MageAdd: Real-Time Interaction Simulation for Scene Synthesis

2021 ◽  
Author(s):  
Shao-Kui Zhang ◽  
Yi-Xiao Li ◽  
Yu He ◽  
Yong-Liang Yang ◽  
Song-Hai Zhang
2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


2019 ◽  
Vol 29 (5) ◽  
pp. 676-696 ◽  
Author(s):  
Sabrina Golonka ◽  
Andrew D. Wilson

In 2010, Bechtel and Abrahamsen defined and described what it means to be a dynamic causal mechanistic explanatory model. They discussed the development of a mechanistic explanation of circadian rhythms as an exemplar of the process and challenged cognitive science to follow this example. This article takes on that challenge. A mechanistic model is one that accurately represents the real parts and operations of the mechanism being studied. These real components must be identified by an empirical programme that decomposes the system at the correct scale and localises the components in space and time. Psychological behaviour emerges from the nature of our real-time interaction with our environments—here we show that the correct scale to guide decomposition is picked out by the ecological perceptual information that enables that interaction. As proof of concept, we show that a simple model of coordinated rhythmic movement, grounded in information, is a genuine dynamical mechanistic explanation of many key coordination phenomena.


Author(s):  
Xerxes D. Arsiwalla ◽  
Riccardo Zucca ◽  
Alberto Betella ◽  
Enrique Martinez ◽  
David Dalmazzo ◽  
...  

2019 ◽  
Author(s):  
reine yolite

Nowadays most people remain connected via social media networks. This is a highly lucrative and expansive market for social enterprises to penetrate and evaluate the buying patterns of customers so that they can provide customized user experiences. Digital transformation provides countless advantages and options, including improved inventory management, detailed insights, enhanced real-time customer interaction, higher productivity, reliable forecasting, dependable business decisions, improved resourced allocation, and real time interaction with customers. This sort of technology and innovation, when coupled with digital business, lends support to the digital transformation of a company, providing it with the requisite degree of competitive advantage. Digital transformation helps businesses meet the demands of the changing digital economy. Also with the help of digital transformation, companies are finally able to go paperless. So with lots of this social enterprises in Asia that use or participant in digital transformation it can help them to meet customer expectation soon, and digital transformation is cost effective when social enterprises profits, the community or the society profits.


2014 ◽  
Vol 49 (3/4) ◽  
pp. 332
Author(s):  
Gangfeng Deng ◽  
Xianxiang Huang ◽  
Qinhe Gao ◽  
Quanmin Zhu ◽  
Zhili Zhang ◽  
...  

2014 ◽  
Vol 989-994 ◽  
pp. 4277-4280
Author(s):  
Wen Long Yao

In this paper, the design scheme, technical route and system structure of the interactive marine incinerator operation training system based on Web3D are proposed based on the study of the marine engine room simulator project. The virtual reality technique, visual C# and IE real-time interaction technology are introduced to the marine incinerator operation training system and the development thoughts of the interactive marine incinerator operation training system based on Web3D are elaborated based on the 3D modeling optimization and real-time interaction technology. This study is a new type of marine engineering training mode, it can better meet the STCW convention in Manila amendments on incinerator equipment management requirements.


Author(s):  
Matthias Häsel

Many researchers regard multiplayer online games as the future of the interactive entertainment industry (Brun, Safaei, & Boustead, 2006; El Rhalibi & Merabti, 2005; Sharp & Rowe, 2006). In particular, due to advances in game design and the availability of broadband Internet access to the enduser, multiplayer online games with real-time interaction have come into wide use (Aggarwal, Banavar, Mukherjee, & Rangarajan, 2005; Claypool & Claypool, 2006; Yasui, Yutaka, & Ikedo, 2005). The majority of these games are made up by classic software titles that need to be installed on the players’ machines (El Rhalibi & Merabti, 2005). Browserbased multiplayer games, on the contrary, can be run instantly from a Web site, but have, due to technical limitations, long been round-based, strategy-focused games. However, with the ongoing evolvement of Rich Internet Application (RIA) technology (Allaire, 2002) such as Adobe Flash and Java, browser-based online game development has reached a point where also real-time games can be produced and distributed to a large audience quickly and easily. Browserbased games can be utilized in conjunction with e-business offers in a very simple way and hold a number of exciting possibilities for new online business models, new markets, and new growth (Kollmann & Häsel, 2006; Sharp & Rowe, 2006). However, as the browser is a very different operating environment and interactive experience from that of classical game software, browser-based multiplayer real-time games involve gaming architectures that are distinct from their classical counterparts. A major challenge when designing and implementing such architectures is that multiplayer online games are highly vulnerable to propagation delays resulting from redundant communication, bottlenecks, single points of failure and poor reactivity to changing network conditions (Ramakrishna, Robinson, Eustice, & Reiher, 2006). As latency from input of information to its output determines gameplay and fairness (Brun et al., 2006), the game architecture has to be designed in a way that it mitigates latency effects and meets the expectations of the players (Claypool & Claypool, 2006). Elaborating on the example of an online tabletop soccer game with two remote players, this article discusses two architectural models that can be applied to implement browser-based multiplayer real-time games using RIA technology.


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