281 research outputs found
Tetrisation of triangular meshes and its application in shape blending
The As-Rigid-As-Possible (ARAP) shape deformation framework is a versatile
technique for morphing, surface modelling, and mesh editing. We discuss an
improvement of the ARAP framework in a few aspects: 1. Given a triangular mesh
in 3D space, we introduce a method to associate a tetrahedral structure, which
encodes the geometry of the original mesh. 2. We use a Lie algebra based method
to interpolate local transformation, which provides better handling of rotation
with large angle. 3. We propose a new error function to compile local
transformations into a global piecewise linear map, which is rotation invariant
and easy to minimise. We implemented a shape blender based on our algorithm and
its MIT licensed source code is available online
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Decision criterion dynamics in animals performing an auditory detection task
Classical signal detection theory attributes bias in perceptual decisions to a threshold criterion, against which sensory excitation is compared. The optimal criterion setting depends on the signal level, which may vary over time, and about which the subject is naïve. Consequently, the subject must optimise its threshold by responding appropriately to feedback. Here a series of experiments was conducted, and a computational model applied, to determine how the decision bias of the ferret in an auditory signal detection task tracks changes in the stimulus level. The time scales of criterion dynamics were investigated by means of a yes-no signal-in-noise detection task, in which trials were grouped into blocks that alternately contained easy- and hard-to-detect signals. The responses of the ferrets implied both long- and short-term criterion dynamics. The animals exhibited a bias in favour of responding “yes” during blocks of harder trials, and vice versa. Moreover, the outcome of each single trial had a strong influence on the decision at the next trial. We demonstrate that the single-trial and block-level changes in bias are a manifestation of the same criterion update policy by fitting a model, in which the criterion is shifted by fixed amounts according to the outcome of the previous trial and decays strongly towards a resting value. The apparent block-level stabilisation of bias arises as the probabilities of outcomes and shifts on single trials mutually interact to establish equilibrium. To gain an intuition into how stable criterion distributions arise from specific parameter sets we develop a Markov model which accounts for the dynamic effects of criterion shifts. Our approach provides a framework for investigating the dynamics of decisions at different timescales in other species (e.g., humans) and in other psychological domains (e.g., vision, memory
HeapCraft Social Tools: Understanding and Improving Player Collaboration in Minecraft
We introduce a framework to infuence and analyze player collaboration in Minecraft. The framework consists of a telemetry system and several tools to influence player behavior and provide value to server administrators to increase adoption. The data collection includes almost every aspect of gameplay and can be used for analysis beyond player collaboration.1 We started collecting data from several Minecraft servers in March 2015. Most data will be made available to researchers upon request.2 We have also demonstrated the use of our framework to statistically analyze player behavior in Minecraft. More details can be found [1]
HEAPCRAFT: Quantifying and Predicting Collaboration in Minecraft
We present HEAPCRAFT: an open-source suite of tools for monitoring and improving collaboration in Minecraft. At the core of our system is a data collection and analysis framework or recording gameplay. We collected over 3451 playerhours of game behavior from 908 different players, and performed a general study of online collaboration. To make our game analytics easily accessible, we developed interactive information visualization tools and an analysis framework for players, administrators, and researchers to explore graphs, maps and timelines of live server activity. As part of our research, we introduce the collaboration index, a metric which allows server administrators and researchers to quantify, predict, and improve collaboration on Minecraft servers. Our analysis reveals several possible predictors of collaboration which can be used to improve collaboration on Minecraft servers. HEAPCRAFT is designed to be general, and has the potential to be used for other shared online virtual worlds
Parallel Mapper
The construction of Mapper has emerged in the last decade as a powerful and
effective topological data analysis tool that approximates and generalizes
other topological summaries, such as the Reeb graph, the contour tree, split,
and joint trees. In this paper, we study the parallel analysis of the
construction of Mapper. We give a provably correct parallel algorithm to
execute Mapper on multiple processors and discuss the performance results that
compare our approach to a reference sequential Mapper implementation. We report
the performance experiments that demonstrate the efficiency of our method
As-Rigid-As-Possible Surface Morphing
This paper presents a new morphing method based on the “as-rigid-as-possible” approach. Unlike the original as-rigid-as-possible method, we avoid the need to construct a consistent tetrahedral mesh, but instead require a consistent triangle surface mesh and from it create a tetrahedron for each surface triangle. Our new approach has several significant advantages. It is much easier to create a consistent triangle mesh than to create a consistent tetrahedral mesh. Secondly, the equations arising from our approach can be solved much more efficiently than the corresponding equations for a tetrahedral mesh. Finally, by incorporating the translation vector in the energy functional controlling interpolation, our new method does not need the user to arbitrarily fix any vertex to obtain a solution, allowing artists automatic control of interpolated mesh positions
Statistical Analysis of Player Behavior in Minecraft
Interactive Virtual Worlds offer new individual and social experiences in a huge variety of artificial realities. They also have enormous potential for the study of how people interact, and how societies function and evolve. Systematic collection and analysis of in-play behavioral data will be invaluable for enhancing player experiences, facilitating effective administration, and unlocking the scientific potential of online societies. This paper details the development of a framework to collect player data in Minecraft. We present a complete solution which can be deployed on Minecraft servers to send collected data to a centralized server for visualization and analysis by researchers, players, and server administrators. Using the framework, we collected and analyzed over 14 person-days of active gameplay. We built a classification tool to identify high-level player behaviors from observations of their moment-by-moment game actions. Heat map visualizations highlighting spatial behavior can be used by players and server administrators to evaluate game experiences. Our data collection and analysis framework offers the opportunity to understand how individual behavior, environmental factors, and social systems interact through large-scale observational studies of virtual worlds
Consistent as-similar-as-possible non-isometric surface registration
© 2017 The Author(s)Non-isometric surface registration, aiming to align two surfaces with different sizes and details, has been widely used in computer animation industry. Various existing surface registration approaches have been proposed for accurate template fitting; nevertheless, two challenges remain. One is how to avoid the mesh distortion and fold over of surfaces during transformation. The other is how to reduce the amount of landmarks that have to be specified manually. To tackle these challenges simultaneously, we propose a consistent as-similar-as-possible (CASAP) surface registration approach. With a novel defined energy, it not only achieves the consistent discretization for the surfaces to produce accurate result, but also requires a small number of landmarks with little user effort only. Besides, CASAP is constrained as-similar-as-possible so that angles of triangle meshes are preserved and local scales are allowed to change. Extensive experimental results have demonstrated the effectiveness of CASAP in comparison with the state-of-the-art approaches
Fluidal pyroclasts reveal the intensity of peralkaline rhyolite pumice cone eruptions
This work is a contribution to the Natural Environment Research Council (NERC) funded RiftVolc project (NE/L013932/1, Rift volcanism: past, present and future) through which several of the authors are supported. In addition, Clarke was funded by a NERC doctoral training partnership grant (NE/L002558/1).Peralkaline rhyolites are medium to low viscosity, volatile-rich magmas typically associated with rift zones and extensional settings. The dynamics of peralkaline rhyolite eruptions remain elusive with no direct observations recorded, significantly hindering the assessment of hazard and risk. Here we describe uniquely-preserved, fluidal-shaped pyroclasts found within pumice cone deposits at Aluto, a peralkaline rhyolite caldera in the Main Ethiopian Rift. We use a combination of field-observations, geochemistry, X-ray computed microtomography (XCT) and thermal-modelling to investigate how these pyroclasts are formed. We find that they deform during flight and, depending on size, quench prior to deposition or continue to inflate then quench in-situ. These findings reveal important characteristics of the eruptions that gave rise to them: that despite the relatively low viscosity of these magmas, and similarities to basaltic scoria-cone deposits, moderate to intense, unstable, eruption columns are developed; meaning that such eruptions can generate extensive tephra-fall and pyroclastic density currents.Publisher PDFPeer reviewe
The Flexible Nature of Unconscious Cognition
The cognitive signature of unconscious processes is hotly debated recently. Generally, consciousness is thought to mediate flexible, adaptive and goal-directed behavior, but in the last decade unconscious processing has rapidly gained ground on traditional conscious territory. In this study we demonstrate that the scope and impact of unconscious information on behavior and brain activity can be modulated dynamically on a trial-by-trial basis. Participants performed a Go/No-Go experiment in which an unconscious (masked) stimulus preceding a conscious target could be associated with either a Go or No-Go response. Importantly, the mapping of stimuli onto these actions varied on a trial-by-trial basis, preventing the formation of stable associations and hence the possibility that unconscious stimuli automatically activate these control actions. By eliminating stimulus-response associations established through practice we demonstrate that unconscious information can be processed in a flexible and adaptive manner. In this experiment we show that the same unconscious stimulus can have a substantially different effect on behavior and (prefrontal) brain activity depending on the rapidly changing task context in which it is presented. This work suggests that unconscious information processing shares many sophisticated characteristics (including flexibility and context-specificity) with its conscious counterpart
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