideration of his philosophy as a whole. Section 1 sketches the development of Dummett’s views on the problem from his attack on nominalism in the mid-1950’s to his advocacy of a tolerant reductionist position in Frege: Philosophy of Mathematics. Section 2 then examines the significance of Dummett’s views on abstract objects for his philosophical project more generally.

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The problem of 3D object recognition is of immense practical importance, with the last decade witnessing a number of breakthroughs in the state of the art. Most of the previous work has focused on the matching of textured objects using local appearance descriptors extracted around salient image points. The recently proposed bag of boundaries method was the first to address directly the problem of matching smooth objects using boundary features. However, no previous work has attempted to achieve a holistic treatment of the problem by jointly using textural and shape features which is what we describe herein. Due to the complementarity of the two modalities, we fuse the corresponding matching scores and learn their relative weighting in a data specific manner by optimizing discriminative performance on synthetically distorted data. For the textural description of an object we adopt a representation in the form of a histogram of SIFT based visual words. Similarly the apparent shape of an object is represented by a histogram of discretized features capturing local shape. On a large public database of a diverse set of objects, the proposed method is shown to outperform significantly both purely textural and purely shape based approaches for matching across viewpoint variation.

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This is a book review of: 

Visuality/materiality: images, objects and practicesedited by Gillian Rose and Divya P. Tolia-Kelly. Farnham: Ashgate, 2012

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Synchronous Objects is a website where a visitor/ reader can investigate the interlocking systems of organisation in the choreography of William Forsythe's dance One Flat Thing, reproduced (2000). These systems were quantified through the collection of data and transformed into a series of objects - synchronous objects - that work in harmony to explore these choreographic structures, reveal their patterns and re-imagine what they might look like. The goal of the project was to create a learning platform to engage a broad public in this exploration of choreography, to explore cross-disciplinary research and to stimulate creative discovery for specialists and non-specialists alike.

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 Haptic rendering of complex models is usually prohibitive due to its much higher update rate requirement compared to visual rendering. Previous works have tried to solve this issue by introducing local simulation or multi-rate simulation for the two pipelines. Although these works have improved the capacity of haptic rendering pipeline, they did not take into consideration the situation of heterogeneous objects in one scenario, where rigid objects and deformable objects coexist in one scenario and close to each other. In this paper, we propose a novel idea to support interactive visuo-haptic rendering of complex heterogeneous models. The idea incorporates different collision detection and response algorithms and have them seamlessly switched on and off on the fly, as the HIP travels in the scenario. The selection of rendered models is based on the hypothesis of “parallel universes”, where the transition of rendering one group of models to another is totally transparent to users. To facilitate this idea, we proposed a procedure to convert the traditional single universe scenario into a “multiverse” scenario, where the original models are grouped and split into each parallel universe, depending on the scenario rendering requirement rather than just locality. We also proposed to add simplified visual objects as background avatars in each parallel universe to visually maintain the original scenario while not overly increase the scenario complexity. We tested the proposed idea in a haptically-enabled needle thoracostomy training environment and the result demonstrates that our idea is able to substantially accelerate visuo-haptic rendering with complex heterogeneous scenario objects.