25,541 research outputs found
Mixed Reality Architecture: Concept, Construction, Use
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space
PROSET — A Language for Prototyping with Sets
We discuss the prototyping language PROSET(Prototyping with Sets) as a language for experimental and evolutionary prototyping, focusing its attention on algorithm design. Some of PROSET’s features include generative communication, flexible exception handling and the integration of persistence. A discussion of some issues pertaining to the compiler and the programming environment conclude the pape
Space time pixels
This paper reports the design of a networked system, the aim of
which is to provide an intermediate virtual space that will
establish a connection and support interaction between multiple
participants in two distant physical spaces.
The intention of the project is to explore the potential of the
digital space to generate original social relationships between
people that their current (spatial or social) position can
difficultly allow the establishment of innovative connections.
Furthermore, to explore if digital space can sustain, in time,
low-level connections like these, by balancing between the two
contradicting needs of communication and anonymity.
The generated intermediate digital space is a dynamic reactive
environment where time and space information of two physical
places is superimposed to create a complex common ground where
interaction can take place. It is a system that provides
awareness of activity in a distant space through an abstract
mutable virtual environment, which can be perceived in several
different ways – varying from a simple dynamic background image
to a common public space in the junction of two private spaces or
to a fully opened window to the other space – according to the
participants will.
The thesis is that the creation of an intermediary environment
that operates as an activity abstraction filter between several
users, and selectively communicates information, could give
significance to the ambient data that people unconsciously
transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound
system, that although it is functionally more feasible, it
preserves the existing social constraints that limit interaction
into predefined patterns
Towards the ontology-based approach for factual information matching
Factual information is information based on facts or relating to facts. The reliability of automatically extracted facts is the main problem of processing factual information. The fact retrieval system remains one of the most effective tools for identifying the information for decision-making. In this work, we explore how can natural language processing methods and problem domain ontology help to check contradictions and mismatches in facts automatically
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Towards an aspect weaving BPEL engine
This position paper proposes the use of dynamic aspects and
the visitor design pattern to obtain a highly configurable and
extensible BPEL engine. Using these two techniques, the
core of this infrastructural software can be customised to
meet new requirements and add features such as debugging,
execution monitoring, or changing to another Web Service
selection policy. Additionally, it can easily be extended to
cope with customer-specific BPEL extensions. We propose
the use of dynamic aspects not only on the engine itself
but also on the workflow in order to tackle the problems of
Web Service hot deployment and hot fixes to long running
processes. In this way, composing aWeb Service "on-the-fly"
means weaving its choreography interface into the workflow
Exploiting P2P in the Creation of Game Worlds
Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience
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