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  • 101.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    A Solution to Inverse Interpolation in Computer Graphics2014In: NICOGRAPH International 2014, 2014, p. 105-110Conference paper (Refereed)
    Abstract [en]

    Inverse solutions to interpolation techniques in computer graphics may increase the accuracy of the rendered frames. An example is the use of an arbitrary time stamp in time interpolation to evaluate the t-parameter, which in turn can be used for time-variant spatial interpolation. In this paper, an analytic inverse is presented for a shape-preserving piecewise cubic Hermite interpolant, used in context with camera trajectory interpolation.

  • 102.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Algorithmic Music Composition for Computer Games Based on L-system2015In: 2015 IEEE GEM, 2015, p. 62-67Conference paper (Refereed)
    Abstract [en]

    An application for music composition using L- system is presented as an experimental platform for further research on the topic of the composition of interactive music for computer games. L-system is presently used in many high- end computer games for the generation of natural surroundings, but there has been little research performed on the subject of L- system music composition. However, by its very nature, including data compression, parameterization, and the generation of tree structures, L-system seems currently to be an optimal method for such application.

  • 103.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Analytic Method for Evaluation of the Weights of a Robust Large-Scale Multilayer Neural Network2015In: International Journal On Advances in Networks and Services, ISSN 1942-2644, E-ISSN 1942-2644, Vol. 8, no 3-4, p. 139-148Article in journal (Refereed)
    Abstract [en]

    The multilayer feedforward neural network is presently one of the most popular computational methods in computer science. However, the current method for the evaluation of its weights is performed by a relatively slow iterative method known as backpropagation. According to previous research on a large-scale neural network with many hidden nodes, attempts to use an analytic method for the evaluation of the weights by the linear least square method showed to accelerate the evaluation process significantly. Nevertheless, the evaluated network showed in preliminary tests to fail in robustness compared to well-trained networks by backpropagation, thus resembling overtrained networks. This paper presents the design and verification of a new method that solves the robustness issues for such a neural network, along with MATLAB code for the verification of key experiments.

  • 104.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Application for Real-Time Generation of Mathematically Defined 3D Worlds2016In: Transactions on Computational Science XXVIII: Special Issue on Cyberworlds and Cybersecurity / [ed] Gavrilova, ML; Tan, CJK; Sourin, A, Berlin Heidelberg: Springer Berlin/Heidelberg, 2016, 1, p. 45-68Conference paper (Refereed)
    Abstract [en]

    This paper presents an application developed as a research platform for the real-time generation of 3D L- system structures, including rudimentary game physics and a freely scalable depth buffer that enables the user to interact with the L-system geometries, and in addition to render a mathematically defined world that is virtually unlimited in scope. 

  • 105.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Application for Real-Time Generation of Virtual 3D Worlds Based on L-System2015In: 2015 International Conference on CyberWorlds, 2015, p. 73-78Conference paper (Refereed)
    Abstract [en]

    An application is developed as a research platform for the real-time generation of 3D L-system structures. The application includes rudimentary game physics, which enables the user to interact with the L-system geometries, creating an environment suited for experimentation in the creation of 3D cyberworlds. 

  • 106.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Application of cellular automata for generation of chess variants2013In: IEEE Games Innovation Conference (IGIC) 2013, 2013, p. 57-63Conference paper (Refereed)
    Abstract [en]

    A system was developed for the automatic generation of chess variants in a computer game. The system is able to generate 5000 relatively unique board configurations using a modular cellular automaton based on a new variation of Conway's Game of Life in combination with modular constraints.

  • 107.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Camera trajectory evaluation in computer graphics based on logarithmic interpolation2013In: The Proceedings of the Eighth International Conference on Software Engineering Advances, ICSEA 2013, International Academy, Research and Industry Association (IARIA), 2013, p. 551-557Conference paper (Refereed)
    Abstract [en]

    A new technique is presented within the field of multimedia software applications, based on a logarithmic shape-preserving piecewise cubic Hermite interpolant for evaluation of camera trajectories in mathematically generated large-scale geometries, such as 3D fractals, with the ability to eliminate the oscillations that currently are associated with interpolation of exponential zooms.

  • 108.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Equalization and Variation Enhancement in Strategic Multiplayer Games2014In: IEEE GEM 2014, 2014, p. 284-285Conference paper (Refereed)
    Abstract [en]

    This paper introduces two new categories of players, an equalization player, with the goal to minimize the score gap between the opponents, and a variation enhancement player, with the goal to maximize the same. In addition, a complementary player type is added to the classic max-player game, called the min-player, along with a mathematical formalization of basic strategies, yielding a new algorithm based on Hypermax. 

  • 109.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Method for Analytic Evaluation of the Weights of a Robust Large-Scale Multilayer Neural Network with Many Hidden Nodes2014In: ICSEA 2014, The Ninth International Conference on Software Engineering Advances, 2014, p. 374-378Conference paper (Refereed)
    Abstract [en]

    The multilayer feedforward neural network is presently one of the most popular computational methods in computer science. The current method for the evaluation of its weights is however performed by a relatively slow iterative method known as backpropagation. According to previous research, attempts to evaluate the weights analytically by the linear least square method, showed to accelerate the evaluation process significantly. The evaluated networks showed however to fail in robustness tests compared to well-trained networks by backpropagation, thus resembling overtrained networks. This paper presents the design and verification of a new method, that solves the robustness issues for a large-scale neural network with many hidden nodes, as an upgrade to the previously suggested analytic method.

  • 110.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    N-Person Minimax and Alpha-Beta Pruning2014In: NICOGRAPH International 2014, 2014, p. 43-52Conference paper (Refereed)
    Abstract [en]

    This paper presents an N-person generalization of minimax aligned with the original definition. An efficient optimization method is further presented as a result of a straightforward mathematical extension of alpha-beta pruning to N-person games. 

  • 111.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Quantum States in Bivalent Logic2014In: ICSEA 2014, The Ninth International Conference on Software Engineering Advances, 2014, p. 114-116Conference paper (Refereed)
    Abstract [en]

    Bivalent or two-valued logic is presently the foundation of logic in mathematics and computer science, and a cornerstone of software development. To address a number of classical logical paradoxes, such as Russell’s, multi-valued logic, such as balanced ternary logic has shown to be useful. Current methods lead however to information loss. Thus, to theoretically improve the robustness of bivalent logic, this paper proposes the use of quantum states, followed by an example, where the proposed method is shown to be successful in the solution of a problem that is not directly solvable using contemporary methods.

  • 112.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    System for automatic generation of examination papers in discrete mathematics2013In: IADIS Multi Conference on Computer Science and Information Systems: The IADIS International Conference e-Learning 2013, IADIS Press, 2013, p. 365-368Conference paper (Refereed)
    Abstract [en]

    A system was developed for automatic generation of problems and solutions for examinations in a university distance course in discrete mathematics and tested in a pilot experiment involving 200 students. Considering the success of such systems in the past, particularly including automatic assessment, it should not take long before such systems are widely used in higher mathematics education. The goal of this paper is to encourage such development by sharing some of the experience that was gained along the way in the implementation and application of such system.

  • 113.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Design and Implementation of a Generic A* Algorithm for Search in Multidimensional Space2014In: IEEE GEM 2014, 2014, p. 282-283Conference paper (Refereed)
    Abstract [en]

    New technologies enable the realization of game ideas that previously only could be implemented through significant effort. This paper presents the design, implementation and verification of a generic version of the A* pathfinding algorithm, with the capability to navigate in multidimensional space, thereby given a 5D sparse matrix, enabling the creation of 3D worlds in computer games that could be used to facilitate time-travel and travel between parallel universes in a straightforward fashion.

  • 114.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Development and Analysis of Analytic Method as Alternative for Backpropagation in Large-Scale Multilayer Neural Networks2014In: ADVCOMP 2014, The Eighth International Conference on Advanced Engineering Computing and Applications in Sciences, 2014, p. 46-49Conference paper (Refereed)
    Abstract [en]

    This paper presents a least-square based analytic solution of the weights of a multilayer feedforward neural network with a single hidden layer and a sigmoid activation function, which today constitutes the most common type of artificial neural networks. This solution has the potential to be effective for large-scale neural networks with many hidden nodes, where backpropagation is known to be relatively slow. At this stage, more research is required to improve the generalization abilities of the proposed method.

  • 115.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Introduction of a Quantum Mirror in the Game of Life Cellular Automaton2015In: 2015 IEEE GEM, 2015, p. 39-40Conference paper (Refereed)
    Abstract [en]

    This paper presents a method for the implementation of a mirror object within the Game of Life cellular automaton, based on quantum states. While in the nominal case, the application of a regular mirror causes any reflected pattern to degenerate, reflection based on quantum states eliminates self-interference, thereby enabling a continuous progression of translating patterns.

  • 116.
    Fridenfalk, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Zero-Sum Tensor2014In: ADVCOMP 2014, The Eighth International Conference on Advanced Engineering Computing and Applications in Sciences, 2014, p. 62-64Conference paper (Refereed)
    Abstract [en]

    The zero-sum matrix, or in general, tensor, reveals some consistent properties at multiplication. In this paper, three mathematical rules are derived for multiplication involving such entities. The application of these rules may provide for a more concise and straightforward way to formulate mathematical proofs that rely on such matrices.

  • 117.
    Fridenfalk, Mikael
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Sandberg, Leo
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Development of an Application for Art Gallery Planning2015In: NICOGRAPH International 2015, Tokyo, Japan, 2015, p. 55-61Conference paper (Refereed)
    Abstract [en]

    A system is presented for the algorithmic placement of, for example, artworks in a gallery, based on an arbitrary number of predefined categories by which each artwork can be numerically appraised. By the provision of a weight value for each category set by a visitor, a personalized experience is thus created that effects the placement of the artworks. To verify the system, a 3D simulation environment was built to enable the visitor to experience the personalized art gallery. The algorithm for artwork placement was based on a simplified version of a nearest insertion algorithm, providing for an approximate solution of the traveling salesman problem, with the objective to either minimize the differences between the exhibited artworks along the path, or to invoke a predefined amount of variation between the artworks.

  • 118.
    Gleisner, Carl
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences.
    Loggning av användares interaktioner: utvärdering av användbarhet2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    The disconnect between assumptions regarding computer users interactions made by software engineers and the actual interactions do, for various reasons, not always match. Gathering actual usage data from user interfaces can enable software designers to make better educated decisions. By buildning a prototype for collecting such data from a diagnosis tool for the automotive industry this project has shown not only how to benefit from the data but also how to perform the work. The data is 1 600 sessions consisting of 26 000 individual events. From this it has shown that available tools can assist in rudimentary questions regarding usage. For more elaborate studies specialized or custom tools must be acquired or developed. 

  • 119.
    Grönroos, Roland
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Hansson, Hans
    Mälardalens högskola.
    ARTES - Facts and figures2006In: ARTES - A network for Real-Time research and graduate Education in Sweden 1997 - 2006 / [ed] Hans Hansson, Uppsala: The Department of Information Technology , 2006, p. 27-41Chapter in book (Other academic)
  • 120.
    Guan, Nan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Lv, Mingsong
    Yi, Wang
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Yu, Ge
    WCET Analysis with MRU Cache: Challenging LRU for Predictability2014In: ACM Transactions on Embedded Computing Systems, ISSN 1539-9087, E-ISSN 1558-3465, Vol. 13, no 4s, article id 123Article in journal (Refereed)
    Abstract [en]

    Most previous work on cache analysis for WCET estimation assumes a particular replacement policy called LRU. In contrast, much less work has been done for non-LRU policies, since they are generally considered to be very unpredictable. However, most commercial processors are actually equipped with these non-LRU policies, since they are more efficient in terms of hardware cost, power consumption and thermal output, while still maintaining almost as good average-case performance as LRU. In this work, we study the analysis of MRU, a non-LRU replacement policy employed in mainstream processor architectures like Intel Nehalem. Our work shows that the predictability of MRU has been significantly underestimated before, mainly because the existing cache analysis techniques and metrics do not match MRU well. As our main technical contribution, we propose a new cache hit/miss classification, k-Miss, to better capture the MRU behavior, and develop formal conditions and efficient techniques to decide k-Miss memory accesses. A remarkable feature of our analysis is that the k-Miss classifications under MRU are derived by the analysis result of the same program under LRU. Therefore, our approach inherits the advantages in efficiency and precision of the state-of-the-art LRU analysis techniques based on abstract interpretation. Experiments with instruction caches show that our proposed MRU analysis has both good precision and high efficiency, and the obtained estimated WCET is rather close to (typically 1%similar to 8% more than) that obtained by the state-of-the-art LRU analysis, which indicates that MRU is also a good candidate for cache replacement policies in real-time systems.

  • 121.
    Guan, Nan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Lv, Mingsong
    Yi, Wang
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Yu, Ge
    WCET analysis with MRU caches: Challenging LRU for predictability2012In: Proc. 18th Real-Time and Embedded Technology and Applications Symposium, IEEE Computer Society, 2012, p. 55-64Conference paper (Refereed)
    Abstract [en]

    Most previous work in cache analysis for WCET estimation assumes a particular replacement policy called LRU. In contrast, much less work has been done for non-LRU policies, since they are generally considered to be very "unpredictable". However, most commercial processors are actually equipped with these non-LRU policies, since they are more efficient in terms of hardware cost, power consumption and thermal output, but still maintaining almost as good average-case performance as LRU. In this work, we study the analysis of MRU, a non-LRU replacement policy employed in mainstream processor architectures like Intel Nehalem. Our work shows that the predictability of MRU has been significantly underestimated before, mainly because the existing cache analysis techniques and metrics, originally designed for LRU, do not match MRU well. As our main technical contribution, we propose a new cache hit/miss classification, k-Miss, to better capture the MRU behavior, and develop formal conditions and efficient techniques to decide the k-Miss memory accesses. A remarkable feature of our analysis is that the k-Miss classifications under MRU are derived by the analysis result of the same program under LRU. Therefore, our approach inherits all the advantages in efficiency, precision and composability of the state-of-the-art LRU analysis techniques based on abstract interpretation. Experiments with benchmarks show that the estimated WCET by our proposed MRU analysis is rather close to (5% similar to 20% more than) that obtained by the state-of-the-art LRU analysis, which indicates that MRU is also a good candidate for the cache replacement policy in real-time systems.

  • 122.
    Guan, Nan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Yi, Wang
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Finitary Real-Time Calculus: Efficient Performance Analysis of Distributed Embedded Systems2013In: Proc. Real-Time Systems Symposium: RTSS 2013, IEEE Computer Society, 2013Conference paper (Refereed)
    Abstract [en]

    Real-Time Calculus (RTC) is a powerful framework to analyzereal-time performance of distributed embedded systems. However,RTC may run into serious analysis efficiency problems when appliedto systems of large scale and/or with complex timing parameter characteristics.The main reason is that many RTC operations generatecurves with periods equal to the hyper-period of the input curves.Therefore, the analysis in RTC has exponential complexity. In practisethe curve periods may explode rapidly when several componentsare serially connected, which leads to low analysis efficiency.In this work, we propose Finitary RTC to solve the above problem.Finitary RTC only maintains and operates on a limited part ofeach curve that is relevant to the final analysis results, which resultsin pseudo-polynomial computational complexity. Experiments showthat Finitary RTC can drastically improve the analysis efficiency overthe original RTC. The original RTC may take hours or even days toanalyze systems with complex timing characteristics, but FinitaryRTC typically can complete the analysis in seconds. Even for simplesystems, Finitary RTC also typically speeds up the analysis procedureby hundreds of times. While getting better efficiency, FinitaryRTC does not introduce any extra pessimism, i.e., it yields analysisresults as precise as the original RTC.

  • 123.
    Guan, Nan
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Yi, Wang
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    General and Efficient Response Time Analysis for EDF Scheduling2014In: Proc. 17th Conference on Design, Automation and Test in Europe, Piscataway, NJ: IEEE , 2014Conference paper (Other academic)
  • 124.
    Hassani Bijarbooneh, Farshid
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computing Science.
    Jacobsson, Martin
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Macroprogramming of Wireless Sensor Networks using Task Graphs and Constraint Solving2012Conference paper (Refereed)
    Abstract [en]

    Programming a wireless sensor network (WSN) on node level is a tedious, difficult, and error-prone task. A way to address this problem is to use a high-level programming language specifically designed for WSNs. However, we anticipate to go one step further and provide a standard and generic model for macro-level programming of WSNs. We propose a platform for WSNs as a multi-layer abstraction approach for macroprogramming, where, on the highest level of abstraction, the developer uses an interactive graphical interface to specify the features of a sensor network as a data-driven task graph. The task graph expresses the functionality of the entire network as a whole, and it encapsulates the requirements and resource limitations on the network and the sensor nodes, as well as the data flows among the tasks. This platform makes use of several optimization methods, such as constraint programming, to map the tasks to nodes optimally, and to plan the configuration for deployment to maximize the network life time. It makes use of more realistic network abstractions and takes into account the dynamics of WSNs. We present our model for macro-level programming and show that many optimization problems in this context can be solved more efficiently with suitable techniques.

  • 125.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Generating Play with Computer2018Conference paper (Other academic)
    Abstract [en]

    I have been conducting research on the method of generating contents by computer. This time, the automatic generation of rap music video from a script and the slap-stick effect generation by the destruction of neurons in the neural network, are described in detail from the recent attempts. The former is in the direction of completion and the latter is in the direction of destroying it. This paper describes both concepts of creation and destruction, and the construction of complex systems which are equally important in art, and tries to give a guideline of art generation by computer.

  • 126.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Neurodrug: Slapstick Effects by Destroying Neurons in a Neural Network2018In: 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), IEEE, 2018, p. 588-589Conference paper (Refereed)
    Abstract [en]

    We propose a method to possibly generate slapstick effects by deliberately cutting out, tampering and re-connecting neurons in the neural network which has been trained in a proper way. We have developed two applications of a drumbeat generator and a CG character animation as the experiments to try out the idea. The results look interesting and show a certain potential for entertainment and also a viable way of interactive art.

  • 127.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Virtual Museums with 3D CG2015Conference paper (Other (popular science, discussion, etc.))
    Abstract [en]

    We have been studying virtual museums and have developed several new systems with real-time 3D CG. Those are capable of providing different types of user experiences by giving users: 1) 4K/8K ultra high-resolution display to show the virtual exhibition, 2) realistic museum architecture models with artifacts digitized both for planar paintings and 3D objects in high-resolution, 3) TV-documentary type of CG animations created in the virtual 3D CG space with spoken commentators, 4) user customizable museum where user-specified-images are automatically displayed in the space, and more. Through those various attempts, we have been seeking virtual museum without spoiling the very basic user experience, those are the atmosphere, the mood and the ambience when we are in a museum space. I will talk about those research and development results with many working demos on a PC.

  • 128.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Virtual Museums with 3D Computer Graphics2015Conference paper (Other (popular science, discussion, etc.))
    Abstract [en]

    We have been studying virtual museums and have developed several new systems with real-time 3D CG. Those are capable of providing different types of user experiences by giving users: 1) 4K/8K ultra high-resolution display to show the virtual exhibition, 2) realistic museum architecture models with artifacts digitized both for planar paintings and 3D objects in high-resolution, 3) TV-documentary type of CG animations created in the virtual 3D CG space with spoken commentators, 4) user customizable museum where user-specified-images are automatically displayed in the space, and more. Through those various attempts, we have been seeking virtual museum without spoiling the very basic user experience, those are the atmosphere, the mood and the ambience when we are in a museum space. I will talk about those research and development results with many working demos on a PC.

  • 129.
    Hayashi, Masaki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    スウェーデンにおけるゲーム研究 ~Unityによる映像自動生成や仮想美術館、ゲーム開発における脳計測の試み・狙いなど~2015Conference paper (Other (popular science, discussion, etc.))
    Abstract [ja]

    ゲームというジャンルがカバーする範囲は広大です。コンピュータサイエンス、ビジュアライゼーション、ユーザーインターフェース、芸術、社会科学、心理学、教育、など多方面の知識の集合としてゲーム開発がなされています。同時に、ゲームほど新しい分野はないかもしれません。その歴史は古いですが、それが、ある学術分野を形成するかもしれない、という風になってきたのはつい最近のことです。私はスウェーデンのウプサラ大学のゲームデザイン学科で、ゲームに関する研究教育の仕事をしています。今回、その中で、ゲームに関係する研究をいくつかご紹介したいと思います。私が直接手がけている、テキスト台本からCGアニメーションを自動生成するTVMLのゲームエンジンUnityへの展開によるゲーム応用、同エンジンで構築したバーチャルミュージアムにおけるLean-forwardとLean-back共存の試み、そして、脳計測をゲーム開発に応用する仕事の紹介などを通して、科学と芸術の関係性のお話などもしてみたいと思います。

  • 130.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Grippon, Matéo
    University of Angers, Industrial systems engineering school (IstiA) .
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Interactive TV by Text-To-Vision: Application Using TVML SDK on UNITY2013In: Proceedings of CyberWorlds2013 / [ed] Conference Publishing Services (CPS), 2013Conference paper (Refereed)
    Abstract [en]

    We have been developing T2V (Text-To-Vision) technology which enables to produce CG animation from text. This technology is built on a TVML (TV program Making Language) core engine which produces TV-program-like animation from text input using real-time CG, voice synthesizing technique and so on. Recently, we have ported the TVML engine on a game engine UNITY. The TVML SDK on UNITY is provided to game developers enabling to make various interactive applications using T2V technology. Our aim is to integrate two different media: TV and Game to make new type of media named ‘gamingTV’ owing to the T2V technology. In this paper, as one of the functioning developments of gamingTV, we will introduce ‘Interactive TV’ application using the SDK. In this application, a user can interrupt the on-going show at any time to have a dialogue with the actors in the show, then return to the point that had been interrupted and resume the show. We have confirmed the potential of gamingTV through the user experience of our functioning development. 

  • 131.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Lefeuvre, Clément
    University of Angers, Industrial systems engineering school (IstiA).
    Le Bras, Cyril
    University of Angers, Industrial systems engineering school (IstiA).
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Virtual Museum with 3D Artifacts: Technology of Acquisition and Representation Pipeline2013In: Proceedings of CyberWorlds2013 / [ed] Conference Publishing Services (CPS), 2013Conference paper (Refereed)
    Abstract [en]

    We have been researching and developing 'Virtual Museum' in an extreme high-definition real-time computer graphics system with a resolution of 4K and 8K (Super Hi-Vision). We had first developed a functioning test system, which exhibited Japanese artifacts 'Ukiyoe' in 4K resolution. In this time, we have enhanced the virtual museum with a capability to exhibit 3D objects such as statues and archaeological items. In order to achieve this, the following technology is needed; 1) acquisition of 3D object with very high-resolution digitization for both geometry and texture data, 2) new representation technique to enable a user to walkthrough in the museum space and appreciate the artifacts with less stress. For 1), we have established the digitization pipeline converting a real object to the virtual object in the virtual space. And for 2), we have made a new walkthrough algorithm with a human gesture sensing device which enables a user to walkthrough by hand gesture. We have developed and demonstrated a prototype of the new virtual museum and have confirmed its functionality and usability. 

  • 132.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    A New Virtual Museum Equipped with Automatic Video Content Generator2014Conference paper (Refereed)
    Abstract [en]

    Virtual Museum service has been carried out in many places owing to the advanced video and network technology in recent years. In the virtual museum, people primarily experience the prepared content actively with a mouse, a touch panel and specially designed tangible devices. On the other hand, in a real museum space, people appreciate the artifacts passively walking around the space freely without stress. It can be said that the virtual museum is designed to urge people to deal with it rather actively when compared to the real museum.We have been studying and developing a new type of virtual museum enabling people to participate the space with both active and passive way, by implementing various new functions. In this time, we developed the new virtual museum equipped with a video content generator using the virtual exhibition space modeled with 3D computer graphics (CG). This video content is created in real-time by using the 3DCG-modeled museum space as it is, adding appropriate visual and audio effects such as camerawork, superimposing text, synthesized voice narration, back ground music etc. Since this system is working in the 3DCG space, a user can easily go back and forth between the two modes of watching the video content passively and doing walkthrough in the space actively by a wheel mouse.In this paper, we first introduce primary virtual museums in the world. Then, we describe our method: 1) specially designed walkthrough algorithm, 2) the video content generator using the 3DCG museum space and 3) seamless integration of the 1) and the 2). We then describe our functioning prototype followed by the conclusion and the future plans.

  • 133.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Automatic CG Talk Show Generation from the Internet Forum2016In: Proceedings of SIGRAD2016, 2016Conference paper (Refereed)
    Abstract [en]

    We have developed an application to produce Computer Graphics (CG) animations in TV talk show formatsautomatically from the Internet forum. First, an actual broadcasted talk show is analyzed to obtain data in regardsto camera changes, lighting, studio set up, etc. The result of the analysis is then implemented into the applicationand a CG animation is created using the TV program Making Language (TVML). The application works in theUnity game engine with CG characters speaking with computer generated voices. We have successfully created aCG generated TV talk show which allows users to "watch" the TV show format generated from the text informationcoming from the forum on the Internet.

  • 134.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Automatic Generation of CG Animation from the Internet Forum "2 Channeru"2018In: Journal of the Institute of Image Information and Television Engineers, ISSN 1342-6907, Vol. 72, no 10, p. 189-196Article in journal (Refereed)
    Abstract [ja]

    Web サイトをはじめとする様々な情報をテレビ番組的なCG アニメーションに自動変換する研究開発を進めている.今回,その試みの一つとして,「2ちゃんねる掲示板」からコンピュータ・グラフィックス(CG) アニメーションを自動生成するアプリケーションを開発した.基本的な方法は,実際のテレビ番組映像を分析し,そこで使われている制作ノウハウを抽出して,これをルール化および数値化し,ソフトウェアに実装することで,テレビ番組を真似たCG アニメーションを得るというものである.今回,実際に放送された1 時間分の討論番組映像のカメラスイッチングを解析しアルゴリズム化した.本論文では,このプロセスの詳細を説明し,この方法により作成した実際のアプリケーションについて述べる.また,得られたCG アニメーションについて評価実験を行い,本手法の有効性と今後の課題を明らかにしたので,これについて述べる.

  • 135.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Automatic Generation of Personal Virtual Museum2016In: Proceedings of CyberWorlds2016 / [ed] Sourin, E, 2016, p. 219-222Conference paper (Refereed)
    Abstract [en]

    We have developed a Virtual Museum with real-time 3DCG capable of exhibiting arbitrary planar artifacts such as paintings which have been specified by a user. The pictures are collected from the Internet sites such as Wikimedia Commons by giving bookmarks by the user. The artifact images are displayed in its life size automatically aligned on the wall of the museum with picture frames and generated captions. This process is done based on metadata extracted using a technique called Web scraping to extract necessary information from the target Web sites. The museum space is realistically modeled with high resolution and sophisticated illumination where the user can walk through in the space. The system enables the users to create their own personalized museums with their favorite pictures exhibited in the realistic way.

  • 136.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    CG Museum Capable of Automatic Exhibit of Favorite Images: Toward the Automatic Generation of Customizable Virtual Museum2016Conference paper (Other academic)
  • 137.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Implementation of the Text-Generated TV2015Conference paper (Refereed)
    Abstract [en]

    This paper describes the implementation of the Text-Generated TV that we had previously proposed. It uses textscript to circulate on the network and a user can watch TV program videos with a specially designed playerconverting the scripts to computer graphics animations. We have developed the Player prototype in Unity gameengine for viewers and deployed the Text-Generated TV broadcast station on the server where actual contentsare ready to view. The software is downloadable and a user can actually watch TV with the player on a PC.

  • 138.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Open Framework Facilitating Automatic Generation of CG Animation from Web Site2015Conference paper (Refereed)
    Abstract [en]

    We have been studying and developing the systemwhich enables to generate Computer Graphics Animation (CGA)automatically by processing HTML data of Web site. In thispaper, we propose an open framework to facilitate this. Theframework is functioning all at a server side, obtaining theHTML, converting it to a script describing the CGA story andupdating the script. And at a client side, a user accesses the scripton the server to visualize it by using real-time CG character withsynthesized voice, camera work, superimposing, sound fileplayback etc. We have constructed the framework on the serverand deployed the substantial engines to convert Web sites toCGAs. This paper describes the detail of the framework and alsoshows some example projects providing automatically generatedNews show, Talk show and personal Blog visualization.

  • 139.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Text Generated TV: A New Television System Delivering Visual Content Created Directly by Text2014In: Proceedings of IWAIT 2014, 2014Conference paper (Refereed)
    Abstract [en]

    We propose a new television system based on a methodology which circulates a text-based script on the Internet representing visual content instead of transmitting complete video data. This Text Generated TV is realized by the technology called T2V (Text-To-Vision) enabling to create TV-program-like CG animation (CGA) automatically from script. Our new TV system is made by integrating the research results of T2V technology that we have been studying. The new TV system provides Use-Generated-Contents, automatic generated CGA from text sources available on the Internet, and interactive video game like applications in TV context. The Text Generated TV is regarded as one of the object-based content representation. Hence, it has a lot of possibilities and flexibilities and we believe that it has a big potential toward the future TV system. In this paper, we introduce our concept and a prototype development and discussion on new aspects of our approach.

  • 140.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Iguchi, Akihiko
    Astrodesign, Inc..
    Virtual Museum Equipped with Automatic Video Content Generator2016In: ITE Transactions on Media Technology and Applications (MTA), E-ISSN 2186-7364, Vol. 4, no 1, p. 41-48Article in journal (Refereed)
    Abstract [en]

    We have been developing a new type of Virtual Museum which enables users to participate in the space with both active and passive modes of operation. In the "active mode", the new virtual museum provides a user walkthrough using the realistic 3DCG-modeled museum space and artifacts in the space. And in the "passive mode", the system adds desired visual and audio effects such as camerawork, superimposed text, synthesized voice narration, post production processes, background music and so on to give users a TV commentary type of CG animation. Users can easily transition back and forth between the two modes of doing walkthrough in the space actively and watching the video content passively. This paper describes the details of the system design and the implementation followed by a discussion on the functioning prototype.

  • 141.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nigorikawa, Takesato
    ProgMind, Inc..
    System Development Kit of T2V in the Unity: T2V Engine Capable of Converting Script to CG Animation in the Unity Game Engine2014Conference paper (Other academic)
    Abstract [en]

    T2V (Text-To-Vision) is the technology which enables to generate TV-program-like CG animation by computer from a given script. In this time, we have developed a system development kit (SDK) which makes it possible for developers to create various interactive applications in the Unity with utilizing the T2V technology. We first explain the SDK and its usage. Secondly, we introduce two applications made using SDK: 1) Automatic generation of talk show from a bulletin board in the Internet, 2) Interactive quiz application with multi-story structure.

  • 142.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Tsuruta, Naoya
    Tokyo University of Technology, Tokyo, Japan.
    Sasaki, Kazuo
    Tokyo University of Technology, Tokyo, Japan.
    Kondo, Kunio
    Tokyo University of Technology, Tokyo, Japan.
    Wordpress-based Blog System with a Capability of Showing Entries by TV-program-like CG Animations2018Conference paper (Other academic)
    Abstract [en]

    We have developed a blog system with Wordpress which has a capability of automatically converting its blog entries into CG animations. By embedding necessary functions in Wordpress' s theme, a user can select this theme and construct a blog where readers can watch CG animation instead of reading the blog entry. The CG animation is created by TVML (TV program Making Language) technology which enables to make a TV-program-like animation with CG characters with synthesized voices, image data display, sound data playback, superimposing and so on. Not only to contribute to the Wordpress community, in particular, expected as an auxiliary function of the blog service, but also this could work as a production tool for creating various types of CG animations rather than blogging assistance.

  • 143.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Tsuruta, Naoya
    School of Media Science, Tokyo University of Technology.
    Teraoka, Takehiro
    School of Media Science, Tokyo University of Technology.
    Sasaki, Kazuo
    School of Media Science, Tokyo University of Technology.
    Usami, Wataru
    School of Media Science, Tokyo University of Technology.
    Mikami, Koji
    School of Media Science, Tokyo University of Technology.
    Kikuchi, Tsukasa
    School of Media Science, Tokyo University of Technology.
    Takeshima, Yuriko
    School of Media Science, Tokyo University of Technology.
    Kondo, Kunio
    School of Media Science, Tokyo University of Technology.
    Automatic Generation of a TV Programme from Blog Entries2018In: Adjunct Proceedings of ACM TVX2018, 2018Conference paper (Refereed)
    Abstract [en]

    TVML (TV program Making Language) is a technology capable of obtaining TV (television)-programme-like Computer Graphics (CG) animation by writing text script. We have originally developed TVML and have been studying generative contents with the aid of TVML. This time, we have created an application that automatically converts blog posts into CG animations with TV news show format. The process is: 1) to fetch HTML of the blog posts and perform Web scraping and natural language processing to obtain summarized speech texts, 2) to automatically give a show format obtained from the analysis of professional TV programme to get TVML script, 3) to apply the CG character and artworks etc. that fit the blog content to obtain the final CG animation. In the demo session, we will explain the method and will demonstrate the working application on a PC connected to the Internet showing CG animations actually created on site.

  • 144.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Inoue, Seiki
    Douke, Mamoru
    Hamaguchi, Narichika
    Kaneko, Hiroyuki
    Bachelder, Steven
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Nakajima, Masayuki
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    T2V: New Technology of Converting Text to CG Animation2014In: ITE Transactions on Media Technology and Applications (MTA), ISSN 2186-7364, Vol. 2, no 1, p. 74-82Article in journal (Refereed)
    Abstract [en]

    We have developed a technology that enables the creation of TV-program-like CG animationgenerated automatically from text-based script. We call this technology "T2V (Text-To-Vision)" and havedeveloped a PC application that we call the "T2V Player." The application allows users to create animationsinstantly by simply typing in text in a customary fashion as when writing on a word processor. The T2V Playeremploys a unique framework with a capability to accommodate any text processing module to realize any type oftext-to-animation conversion. The T2V Player is not only an animation tool for writers creating animations fromtheir texts, but also an application of various text-to-vision services such as automatic animation generationform Web sites and other text sources. This paper describes the concept of T2V and the technical specifications ofthe T2V Player and its benefits.

  • 145.
    Hayashi, Masaki
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Kameoka, Masahiro
    Tokyo University of Science.
    Furukawa, Toshihiro
    Tokyo University of Science.
    Quiz Generation from Web News Source Based on Heuristic Algorithm2016Conference paper (Other (popular science, discussion, etc.))
  • 146.
    Hayashi, Masaki
    et al.
    Gotland University, School of Game Design, Technology and Learning Processes.
    Nakajima, Masayuki
    Gotland University, School of Game Design, Technology and Learning Processes.
    Bachelder, Steven
    Gotland University, School of Game Design, Technology and Learning Processes.
    Iguchi, Akihiko
    Machida, Satoshi
    Virtual Museum on 4K Ultra-high Resolution Real-time CG System2013In: Proceedings of Virtual Reality Technical Seminar, 2013Conference paper (Other academic)
    Abstract [en]

    We have researched and developed a 'Virtual Museum' in an extreme high-definition real-time computer graphics system with a resolution of 4K and 8K (Super Hi-Vision). We have first developed a functioning test system, which exhibits Japanese artifacts 'Ukiyoe and pannel' in 4K resolution. In our system, the artifacts have been digitized in ultra high-resolution then positioned in a high-quality modeled exhibition space. A user can walkthrough in the exhibition space enabling to view the artifacts in a distance and also to get closer to observe its detailed surface seamlessly. With this method, we have successfully enhanced both sense of being there and sense of realness. In this paper, we first survey several virtual museums in practical use, then explain the detail of our system and introduce experiment results with discussion in comparison with the existing virtual museums.

  • 147.
    Hayashi, Masaki
    et al.
    Gotland University, School of Game Design, Technology and Learning Processes.
    Nakajima, Masayuki
    Gotland University, School of Game Design, Technology and Learning Processes.
    Bachelder, Steven
    Gotland University, School of Game Design, Technology and Learning Processes.
    Nigorikawa, Takesato
    Implementation of T2V: Text-To-Visio on Game Engine UNITY2013Conference paper (Other academic)
    Abstract [en]

    We have been developing T2V (Text-To-Vision) technology which enables to produce CG animation from given script. We have developed the application called 'T2V Player' and have been distributed it as freeware for years. The application works on Windows PC to produce TV-program-like animation from user input text using real-time CG and voice synthesizing technique, etc. In this paper, we introduce the prototype of 'T2V on UNITY' which has been developed from scratch on the UNITY game engine. We succeeded to enhance its function owing to the UNITY, such as multi-platform, availability of CG character data circulated on UNITY community, capability of applying T2V method to game development and more.

  • 148.
    Haziza, Frédéric
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Division of Computer Systems. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Systems.
    Few is Just Enough!: Small Model Theorem for Parameterized Verification and Shape Analysis2015Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    This doctoral thesis considers the automatic verification of parameterized systems, i.e. systems with an arbitrary number of communicating components, such as mutual exclusion protocols, cache coherence protocols or heap manipulating programs. The components may be organized in various topologies such as words, multisets, rings, or trees.

    The task is to show correctness regardless of the size of the system and we consider two methods to prove safety:(i) a backward reachability analysis, using the well-quasi ordered framework and monotonic abstraction, and (ii) a forward analysis which only needs to inspect a small number of components in order to show correctness of the whole system. The latter relies on an abstraction function that views the system from the perspective of a fixed number of components. The abstraction is used during the verification procedure in order to dynamically detect cut-off points beyond which the search of the state-space need not continue.

    Our experimentation on a variety of benchmarks demonstrate that the method is highly efficient and that it works well even for classes of systems with undecidable property. It has been, for example, successfully applied to verify a fine-grained model of Szymanski's mutual exclusion protocol. Finally, we applied the methods to solve the complex problem of verifying highly concurrent data-structures, in a challenging setting: We do not a priori bound the number of threads, the size of the data-structure, the domain of the data to store nor do we require the presence of a garbage collector. We successfully verified the concurrent Treiber's stack and Michael & Scott's queue, in the aforementioned setting.

    To the best of our knowledge, these verification problems have been considered challenging in the parameterized verification community and could not be carried out automatically by other existing methods.

    List of papers
    1. All for the price of few: (Parameterized verification through view abstraction)
    Open this publication in new window or tab >>All for the price of few: (Parameterized verification through view abstraction)
    2013 (English)In: Verification, Model Checking, and Abstract Interpretation, Springer Berlin/Heidelberg, 2013, p. 476-495Conference paper, Published paper (Refereed)
    Place, publisher, year, edition, pages
    Springer Berlin/Heidelberg, 2013
    Series
    Lecture Notes in Computer Science ; 7737
    National Category
    Computer Systems
    Identifiers
    urn:nbn:se:uu:diva-190003 (URN)10.1007/978-3-642-35873-9_28 (DOI)978-3-642-35872-2 (ISBN)
    Conference
    VMCAI 2013, January 20-22, Rome, Italy
    Projects
    UPMARC
    Available from: 2013-01-09 Created: 2013-01-07 Last updated: 2015-11-10Bibliographically approved
    2. An Integrated Specification and Verification Technique for Highly Concurrent Data Structures
    Open this publication in new window or tab >>An Integrated Specification and Verification Technique for Highly Concurrent Data Structures
    Show others...
    2013 (English)In: Tools and Algorithms for the Construction and Analysis of Systems, 2013Conference paper, Published paper (Refereed)
    Abstract [en]

    We present a technique for automatically verifying safety properties of concurrent programs, in particular programs which rely on subtle dependen- cies of local states of different threads, such as lock-free implementations of stacks and queues in an environment without garbage collection. Our technique addresses the joint challenges of infinite-state specifications, an unbounded num- ber of threads, and an unbounded heap managed by explicit memory allocation. Our technique builds on the automata-theoretic approach to model checking, in which a specification is given by an automaton that observes the execution of a program and accepts executions that violate the intended specification. We extend this approach by allowing specifications to be given by a class of infinite-state au- tomata. We show how such automata can be used to specify queues, stacks, and other data structures, by extending a data-independence argument. For verifica- tion, we develop a shape analysis, which tracks correlations between pairs of threads, and a novel abstraction to make the analysis practical. We have imple- mented our method and used it to verify programs, some of which have not been verified by any other automatic method before.

    Keywords
    verification, pointer program, queue, stack, unbounded concurrency, specification, linearizability
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:uu:diva-191330 (URN)
    Conference
    19th International Conference on Tools and Algorithms for the Construction and Analysis of Systems (TACAS), 16-24 March, 2013, Rome, ITALY
    Projects
    UPMARC
    Available from: 2013-01-16 Created: 2013-01-10 Last updated: 2018-01-11Bibliographically approved
    3. Block me if you can!: Context-sensitive parameterized verification
    Open this publication in new window or tab >>Block me if you can!: Context-sensitive parameterized verification
    2014 (English)In: Static Analysis: SAS 2014, Springer, 2014, p. 1-17Conference paper, Published paper (Refereed)
    Abstract [en]

    We present a method for automatic verification of systems with a parameterized number of communicating processes, such as mutual exclusion protocols or agreement protocols. To that end, we present a powerful abstraction framework that uses an efficient and precise symbolic encoding of (infinite) sets of configurations. In particular, it generalizes downward-closed sets that have successfully been used in earlier approaches to parameterized verification. We show experimentally the efficiency of the method, on various examples, including a fine-grained model of Szymanski’s mutual exclusion protocol, whose correctness, to the best of our knowledge, has not been proven automatically by any other existing methods.

    Place, publisher, year, edition, pages
    Springer, 2014
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743 ; 8723
    National Category
    Computer Systems
    Identifiers
    urn:nbn:se:uu:diva-260087 (URN)10.1007/978-3-319-10936-7_1 (DOI)000360204700001 ()978-3-319-10935-0 (ISBN)
    Conference
    21st International Symposium, SAS 2014, September 11–13, Munich, Germany
    Projects
    UPMARC
    Available from: 2014-09-13 Created: 2015-08-15 Last updated: 2015-12-16Bibliographically approved
    4. Monotonic abstraction for programs with dynamic memory heaps
    Open this publication in new window or tab >>Monotonic abstraction for programs with dynamic memory heaps
    Show others...
    2008 (English)In: Computer Aided Verification / [ed] Gupta A, Malik S, Berlin: Springer-Verlag , 2008, p. 341-354Conference paper, Published paper (Refereed)
    Abstract [en]

    We propose a new approach for automatic verification of programs with dynamic heap manipulation. The method is based on symbolic (backward) reachability analysis using upward-closed sets of heaps w.r.t. an appropriate preorder on graphs. These sets are represented by a finite set of minimal graph patterns corresponding to a set of bad configurations. We define an abstract semantics for the programs which is monotonic w.r.t. the preorder. Moreover, we prove that our analysis always terminates by showing that the preorder is a well-quasi ordering. Our results are presented for the case of programs with 1-next selector. We provide experimental results showing the effectiveness of our approach.

    Place, publisher, year, edition, pages
    Berlin: Springer-Verlag, 2008
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743 ; 5123
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:uu:diva-106059 (URN)10.1007/978-3-540-70545-1_33 (DOI)000257539900033 ()
    Conference
    20th International Conference on Computer Aided Verification Princeton, NJ, JUL 07, 2008
    Available from: 2009-06-13 Created: 2009-06-13 Last updated: 2018-01-13Bibliographically approved
    5. Parameterized tree systems
    Open this publication in new window or tab >>Parameterized tree systems
    Show others...
    2008 (English)In: Formal Techniques for Networked and Distributed Systems: FORTE 2008 / [ed] Suzuki K, Berlin: Springer-Verlag , 2008, p. 69-83Conference paper, Published paper (Refereed)
    Abstract [en]

    Several recent works have considered parameterized verification, i.e. automatic verification of systems consisting of an arbitrary number of finite-state processes organized in a linear array. The aim of this paper is to extend these works by giving a simple and efficient method to prove safety properties for systems with tree-like architectures. A process in the system is a finite-state automaton and a transition is performed jointly by a process and its parent and children processes. The method derives an over-approximation of the induced transition system, which allows the use of finite trees as symbolic representations of infinite sets of configurations. Compared to traditional methods for parameterized verification of systems with tree topologies, our method does not require the manipulation of tree transducers, hence its simplicity and efficiency. We have implemented a prototype which works well on several nontrivial tree-based protocols.

    Place, publisher, year, edition, pages
    Berlin: Springer-Verlag, 2008
    Series
    Lecture Notes in Computer Science, ISSN 0302-9743 ; 5048
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:uu:diva-106058 (URN)10.1007/978-3-540-68855-6_5 (DOI)000256666500005 ()978-3-540-68854-9 (ISBN)
    Conference
    28th International Conference on Formal Techniques for Networked and Distributed Systems Tokyo, JAPAN, JUN 10-13, 2008
    Available from: 2009-06-13 Created: 2009-06-13 Last updated: 2018-01-13Bibliographically approved
    6. Model checking race-freeness
    Open this publication in new window or tab >>Model checking race-freeness
    2008 (English)In: SIGARCH Computer Architecture News, ISSN 0163-5964, E-ISSN 1943-5851, Vol. 36, no 5, p. 72-79Article in journal (Refereed) Published
    National Category
    Computer Sciences
    Identifiers
    urn:nbn:se:uu:diva-142914 (URN)10.1145/1556444.1556454 (DOI)
    Available from: 2011-01-17 Created: 2011-01-17 Last updated: 2018-01-12Bibliographically approved
    7. Parameterized verification through view abstraction
    Open this publication in new window or tab >>Parameterized verification through view abstraction
    2016 (English)In: International Journal on Software Tools for Technology Transfer (STTT), ISSN 1433-2779, E-ISSN 1433-2787, Vol. 18, no 5, p. 495-516Article in journal (Refereed) Published
    Abstract [en]

    We present a simple and efficient framework for automatic verification of systems with a parametric number of communicating processes. The processes may be organized in various topologies such as words, multisets, rings, or trees. Our method needs to inspect only a small number of processes in order to show correctness of the whole system. It relies on an abstraction function that views the system from the perspective of a fixed number of processes. The abstraction is used during the verification procedure in order to dynamically detect cut-off points beyond which the search of the state space need not continue. We show that the method is complete for a large class of well quasi-ordered systems including Petri nets. Our experimentation on a variety of benchmarks demonstrate that the method is highly efficient and that it works well even for classes of systems with undecidable verification problems. In particular, the method handles the fine-grained and full version of Szymanski's mutual exclusion protocol, whose correctness, to the best of our knowledge, has not been proven automatically by any other existing methods.

    Keywords
    Parameterized systems; Safety; Small model properties; View abstraction
    National Category
    Computer Systems
    Identifiers
    urn:nbn:se:uu:diva-260089 (URN)10.1007/s10009-015-0406-x (DOI)000382011100003 ()
    Projects
    UPMARC
    Available from: 2015-11-23 Created: 2015-08-15 Last updated: 2017-12-04Bibliographically approved
  • 149. He, Zhitao
    et al.
    Hewage, Kasun
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Architecture and Computer Communication.
    Voigt, Thiemo
    Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computer Architecture and Computer Communication.
    Arpeggio: a penetration attack on glossy networks2016In: Proc. 13th International Conference on Sensing, Communication, and Networking, IEEE, 2016, p. 37-45Conference paper (Refereed)
  • 150.
    Hedlund, Jonas
    et al.
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences, Electricity.
    Hammarström, Simon
    Uppsala University, Disciplinary Domain of Science and Technology, Technology, Department of Engineering Sciences, Electricity.
    Design och framtagande av mätanordning för ström och effek på trefas ledare: Josi Periferi strömmeter2015Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The assignment is issued by Scania Maintence AB seeking a new approach to detect power changes in their industrial processes. The work has taken place at Ångströmslaboratoriet and tests have been performed at Scania AB Södertälje.

    Today’s society consumes enormous amount of energy. In both economically and environmental view, it is important that the processes are effective, with high power factor. There are many ways to measure power in the industry, what they all have in common is that the installation is advanced, requires time and planning. Only a competent electrician may install the measuring device in the distribution box. The purpose of the project is to build a prototype for power measurement that can be easily used outside the distribution box, thus simplifying the procedure and shortening the time required. By attaching sensors around the supply cable, the magnetic field asymmetric flux density can be used and induce voltage proportional to the current in the cable.

    The result is an instrument that with a computer calculates current, phase angle and power. Measurements of the current rms value showed that the maximum difference between our prototype and Scania Maintenances equipmentis up to 29 percent. However, for a longer time (> 15 minutes) the differences between the mean values are only 1.2 percent and the accuracy is calculated to +/-3.67A with 95% confidence intervals. Phase angle accuracy measured to plus 6 minus and 15 percent.

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