Now showing items 1301-1320 of 1420

    • Real vs. approximate collisions: when can we tell the difference 

      DINGLIANA, JOHN; O'SULLIVAN, CAROL ANN (ACM Press, 2001)
    • Towards requirements for the dynamic sourcing of Open Corpus Learning Content 

      LAWLESS, SEAMUS SEAN TOMAS; DAGGER, DECLAN; WADE, VINCENT PATRICK (2006)
      The dynamic sourcing of Open Corpus Learning Content is a complex and resource intensive process. However, modern technologies and methods can facilitate an efficient content identification and acquisition process. Several ...
    • Exclusivity, Externalities & Easements: Dynamic Spectrum Access and Coasean Bargaining 

      FORDE, TIM; DOYLE, LINDA; FORDE, TIM (IEEE, 2007)
      This paper explores the possibility of realising Coasean bargains to remove the presence of externalities in a libertarian system of exclusive spectrum rights through the creation of various economically motivated easements. ...
    • Collision handling for virtual environments 

      DINGLIANA, JOHN; GANOVELLI, FABIO; BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2001)
      An efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the ...
    • Synthetic vision and memory for autonomous virtual humans 

      PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (Blackwell, 2002)
      A memory model based on ?stage theory?, an influential concept of memory from the field of cognitive psychology, is presented for application to autonomous virtual humans. The virtual human senses external stimuli through a ...
    • Crowd and group simulation with levels of detail for geometry, motion and conversational behaviour 

      CASSELL, JUSTINE; VILHJALMSSON, HANNES; PETERS, CHRISTOPHER; LEESON, WILLIAM; GIANG, THANH; DINGLIANA, JOHN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2002)
      Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. ...
    • A memory model for autonomous virtual humans 

      PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (2002)
      A memory model based on ?stage theory?, the dominant view of memory from the field of cognitive psychology, is presented for application to autonomous virtual humans. The virtual human senses external stimuli through a ...
    • Men behaving appropriately: integrating the role passing technique into the ALOHA system 

      MACNAMEE, BRIAN; DOBBYN, SIMON; CUNNINGHAM, PADRAIG; O'SULLIVAN, CAROL ANN (2002)
      The Adaptive Level of Detail for Human Animation (ALOHA) system is a platform for animating virtual humans within a virtual environment using levels-of-detail for geometry, motion and conversational behaviour. Until now ...
    • Vision-based reaching for autonomous virtual humans 

      PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (2002)
      A method for the generation of realistic real-time goal-directed virtual human arm motion is presented. Agents are endowed with a rudimentary synthetic vision and memory system that is used to gather and store data about ...
    • Levels of detail for crowds and groups 

      CASSELL, JUSTINE; VILHJALMSSON, HANNES; DINGLIANA, JOHN; MACNAMEE, BRIAN; PETERS, CHRISTOPHER; GIANG, THANH; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (Blackwell, 2002)
      Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. ...
    • Adaptive medial-axis approximation for sphere-tree construction 

      BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2004)
      Hierarchical object representations play an important role in performing efficient collision handling. Many different geometric primitives have been used to construct these representations, which allow areas of interaction ...
    • Evaluating the visual fidelity of physically based animations 

      DINGLIANA, JOHN; GIANG, THANH; KAISER, MARY K.; O'SULLIVAN, CAROL ANN; O'SULLIVAN, CAROL ANN (2003)
      For many systems that produce physically based animations, plausibility rather than accuracy is acceptable. We consider the problem of evaluating the visual quality of animations in which physical parameters have been ...
    • Attention-driven eye gaze and blinking for virtual humans 

      PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (ACM Press, 2003)
    • Distributed mobile multi-user urban simulation 

      ROSSI, CLODAGH; O'SULLIVAN, CAROL ANN (ACM Press, 2003)
      This sketch gives an overview of the completed and ongoing research involved in developing a 3D multi-user environment on low-end mobile devices.
    • Complementarity based multiple point collision resolution 

      GIANG, THANG; BRADSHAW, GARETH; O'SULLIVAN, CAROL ANN (2003)
      Collision detection and response is one of the most extensively researched areas in computer graphics but yet, very little information is available on how to deal with multiple collision situations after they have been ...
    • Bottom-up visual attention for virtual human animation 

      PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN (IEEE Computer Society, 2003)
      We present a system for the automatic generation of bottom-up visual attention behaviours in virtual humans. Bottom-up attention refers to the way in which the environment solicits one?s attention without regard ...
    • Simulating virtual humans across diverse situations 

      MACNAMEE, BRIAN; DOBBYN, SIMON; CUNNINGHAM, PADRAIG; O'SULLIVAN, CAROL ANN (Springer, 2003)
      Perhaps due to its existentiality, the fact that simulated virtual humans give no impression of having an existence beyond their interactions with human users is often ignored in intelligent agent systems for virtual human ...
    • Smart objects for attentive agents 

      PETERS, CHRISTOPHER; MCNAMEE, BRIAN; DOBBYN, SIMON; O'SULLIVAN, CAROL ANN (2003)
      We present an extended framework for modelling agent-object interactions in virtual environments. Our framework is based on the concept of Smart Objects and provides agents with pre-programmed interaction information for ...
    • An experimental approach to predicting saliency for simplified polygonal models 

      HOWLETT, SARAH; HAMILL, JOHN; O'SULLIVAN, CAROL ANN (ACM Press, 2004)
      In this paper, we consider the problem of determining feature saliency for 3D objects and describe a series of experiments that examined if salient features exist and can be predicted in advance. We attempt to determine ...
    • Real-time interactive volumetric animation of the heart's electrical cycle from automatically synchronized ECG 

      O'SULLIVAN, CAROL (2004)
      We present a novel method for representing the electrical depolarisation and repolarisation of cardiac cells using real-time volumetric animation techniques. The visual representation coincides with automatically synchronized ...