25 research outputs found

    SECURING HEALTH CARE INFORMATION SYSTEMS USING VISUALISATION TECHNIQUES (32)

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    Health care information systems form the backbone of health care infrastructures and are increasingly reliant on medical devices to capture and transmit data. These devices, however, are vulnerable to attacks from the digital domain. The number of differing medical devices and information systems interacting with one another in new and increasingly less secure and disparate ways creates new challenges in information systems security. This work-in-progress paper presents a system design and methodology for modelling data interactions and data flow within the health care infrastructure. The system will increase situational awareness for users of information systems and promote stronger cyber security best practices and policies within this rapidly evolving landscape

    Cultural Heritage in Marker-Less Augmented Reality: A Survey

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    Augmented Reality (AR) is considered as one of the most significant technologies in the field of computer graphics and is utilized for many applications. In this paper, we have presented a comprehensive survey for cultural heritage using Augmented Reality systems. This survey describes the main objectives and characteristics of Marker-less Augmented Reality Systems through presenting up-to-date research results in this area. We describe the marker-less technologies in the area of AR, indoor marker-less AR, outdoor marker-less AR, real-time solutions to the tracking problem, real-time registration, cultural heritage in AR, 3D remonstration techniques, as well as presenting the problems in each research

    Foreword to the best papers of the GDTW 2005

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    A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter

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    The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how adaptation can be applied through the use of a hybrid of AI technologies. The system developed uses the predefined behaviours of a finite-state machine and fuzzy logic system combined with the learning capabilities of a neural computing. The system adapts specific behaviours that are central to the performance of the bot (a computer-controlled player that simulates a human opponent) in the game, with the paper’s main focus being on that of the weapon selection behaviour; selecting the best weapon for the current situation. As a development platform, the project makes use of the Quake 3 Arena engine, modifying the original bot AI to integrate the adaptive technologies

    A Hybrid Fuzzy ANN System for Agent Adaptation in a First Person Shooter

    No full text
    The aim of developing an agent, that is able to adapt its actions in response to their effectiveness within the game, provides the basis for the research presented in this paper. It investigates how adaptation can be applied through the use of a hybrid of AI technologies. The system developed uses the predefined behaviours of a finite-state machine and fuzzy logic system combined with the learning capabilities of a neural computing. The system adapts specific behaviours that are central to the performance of the bot (a computer-controlled player that simulates a human opponent) in the game with the paper's main focus being on that of the weapon selection behaviour, selecting the best weapon for the current situation. As a development platform, the project makes use of the Quake 3 Arena engine, modifying the original bot AI to integrate the adaptive technologies

    7th IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'11) - Satellite Workshop of the International IEEE Conference on Computer Communication Networks (ICCCN 2011), Maui (HI), August 2011

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    The growing availability of digital contents and the simultaneous cost reductions in storage, processing, and networking is driving the growth of the entertainment technology. While in the past entertainment technology traditionally offered predominantly passive experiences, continual advances in network and computer technologies are providing tools for implementing greater interactivity and for enabling consumers to enjoy more exciting experiences, such as, for example, interactive digital TV, interactive theatre and orchestrated music and sound design. This phenomenon is pulling together an extremely diverse group of experts specializing in different technical areas, such as networking, computer graphics, artificial intelligence, games, animation, multimedia design, human-computer interaction, educational media and software engineering. Even though high-tech entertainment promotes interdisciplinary fusion, yet only the ubiquity of wireless/wired communication is considered suitable for accepting the challenge of building a large interactive environment for the delivery of the maximum entertainment value to millions of consumers worldwide. In this respect, there is a great hope that the wired and wireless may take over this complex scenario for fulfilling the consumer expectations. The Seventh IEEE International Workshop on Networking Issues in Multimedia Entertainment provides an open forum for researchers, engineers and academia to exchange the latest technical information and research findings on next-generation networked multimedia concepts, technologies, systems, and applications for entertainment covering existing deployments, current developments and future evolution
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