Facial shape and 3D skin
We present novel ideas for facial shape and skin simulation on extremely detailed threedimensional facial meshes. Our input database is composed of a small number of scanned human faces with resolutions up to several million triangles, where even the pores are clearly distinguished. We show how to decompose the facial meshes into the global shape of the face plus skin detail (3D skin), and then to reconstitute them. Our modeling methodology allows us to simulate the exaggeration of the facial global shape, retaining the original skin detail, as well as to transfer 3D skin from one face to another. First, we represent all the input faces in terms of a homogeneous structure on the base model in low resolution by using mesh adaptation techniques. Second, the differences between the original mesh and a base mesh, which appear as skin detail, are captured and stored, so that each face is decomposed into the global shape (a base mesh) plus skin detail. Face reconstitution after global shape exaggeration and/or skin transfer enables delicate simulation of facial models. In addition, we can increase the resolution of any model scanned at a low resolution by transferring skin from a higher resolution model. Our method shows successful manipulation of the minute structure of 3D skin differently from other methods such as Normal Mapping, Displacement Mapping, Displaced Subdivision Surfaces, and Normal Meshes where none of these techniques show manipulation of minute structure like ours and only approximation is used while our method recovers the original structure.

title: Personalized face and speech communication over the Internet
abstract: We present our system for personalized face and speech communication over the Internet. The overall system consists of three parts: the cloning of real human faces to use as the representative avatars; the Networked Virtual Environment System performing the basic task of network and device management; and the speech system which includes a text-to-speech engine and a real time phoneme extraction engine from natural speech. The combination of these three elements provides a system to allow real humans, represented by their virtual counterparts, to communicate with each other even when they are geographically remote. In addition to this, all elements present use MPEG-4 as a common communication and animation standard and were designed and tested on the Windows operating system (OS). The paper presents the main aim of the work, the methodology and the resulting communication system.

title: Fast head modeling for animation
abstract: This paper describes an efficient method to make individual faces for animation from several possible inputs. We present a method to reconstruct a three-dimensional (3D) facial model for animation from two orthogonal pictures taken from front and side views, or from range data obtained from any available resources. It is based on extracting features on a face in a semiautomatic way and modifying a generic model with detected feature points. Then fine modifications follow if range data is available. Automatic texture mapping is employed using an image composed from the two images. The reconstructed 3D-face can be animated immediately with given expression parameters. Several faces by obtained one methodology applied to different input data to get a final animatable face are illustrated.

title: Real Face Communication in a Virtual World
abstract: This paper describes an efficient method to make an individual face for animation from several possible inputs and how to use this result for a realistic talking head communication in a virtual world. We present a method to reconstruct 3D facial model from two orthogonal pictures taken from front and side views. The method is based on extracting features from a face in a semiautomatic way and deforming a generic model. Texture mapping based on cylindrical projection is employed using a composed image from the two images. A reconstructed head is animated immediately and is able to talk with given text, which is transformed to corresponding phonemes and visemes. We also propose a system for individualized face-to-face communication through network using MPEG4.

title: Simulating Virtual Humans in Networked Virtual Environments
abstract: In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual humans.

title: Cloning and aging in a VR family
abstract: Face cloning and animation considering wrinkle formation and aging are an aspiring goal and a challenging task. This paper describes a cloning method and an aging simulation in a family. We reconstruct a father, mother, son and daughter of one family and mix their shapes and textures in 3D to get virtual persons with some variation. The idea of reconstruction of a head is to detect features from two orthogonal pictures, modify a generic model with an animation structure and use an automatic texture mapping method. It is followed by a simple method to do 3D-shape interpolation and 2D morphing based on triangulation for experiments of mixing 3D heads between family members. Finally, wrinkles within facial animation and aging are generated based on detected feature points. Experiments are made to generate aging wrinkles on the faces of the son and the daughter.

title: Question classification using support vector machines
abstract: Question classification is very important for question answering. This paper presents our research work on automatic question classification through machine learning approaches. We have experimented with five machine learning algorithms: Nearest Neighbors (NN), Naive Bayes (NB), Decision Tree (DT), Sparse Network of Winnows (SNoW), and Support Vector Machines (SVM) using two kinds of features: bag-of-words and bag-of-ngrams. The experiment results show that with only surface text features the SVM outperforms the other four methods for this task. Further, we propose to use a special kernel function called the tree kernel to enable the SVM to take advantage of the syntactic structures of questions. We describe how the tree kernel can be computed efficiently by dynamic programming. The performance of our approach is promising, when tested on the questions from the TREC QA track.

title: Measuring intrusion detection capability: an information-theoretic approach
abstract: A fundamental problem in intrusion detection is what metric(s) can be used to objectively evaluate an intrusion detection system (IDS) in terms of its ability to correctly classify events as normal or intrusive. Traditional metrics (e.g., true positive rate and false positive rate) measure different aspects, but no single metric seems sufficient to measure the capability of intrusion detection systems. The lack of a single unified metric makes it difficult to fine-tune and evaluate an IDS. In this paper, we provide an in-depth analysis of existing metrics. Specifically, we analyze a typical cost-based scheme , and demonstrate that this approach is very confusing and ineffective when the cost factor is not carefully selected. In addition, we provide a novel information-theoretic analysis of IDS and propose a new metric that highly complements cost-based analysis. When examining the intrusion detection process from an information-theoretic point of view, intuitively, we should have less uncertainty about the input (event data) given the IDS output (alarm data). Thus, our new metric, CI D (Intrusion Detection Capability), is defined as the ratio of the mutual information between the IDS input and output to the entropy of the input. CI D has the desired property that: (1) It takes into account all the important aspects of detection capability naturally, i.e., true positive rate, false positive rate, positive predictive value, negative predictive value, and base rate; (2) it objectively provides an intrinsic measure of intrusion detection capability; and (3) it is sensitive to IDS operation parameters such as true positive rate and false positive rate, which can demonstrate the effect of the subtle changes of intrusion detection systems. We propose CI D as an appropriate performance measure to maximize when fine-tuning an IDS. The obtained operation point is the best that can be achieved by the IDS in terms of its intrinsic ability to classify input data. We use numerical examples as well as experiments of actual IDSs on various data sets to show that by using CI D, we can choose the best (optimal) operating point for an IDS and objectively compare different IDSs.

title: An End-to-end Workflow Pipeline for Large-scale Grid Computing
abstract: In this paper we describe a service-based, software architecture that enables end-to-end, high-level workflow processing in a Grid environment consisting of many heterogeneous resources. Our architecture is essentially a pipeline that extends from the abstract application specification phase to the deployment and execution stages through to returning the results to the user. We envision a large-scale Grid environment that contains heterogeneous resources. Our architecture caters for flexible deployment, performance, reliability and charging for resource usage. These are addressed at the specification level as well as at the realisation (brokering) and execution levels. The proposed architecture is derived from previous work in LeSC that has produced the ICENI pipeline, and our experience with e-Science projects, such as GENIE, e-Protein and RealityGrid from which we derive a set of key requirements.

title: Boosting the margin: A new explanation for the effectiveness of voting methods
abstract: One of the surprising recurring phenomena observed in experiments with boosting is that the test error of the generated classifier usually does not increase as its size becomes very large, and often is observed to decrease even after the training error reaches zero. In this paper, we show that this phenomenon is related to the distribution of margins of the training examples with respect to the generated voting classification rule, where the margin of an example is simply the difference between the number of correct votes and the maximum number of votes received by any incorrect label. We show that techniques used in the analysis of Vapnik's support vector classifiers and of neural networks with small weights can be applied to voting methods to relate the margin distribution to the test error. We also show theoretically and experimentally that boosting is especially effective at increasing the margins of the training examples. Finally, we compare our explanation to those based on the bias-variance

title: Trees, windows and tiles for wavelet image compression
abstract: We investigate the task of compressing an image by using different probability models for compressing different regions of the image. In an earlier paper, we introduced a class of probability models for images, the k-rectangular tiling of an image, which is formed by partitioning the image into k rectangular regions and generating the coefficients within each region by using a probability model selected from a finite class C of probability models. We also describe a computationally efficient sequential probability assignment algorithm that is able to code an image with a code length that is close to the code length produced by the best model in the class. In this paper, we investigate the performance of the algorithm experimentally on the task of compressing wavelet subbands. We compare the method with compression methods that aim to compress as well as the best pruning of a quadtree and compression methods that exploit the local statistics in a window around the coefficient being compressed. For a class C consisting of a small number of Laplacian distributions and the uniform distribution, we find that the best tiling method works best, but the difference in performance is significant for only a few of the images tested.