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  • 101.
    Feeney, Laura Marie
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Self-organizing TDMA for multihop networks2011Annet (Fagfellevurdert)
  • 102.
    Feng, Zhiwei
    et al.
    Northeastern Univ, Shenyang, Peoples R China;Univ Illinois, Champaign, IL USA.
    Guan, Nan
    Hong Kong Polytech Univ, Dept Comp, Hong Kong, Peoples R China.
    Lv, Mingsong
    Northeastern Univ, Shenyang, Peoples R China.
    Liu, Wenchen
    Nanyang Technol Univ, Sch Comp Sci & Engn, Singapore, Singapore.
    Deng, Qingxu
    Northeastern Univ, Sch Comp Sci & Engn, Shenyang, Peoples R China.
    Liu, Xue
    McGill Univ, Sch Comp Sci, Montreal, PQ, Canada.
    Wang, Yi
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik. Uppsala Univ, Uppsala, Sweden.
    Efficient drone hijacking detection using two-step GA-XGBoost2020Inngår i: Journal of systems architecture, ISSN 1383-7621, E-ISSN 1873-6165, Vol. 103, artikkel-id 101694Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    With the fast growth of civilian drones, their security problems meet significant challenges. A commercial drone may be hijacked by Global Positioning System (GPS)-spoofing attacks for illegal activities, such as terrorist attacks. Ideally, comparing positions respectively estimated by GPS and Inertial Navigation System (INS) can detect such attacks, while the results may always get fault because of the accumulated errors over time in INS. Therefore, in this paper, we propose a two-step GA-XGBoost method to detect GPS-spoofing attacks that just uses GPS and Inertial Measurement Unit (IMU) data. However, tunning the proper values of XGBoost parameters directly on the drone to achieve high prediction results consumes lots of resources which would influence the real-time performance of the drone. The proposed method separates the training phase into offboard step and onboard step. In offboard step, model is first trained by flight logs, and the training parameter values are automatically tuned by Genetic Algorithm (GA). Once the offboard model is trained, it could be uploaded to drones. To adapt our method to drones with different types of sensors and improve the correctness of prediction results, in onboard step, the model is further trained when a drone starts a mission. After onboard training finishes, the proposed method switches to the prediction mode. Besides, our method does not require any extra onboard hardware. The experiments with a real quadrotor drone also show the detection correctness is 96.3% and 100% in hijacked and non-hijacked cases at each sampling time respectively. Moreover, our method can achieve 100% detection correctness just within 1 s just after the attacks start.

  • 103.
    Fernandez-Reyes, Kiko
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Clarke, Dave
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Castegren, Elias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Vo, Huu-Phuc
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Forward to a Promising Future2018Inngår i: Conference proceedings COORDINATION 2018, 2018Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In many actor-based programming models, asynchronous method calls communicate their results using futures, where the fulfilment occurs under-the-hood. Promises play a similar role to futures, except that they must be explicitly created and explicitly fulfilled; this makes promises more flexible than futures, though promises lack fulfilment guarantees: they can be fulfilled once, multiple times or not at all. Unfortunately, futures are too rigid to exploit many available concurrent and parallel patterns. For instance, many computations block on a future to get its result only to return that result immediately (to fulfil their own future). To make futures more flexible, we explore a construct, forward, that delegates the responsibility for fulfilling the current implicit future to another computation. Forward reduces synchronisation and gives futures promise-like capabilities. This paper presents a formalisation of the forward construct, defined in a high-level source language, and a compilation strategy from the high-level language to a low-level, promised-based target language. The translation is shown to preserve semantics. Based on this foundation, we describe the implementation of forward in the parallel, actor-based language Encore, which compiles to C.

    Fulltekst (pdf)
    fulltext
  • 104.
    Fernandez-Reyes, Kiko
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Clarke, Dave
    Storytel, Stockholm, Sweden.
    Henrio, Ludovic
    Univ Lyon, EnsL, UCBL, CNRS, Inria, LIP, France.
    Johnsen, Einar Broch
    University of Oslo, Norway.
    Wrigstad, Tobias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Godot: All the Benefits of Implicit and Explicit Futures2019Inngår i: 33rd European Conference on Object-Oriented Programming (ECOOP 2019), 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Concurrent programs often make use of futures, handles to the results of asynchronous operations. Futures provide means to communicate not yet computed results, and simplify the implementation of operations that synchronise on the result of such asynchronous operations. Futures can be characterised as implicit or explicit, depending on the typing discipline used to type them. Current future implementations suffer from "future proliferation", either at the type-level or at run-time. The former adds future type wrappers, which hinders subtype polymorphism and exposes the client to the internal asynchronous communication architecture. The latter increases latency, by traversing nested future structures at run-time. Many languages suffer both kinds. Previous work offer partial solutions to the future proliferation problems; in this paper we show how these solutions can be integrated in an elegant and coherent way, which is more expressive than either system in isolation. We describe our proposal formally, and state and prove its key properties, in two related calculi, based on the two possible families of future constructs (data-flow futures and control-flow futures). The former relies on static type information to avoid unwanted future creation, and the latter uses an algebraic data type with dynamic checks. We also discuss how to implement our new system efficiently.

    Fulltekst (pdf)
    Godot-ECOOP19
  • 105.
    Fernandez-Reyes, Kiko
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Clarke, Dave
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Hornbach, Janina
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Företagsekonomiska institutionen.
    The impact of opt-in gamification on students' grades in a software design course2018Inngår i: Proceedings of the 21st ACM/IEEE International Conference on Model Driven Engineering Languages and Systems: Companion Proceedings, New York, NY, USA: ACM Publications, 2018, s. -97Konferansepaper (Fagfellevurdert)
    Abstract [en]

    An achievement-driven methodology strives to give students more control of their learning with enough flexibility to engage them in deeper learning.

    We observed in the course Advanced Software Design, which uses the achievement-driven methodology, that students fail to get high grades, which may hamper deeper learning. To motivate students to pursue and get higher grades we added gamification elements to the course.

    To measure the success of our gamification implementation, students filled out a questionaire rating the enjoyment and motivation produced by the game. We built a statistical regression model where enjoyment and motivation explain 55% of the variation in grades. However, only the relationship between motivation and grade is significant, which implies that notivation drives the overall effect of the model. The results suggest that the more the students were motivated by the game, the higher their grades on the course (and vice versa). This implies that if gamification indeed motivates students, then it makes them go beyond what is expected.

  • 106.
    Fernandez-Reyes, Kiko
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Clarke, Dave
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    McCain, Daniel S.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi.
    ParT: An asynchronous parallel abstraction for speculative pipeline computations2016Inngår i: Coordination Models and Languages / [ed] Lafuente, AL; Proenca, J, Springer, 2016, s. 101-120Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The ubiquity of multicore computers has forced programming language designers to rethink how languages express parallelism and concurrency. This has resulted in new language constructs and new combinations or revisions of existing constructs. In this line, we extended the programming languages Encore (actor-based), and Clojure (functional) with an asynchronous parallel abstraction called ParT, a data structure that can dually be seen as a collection of asynchronous values (integrating with futures) or a handle to a parallel computation, plus a collection of combinators for manipulating the data structure. The combinators can express parallel pipelines and speculative parallelism. This paper presents a typed calculus capturing the essence of ParT, abstracting away from details of the Encore and Clojure programming languages. The calculus includes tasks, futures, and combinators similar to those of Orc but implemented in a non-blocking fashion. Furthermore, the calculus strongly mimics how ParT is implemented, and it can serve as the basis for adaptation of ParT into different languages and for further extensions.

  • 107. Franco, Juliana
    et al.
    Clebsch, Sylvan
    Drossopoulou, Sophia
    Vitek, Jan
    Wrigstad, Tobias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Correctness of a concurrent object collector for actor languages2018Inngår i: Programming Languages and Systems, Springer, 2018, s. 885-911Konferansepaper (Fagfellevurdert)
  • 108. Franco, Juliana
    et al.
    Hagelin, Martin
    Wrigstad, Tobias
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Drossopoulou, Sophia
    Eisenbach, Susan
    You can have it all: abstraction and good cache performance2017Konferansepaper (Fagfellevurdert)
    Fulltekst (pdf)
    fulltext
  • 109.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    A Generic Method for Distribution of Examination Problems in e-Learning2018Inngår i: 2018 IEEE 7ih Global Conference on Consumer Electronics (GCCE 2018), IEEE, 2018, s. 645-646Konferansepaper (Fagfellevurdert)
    Abstract [en]

    A method is proposed for the distribution of examination problems over multiple course events, to maximize variation and minimize predictability, primarily targeting mathematics education, but generically applicable to all types of examination papers where problems can be quantified along at least two independent dimensions. The suggested method is based on experience gained from the development and implementation of an automatic system for the generation of examination papers in a discrete mathematics course at Uppsala University in Sweden.

  • 110.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    A Simplified Representation of Finite State Machines by Generic States2014Inngår i: Nicograph International 2014, 2014, s. 163-164Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Wildcards are of significant value for the simplification of state diagrams and truth tables for the representation of finite state machines. In this paper a new type of wildcard is introduced, called a generic state, which without any loss of information may further simplify such representations.

    Fulltekst (pdf)
    fulltext
  • 111.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    A Solution to Inverse Interpolation in Computer Graphics2014Inngår i: NICOGRAPH International 2014, 2014, s. 105-110Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 112.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Algorithmic Music Composition for Computer Games Based on L-system2015Inngår i: 2015 IEEE GEM, 2015, s. 62-67Konferansepaper (Fagfellevurdert)
    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.

  • 113.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Analytic Method for Evaluation of the Weights of a Robust Large-Scale Multilayer Neural Network2015Inngår i: International Journal On Advances in Networks and Services, ISSN 1942-2644, E-ISSN 1942-2644, Vol. 8, nr 3-4, s. 139-148Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 114.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Application for Real-Time Generation of Mathematically Defined 3D Worlds2016Inngår i: 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, s. 45-68Konferansepaper (Fagfellevurdert)
    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. 

  • 115.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Application for Real-Time Generation of Virtual 3D Worlds Based on L-System2015Inngår i: 2015 International Conference on CyberWorlds, 2015, s. 73-78Konferansepaper (Fagfellevurdert)
    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. 

  • 116.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Application of cellular automata for generation of chess variants2013Inngår i: IEEE Games Innovation Conference (IGIC) 2013, 2013, s. 57-63Konferansepaper (Fagfellevurdert)
    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.

  • 117.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Camera trajectory evaluation in computer graphics based on logarithmic interpolation2013Inngår i: The Proceedings of the Eighth International Conference on Software Engineering Advances, ICSEA 2013, International Academy, Research and Industry Association (IARIA), 2013, s. 551-557Konferansepaper (Fagfellevurdert)
    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.

  • 118.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Equalization and Variation Enhancement in Strategic Multiplayer Games2014Inngår i: IEEE GEM 2014, 2014, s. 284-285Konferansepaper (Fagfellevurdert)
    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. 

  • 119.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Method for Analytic Evaluation of the Weights of a Robust Large-Scale Multilayer Neural Network with Many Hidden Nodes2014Inngår i: ICSEA 2014, The Ninth International Conference on Software Engineering Advances, 2014, s. 374-378Konferansepaper (Fagfellevurdert)
    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.

  • 120.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    N-Person Minimax and Alpha-Beta Pruning2014Inngår i: NICOGRAPH International 2014, 2014, s. 43-52Konferansepaper (Fagfellevurdert)
    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. 

    Fulltekst (pdf)
    fulltext
  • 121.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Quantum States in Bivalent Logic2014Inngår i: ICSEA 2014, The Ninth International Conference on Software Engineering Advances, 2014, s. 114-116Konferansepaper (Fagfellevurdert)
    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.

  • 122.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    System for automatic generation of examination papers in discrete mathematics2013Inngår i: IADIS Multi Conference on Computer Science and Information Systems: The IADIS International Conference e-Learning 2013, IADIS Press, 2013, s. 365-368Konferansepaper (Fagfellevurdert)
    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.

  • 123.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    The Design and Implementation of a Generic A* Algorithm for Search in Multidimensional Space2014Inngår i: IEEE GEM 2014, 2014, s. 282-283Konferansepaper (Fagfellevurdert)
    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.

  • 124.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    The Development and Analysis of Analytic Method as Alternative for Backpropagation in Large-Scale Multilayer Neural Networks2014Inngår i: ADVCOMP 2014, The Eighth International Conference on Advanced Engineering Computing and Applications in Sciences, 2014, s. 46-49Konferansepaper (Fagfellevurdert)
    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.

  • 125.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    The Introduction of a Quantum Mirror in the Game of Life Cellular Automaton2015Inngår i: 2015 IEEE GEM, 2015, s. 39-40Konferansepaper (Fagfellevurdert)
    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.

  • 126.
    Fridenfalk, Mikael
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    The Zero-Sum Tensor2014Inngår i: ADVCOMP 2014, The Eighth International Conference on Advanced Engineering Computing and Applications in Sciences, 2014, s. 62-64Konferansepaper (Fagfellevurdert)
    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.

  • 127.
    Fridenfalk, Mikael
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Sandberg, Leo
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    The Development of an Application for Art Gallery Planning2015Inngår i: NICOGRAPH International 2015, Tokyo, Japan, 2015, s. 55-61Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 128.
    Gleisner, Carl
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Tekniska sektionen, Institutionen för teknikvetenskaper.
    Loggning av användares interaktioner: utvärdering av användbarhet2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    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. 

    Fulltekst (pdf)
    fulltext
  • 129.
    Gontrum, Johannes
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Språkvetenskapliga fakulteten, Institutionen för lingvistik och filologi.
    Attention Mechanisms for Transition-based Dependency Parsing2019Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Transition-based dependency parsing is known to compute the syntactic structure of a sentence efficiently, but is less accurate to predict long-distance relations between tokens as it lacks global information about the sentence. Our main contribution is the integration of attention mechanisms to replace the static token selection with a dynamic approach that takes the complete sequence into account. Though our experiments confirm that our approach fundamentally works, our models do not outperform the baseline parser. We further present a line of follow-up experiments to investigate these results. Our main conclusion is that the BiLSTM of the traditional parser is already powerful enough to encode the required global information into each token, eliminating the need for an attention-driven approach.

    Our secondary results indicate that the attention models require a neural network with a higher capacity to potentially extract more latent information from the word embeddings and the LSTM than the traditional parser. We further show that positional encodings are not useful for our attention models, though BERT-style positional embeddings slightly improve the results. Finally, we experiment with replacing the LSTM with a Transformer-encoder to test the impact of self-attention. The results are disappointing, though we think that more future research should be dedicated to this.

    For our work, we implement a UUParser-inspired dependency parser from scratch in PyTorch and extend it with, among other things, full GPU support and mini-batch processing. We publish the code under a permissive open source license at https://github.com/jgontrum/parseridge.

    Fulltekst (pdf)
    Attention Mechanisms for Transition-based Dependency Parsing
  • 130.
    Grönroos, Roland
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Hansson, Hans
    Mälardalens högskola.
    ARTES - Facts and figures2006Inngår i: ARTES - A network for Real-Time research and graduate Education in Sweden 1997 - 2006 / [ed] Hans Hansson, Uppsala: The Department of Information Technology , 2006, s. 27-41Kapittel i bok, del av antologi (Annet vitenskapelig)
  • 131.
    Guan, Nan
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Lv, Mingsong
    Yi, Wang
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Yu, Ge
    WCET Analysis with MRU Cache: Challenging LRU for Predictability2014Inngår i: ACM Transactions on Embedded Computing Systems, ISSN 1539-9087, E-ISSN 1558-3465, Vol. 13, nr 4s, artikkel-id 123Artikkel i tidsskrift (Fagfellevurdert)
    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.

  • 132.
    Guan, Nan
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Lv, Mingsong
    Yi, Wang
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Yu, Ge
    WCET analysis with MRU caches: Challenging LRU for predictability2012Inngår i: Proc. 18th Real-Time and Embedded Technology and Applications Symposium, IEEE Computer Society, 2012, s. 55-64Konferansepaper (Fagfellevurdert)
    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.

  • 133.
    Guan, Nan
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Yi, Wang
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Finitary Real-Time Calculus: Efficient Performance Analysis of Distributed Embedded Systems2013Inngår i: Proc. Real-Time Systems Symposium: RTSS 2013, IEEE Computer Society, 2013Konferansepaper (Fagfellevurdert)
    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.

  • 134.
    Guan, Nan
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Yi, Wang
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    General and Efficient Response Time Analysis for EDF Scheduling2014Inngår i: Proc. 17th Conference on Design, Automation and Test in Europe, Piscataway, NJ: IEEE , 2014Konferansepaper (Annet vitenskapelig)
  • 135.
    Hassani Bijarbooneh, Farshid
    et al.
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datalogi.
    Jacobsson, Martin
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Datorteknik.
    Macroprogramming of Wireless Sensor Networks using Task Graphs and Constraint Solving2012Konferansepaper (Fagfellevurdert)
    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.

  • 136.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Generating Play with Computer2018Konferansepaper (Annet vitenskapelig)
    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.

  • 137.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Making Fun with Computer2019Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Introduction of the studies of "Text-To-Vision", "Virtual Museums", "Neurodrug".

  • 138.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Neurodrug: Slapstick Effects by Destroying Neurons in a Neural Network2018Inngår i: 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE), IEEE, 2018, s. 588-589Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 139.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Virtual Museums with 3D CG2015Konferansepaper (Annet (populærvitenskap, debatt, mm))
    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.

  • 140.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Virtual Museums with 3D Computer Graphics2015Konferansepaper (Annet (populærvitenskap, debatt, mm))
    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.

  • 141.
    Hayashi, Masaki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    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~2015Konferansepaper (Annet (populærvitenskap, debatt, mm))
    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。

  • 142.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Grippon, Matéo
    University of Angers, Industrial systems engineering school (IstiA) .
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Interactive TV by Text-To-Vision: Application Using TVML SDK on UNITY2013Inngår i: Proceedings of CyberWorlds2013 / [ed] Conference Publishing Services (CPS), 2013Konferansepaper (Fagfellevurdert)
    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. 

  • 143.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Lefeuvre, Clément
    University of Angers, Industrial systems engineering school (IstiA).
    Le Bras, Cyril
    University of Angers, Industrial systems engineering school (IstiA).
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Virtual Museum with 3D Artifacts: Technology of Acquisition and Representation Pipeline2013Inngår i: Proceedings of CyberWorlds2013 / [ed] Conference Publishing Services (CPS), 2013Konferansepaper (Fagfellevurdert)
    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. 

  • 144.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    A New Virtual Museum Equipped with Automatic Video Content Generator2014Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 145.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Automatic CG Talk Show Generation from the Internet Forum2016Inngår i: Proceedings of SIGRAD2016, 2016Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 146.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Automatic Generation of CG Animation from the Internet Forum "2 Channeru"2018Inngår i: Journal of the Institute of Image Information and Television Engineers, ISSN 1342-6907, Vol. 72, nr 10, s. 189-196Artikkel i tidsskrift (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 147.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Automatic Generation of Personal Virtual Museum2016Inngår i: Proceedings of CyberWorlds2016 / [ed] Sourin, E, 2016, s. 219-222Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 148.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Building Virtual Museum Exhibition System as a Medium2019Inngår i: 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE 2019), IEEE , 2019Konferansepaper (Fagfellevurdert)
    Abstract [en]

    We have constructed a circulation system based on a proposed format of exhibition data in the virtual museum. The virtual museum is built with real-time computer graphics that a user can walk through and see displayed artworks. The circulation system of artworks and museum spaces is built on the internet which is similar to that of the e-book. We have successfully established a virtual exhibition system fulfilling the requirements to be a medium. The working system that we have developed is described.

  • 149.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    CG Museum Capable of Automatic Exhibit of Favorite Images: Toward the Automatic Generation of Customizable Virtual Museum2016Konferansepaper (Annet vitenskapelig)
  • 150.
    Hayashi, Masaki
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Bachelder, Steven
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Nakajima, Masayuki
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Historisk-filosofiska fakulteten, Institutionen för speldesign.
    Implementation of the Text-Generated TV2015Konferansepaper (Fagfellevurdert)
    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.

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