PRACTICAL PROBLEMS OF INTERACTIVE SYSTEMS MODELING IN REAL-TIME IN WINDOWS

Author(s):  
E. A. Burlak ◽  
A. M. Nabatchikov
Author(s):  
Junyi Hou ◽  
Lei Yu ◽  
Yifan Fang ◽  
Shumin Fei

Aiming at the problem that the mixed noise interference caused by the mixed projection noise system is not accurate and the real-time performance is poor, this article proposes an adaptive system switching filtering method based on Bayesian estimation switching rules. The method chooses joint bilateral filtering and improved adaptive median filtering as the filtering subsystems and selects the sub-filtering system suitable for the noise by switching rules to achieve the purpose of effectively removing noise. The simulation experiment was carried out by the self-developed human–computer interactive projection image system platform. Through the subjective evaluation, objective evaluation, and running time comparison analysis, a better filtering effect was achieved, and the balance between the filtering precision and the real-time performance of the interactive system was well obtained. Therefore, the proposed method can be widely applied to various human–computer interactive image filtering systems.


Author(s):  
Maha Z. Mouasher ◽  
Ala' F. Khalifeh

Voice over Internet Protocol (VoIP) systems have been spreading massively during the recent years. However, many challenges are still facing this technology among which is the lossy behavior and the uncontrolled network impairments of the Internet. In this chapter, the authors design and implement a VoIP test-bed utilizing the Adobe Real-Time Media Flow Protocol (RTMFP) that can be used for many voice interactive applications. The test-bed was used to study the effect of changing some voice parameters, mainly the encoding rate and the number of frames per packet as function of the network packet loss. Several experiments were conducted on several voice files over different packet losses, concluding in the best combination of parameters in low, moderate, and high packet loss conditions to improve the performance of voice packets measured by the Perceptual Evaluation of Speech Quality (PESQ) values.


2007 ◽  
Vol 16 (06) ◽  
pp. 981-999 ◽  
Author(s):  
GEORGIOS N. YANNAKAKIS ◽  
JOHN HALLAM

This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Feedforward neural networks (NNs) and fuzzy-NNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we project the extensibility of the approach to other genres of digital entertainment (e.g. mixed-reality interactive playgrounds).


2014 ◽  
Vol 5 (2) ◽  
pp. 1
Author(s):  
Marcelo Zamith ◽  
Luis Valente ◽  
Mark Joselli ◽  
José Ricardo Silva Junior ◽  
Esteban Clua ◽  
...  

CPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs.


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