9 research outputs found

    Real-time shadows for animated crowds in virtual cities

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    GASP: from Modular Programming to Distributed Execution

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    International audienceWe present in this paper a generic animation and simulation platform which integrates the different animation models: descriptive, generative and behavioural models. The integration of these models in the same platform allows to offer to each dynamic entity a more realistic and a richer environment, and thereby to increase possible interactions between an actor and its environment. Therefore we describe the kernel of the platform, then we explain how it is used from the programmer point of view and we illustrate its use in the field of driving simulation

    Second Workshop on Modelling of Objects, Components and Agents

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    This report contains the proceedings of the workshop Modelling of Objects, Components, and Agents (MOCA'02), August 26-27, 2002.The workshop is organized by the 'Coloured Petri Net' Group at the University of Aarhus, Denmark and the 'Theoretical Foundations of Computer Science' Group at the University of Hamburg, Germany. The homepage of the workshop is: http://www.daimi.au.dk/CPnets/workshop02

    Reactivity, concurrency, data-flow and hierarchical preemption for behavioural animation

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    International audienceBehavioural models offer the ability to simulate autonomous entities like organisms and living beings. Such entities are able to perceive their environment, to communicate with other creatures and to execute some decided actions either on themselves or on their environment. Building such systems requires the design of a reactive system treating flows of data to and from its environment, in a complex way needing modularity, concurrency and hierarchy, and involving task control and preemption. Accordingly, in this paper we address the adequateness to the decisional part of the behavioural model of the following programming paradigms: reactivity, concurrency, data-flow and hierarchical preemption. The reactive languages provide users with complete design environments (including graphical tools for designing, simulating, implementing and formally verifying) for such systems. The specification of concurrent behaviours is naturally supported in the synchronous languages, and some of them are more suited for control-intensive applications (sequencing and preempting tasks), while others address computation-intensive applications (data-flow). SignalGTi is an extension of the language Signal where data-flow processes can be composed into nested preemptive tasks. An application in the simulation of a transportation system shows how these programming paradigms can be of use, and how SignalGTi can support their implementation

    Annotierte interaktive nichtlineare Videos - Software Suite, Download- und Cache-Management

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    Modern Web technology makes the dream of fully interactive and enriched video come true. Nowadays it is possible to organize videos in a non-linear way playing in a sequence unknown in advance. Furthermore, additional information can be added to the video, ranging from short descriptions to animated images and further videos. This affords an easy and efficient to use authoring tool which is capable of the management of the single media objects, as well as a clear arrangement of the links between the parts. Tools of this kind can be found rarely and do mostly not provide the full range of needed functions. While providing an interactive experience to the viewer in the Web player, parallel plot sequences and additional information lead to an increased download volume. This may cause pauses during playback while elements have to be downloaded which are displayed with the video. A good quality of experience for these videos with small waiting times and a playback without interruptions is desired. This work presents the SIVA Suite to create the previously described annotated interactive non-linear videos. We propose a video model for interactivity, non-linearity, and annotations, which is implemented in an XML format, an authoring tool, and a player. Video is the main medium, whereby different scenes are linked to a scene graph. Time controlled additional content called annotations, like text, images, audio files, or videos, is added to the scenes. The user is able to navigate in the scene graph by selecting a button at a button panel. Furthermore, other navigational elements like a table of contents or a keyword search are provided. Besides the SIVA Suite, this thesis presents algorithms and strategies for download and cache management to provide a good quality of experience while watching the annotated interactive non-linear videos. Therefor, we implemented a standard-independent player framework. Integrated into a simulation environment, the framework allows to evaluate algorithms and strategies for the calculation of start-up times, and the selection of elements to pre-fetch into and delete from the cache. Their interaction during the playback of non-linear video contents can be analyzed. The algorithms and strategies can be used to minimize interruptions in the video flow after user interactions. Our extensive evaluation showed that our techniques result in faster start-up times and lesser interruptions in the video flow than those of other players. Knowledge of the structure of an interactive non-linear video can be used to minimize the start-up time at the beginning of a video while minimizing an increase in the overall download volume.Moderne Web-Technologien lassen den Traum von voll interaktiven und bereicherten Videos wahr werden. Heutzutage ist es möglich, Videos in nicht-linearer Art und Weise zu organisieren, welche dann in einer vorher unbekannten Reihenfolge abgespielt werden können. Weiterhin können den Videos Zusatzinformationen in Form von kurzen Beschreibungen über animierte Bilder bis hin zu weiteren Videos hinzugefügt werden. Dies erfordert ein einfach und effizient zu bedienendes Autorenwerkzeug, das in der Lage ist, sowohl einzelne Medien-Objekte zu verwalten, als auch die Verbindungen zwischen den einzelnen Teilen klar darzustellen. Tools dieser Art sind selten und bieten meist nicht den vollen benötigten Funktionsumfang. Während dem Betrachter dieses interaktive Erlebnis im Web Player zur Verfügung gestellt wird, führen parallele Handlungsstränge und zusätzliche Inhalte zu einem erhöhten Download-Volumen. Dies kann zu Pausen während der Wiedergabe führen, in denen Elemente vom Server geladen werden müssen, welche mit dem Video angezeigt werden sollen. Ein gutes Benutzungserlebnis für solche Videos kann durch geringe Wartezeiten und eine unterbrechungsfreie Wiedergabe erreicht werden. Diese Arbeit stellt die SIVA Suite vor, mit der die zuvor beschriebenen annotierten interaktiven nicht-linearen Videos erstellt werden können. Wir bilden Interaktivität, Nichtlinearität und Annotationen in einem Video-Model ab. Dieses wird in unserem XML-Format, Autorentool und Player umgesetzt. Als Leitmedium werden hierbei Videos verwendet, welche aufgeteilt in Szenen zu einer Graphstruktur zusammengefügt werden können. Zeitlich gesteuerte zusätzliche Inhalte, sogenannte Annotationen, wie Texte, Bilder, Audio-Dateien und Videos, werden den Szenen hinzugefügt. Der Betrachter kann im Szenengraph navigieren, indem er in einem bereitgestellten Button-Panel eine Nachfolgeszene auswählt. Andere Navigationselemente sind ein Inhaltsverzeichnis sowie eine Suchfunktion. Neben der SIVA Suite beschreibt diese Arbeit Algorithmen und Strategien für Download und Cache Management, um eine gute Nutzungserfahrung während der Betrachtung der annotierten interaktiven nicht-linearen Videos zu bieten. Ein Webstandard-unabhängiges Playerframework erlaubt es, das Zusammenspiel von Algorithmen und Strategien zu evaluieren, welche für die Berechnung der Start-Zeitpunkte für die Wiedergabe, sowie die Auswahl von vorauszuladenden sowie zu löschenden Elemente verwendet werden. Ziel ist es, Unterbrechungen zu minimieren, wenn der Ablauf des Videos durch Benutzerinteraktion beeinflusst wird. Unsere umfassende Evaluation zeigte, dass es möglich ist, kürzere Startup-Zeiten und weniger Unterbrechungen mit unseren Strategien zu erreichen, als bei der Verwendung der Strategien anderer Player. Die Kenntnis der Struktur des interaktiven nicht-linearen Videos kann dazu verwendet werden, die Startzeit am Anfang der Szenen zu minimieren, während das Download-Volumen nicht erhöht wird

    Molecular phylogeny of horseshoe crab using mitochondrial Cox1 gene as a benchmark sequence

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    An effort to assess the utility of 650 bp Cytochrome C oxidase subunit I (DNA barcode) gene in delineating the members horseshoe crabs (Family: xiphosura) with closely related sister taxa was made. A total of 33 sequences were extracted from National Center for Biotechnological Information (NCBI) which include horseshoe crabs, beetles, common crabs and scorpion sequences. Constructed phylogram showed beetles are closely related with horseshoe crabs than common crabs. Scorpion spp were distantly related to xiphosurans. Phylogram and observed genetic distance (GD) date were also revealed that Limulus polyphemus was closely related with Tachypleus tridentatus than with T.gigas. Carcinoscorpius rotundicauda was distantly related with L.polyphemus. The observed mean Genetic Distance (GD) value was higher in 3rd codon position in all the selected group of organisms. Among the horseshoe crabs high GC content was observed in L.polyphemus (38.32%) and lowest was observed in T.tridentatus (32.35%). We conclude that COI sequencing (barcoding) could be used in identifying and delineating evolutionary relatedness with closely related specie

    Crab and cockle shells as heterogeneous catalysts in the production of biodiesel

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    In the present study, the waste crab and cockle shells were utilized as source of calcium oxide to transesterify palm olein into methyl esters (biodiesel). Characterization results revealed that the main component of the shells are calcium carbonate which transformed into calcium oxide upon activated above 700 °C for 2 h. Parametric studies have been investigated and optimal conditions were found to be catalyst amount, 5 wt.% and methanol/oil mass ratio, 0.5:1. The waste catalysts perform equally well as laboratory CaO, thus creating another low-cost catalyst source for producing biodiesel. Reusability results confirmed that the prepared catalyst is able to be reemployed up to five times. Statistical analysis has been performed using a Central Composite Design to evaluate the contribution and performance of the parameters on biodiesel purity
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