Fast determination of textural periodicity using distance matching function
The periodicity of a texture is one of its important visual characteristics. The inertias of co-occurrence matrices of the texture have been often used to detect the visual periodicity. However, it is time-consuming to explicitly construct these matrices. In this paper, we propose the distance matching function to avoid constructing the matrices due to our new interpretation of an inertia. For a texture of size m n, the inertias of all co-occurrence matrices can be obtained in OOmn log mnU time by simultaneously evaluating the function at all displacement vectors. This is a significant improvement over the previous method using the co-occurrence matrices, that requires OOm 2 n 2 U time. ” 1999 Elsevier Science B.V. All rights reserved.

title: Mesh parameterization with a virtual boundary
abstract: Parameterization of a 3D triangular mesh is a fundamental problem in various applications of meshes. The convex combination approach is widely used for parameterization because of its good properties, such as fast computation and one-to-one embedding. However, the approach has a drawback: most boundary triangles have high distortion in the embedding compared with interior ones. In this paper, we present an extension of the convex combination approach that resolves the drawback by using a virtual boundary. Since the virtual boundary is fixed onto a given convex polygon instead of the real boundary, the real boundary triangles can better reflect the shape of the corresponding 3D triangles. The proposedapproach obtains a parameterization of a 3D mesh with less d istortion than with the original convex combination approach.

title: Motion retargeting and evaluation for VR-based training of free motions
abstract: Virtual reality (VR) has emerged as one of the important and effective tools for education and training. Most VR-based training systems are situation based, where the trainees are trained for discrete decision making in special situations presented by the VR environments. In contrast, this paper discusses the application of VR to a different class of training, for learning free motion, often required in sports and the arts. We propose a VR-based motion-training framework that contains an intuitive motion-guiding interface, posture-oriented motion retargeting, and an evaluation and advice scheme for corrective feedback. Applications of the proposed framework to simple fencing training and a dance imitation game are demonstrated .

title: Feature sensitive mesh segmentation with mean shift
abstract: Feature sensitive mesh segmentation is important for many computer graphics and geometric modeling applications. In this paper, we develop a mesh segmentation method, which is capable of producing high-quality shape partitioning. It respects fine shape features and works well on various types of shapes, including natural shapes and mechanical parts. The method combines a procedure for clustering mesh normals with a modification of the mesh clarification technique. For clustering of mesh normals, we adopt Mean Shift, a powerful general purpose technique for clustering scattered data. We demonstrate advantages of our method by comparing it with two state-of-the-art mesh segmentation techniques.

title: Motif analysis of noisy regular textures
abstract: A regular texture contains a periodic arrangement of a determinable pattern. Motifs of a regular texture are the minimal parallelogrammic sub-regions that can reproduce the texture by tiling. A motif extracted from a regular texture can be used for texture reproduction, texture recognition, and texture compression. However, it is not simple to accurately capture a motif of a regular texture, as the motif may be non-rectangular or arranged in an arbitrary direction. Moreover, when the texture contains additive noises, such as are created by the scanning process, motif analysis becomes more difficult. In this paper, we present an algorithm to obtain a motif of a noisy regular texture in O( mn log mn ) time, where m × n is the size of the texture. The analysis examples demonstrate that the proposed algorithm can robustly derive motifs of noisy regular textures.

title: Out-of-Core Remeshing of Large Polygonal Meshes
abstract: We propose an out-of-core method for creating semi-regular surface representations from large input surface meshes. Our approach is based on a streaming implementation of the MAPS remesher of Lee et al. Our remeshing procedure consists of two stages. First, a simplification process is used to obtain the base domain. During simplification, we maintain the mapping information between the input and the simplified meshes. The second stage of remeshing uses the mapping information to produce samples of the output semi-regular mesh. The out-of-core operation of our method is enabled by the synchronous streaming of a simplified mesh and the mapping information stored at the original vertices. The synchronicity of two streaming buffers is maintained using a specially designed write strategy for each buffer. Experimental results demonstrate the remeshing performance of the proposed method, as well as other applications that use the created mapping between the simplified and the original surface representations

title: Adapting Content for Mobile Devices in Heterogeneous Collaboration Environments
abstract: The portability of new miniaturized devices, together with their ability to connect conveniently to networks in different places, makes mobile computing possible. Recent advances that have led to increasing bandwidths, for wireless communications, enable mobile users to utilize a vast range of sophisticated services such as real-time collaborative services. Garnet Collaborative system is a universal accessible collaborative environment supporting synchronous communication and universal accessibility from a wide range of devices. Garnet Message System Micro Edition (GMSME) is developed to integrate heterogeneous mobile devices into the Garnet collaborative system. Garnet integrates desktop in traditional LAN environments, wireless LAN based mobile devices, and pervasive 3G communication technology seamlessly. In this paper, we describe the process of adapting content in GMSME. GMSME provides application-aware transcoding, to tune the shared resources, for different collaborative models. Also, it optimizes shared resources for each heterogeneous client environments.

title: Measuring Bandwidth Between PlanetLab Nodes
abstract: With the lack of end-to-end QoS guarantees on existing networks, applications that require certain performance levels resort to periodic measurements of network paths. Typical metrics of interest are latency, bandwidth and loss rates. While the latency metric has been the focus of many research studies, the bandwidth metric has received comparatively little attention. In this paper, we report our bandwidth measurements between PlanetLab nodes and analyze various trends and insights from the data. For this work, we assessed the capabilities of several existing bandwidth measurement tools and describe the difficulties in choosing suitable tools as well as using them on PlanetLab.

title: Creative Information Seeking and Interface Design
abstract: Inspired by Weisberg’s argument that everyone is creative, this paper highlights a model of information seeking capturing users’ creative traits by synthesizing established models in information seeking and creativity. Using Google, a pilot study was conducted to understand subjects’ creative information seeking process. Claims Analysis and Interaction Framework were used to elicit design features that might have supported subjects’ creative, ”serendipitous” information seeking. This paper presents novel, initial work towards eliciting conceptual design features for users’ creative, ”serendipitous” information seeking behaviors. It concludes with a discussion on creativity and interface design for information retrieval systems.

title: An Efficient Neighbor Knowledge Based Broadcasting for Mobile Ad Hoc Networks
abstract: Although a flooding is the most commonly used method for one-to-all communications, it often results in huge traffic in mobile ad hoc networks. Several optimization schemes have been proposed to alleviate this problem. However, none of them offers a complete solution and has their own limitations, such as, lack of reliability, high latency or excessive control packet overhead. In this paper, we propose the FONIAH (Flooding based on One- hop Neighbor Information and Adaptive Holding) scheme to overcome these limitations.

title: Mammogram Analysis Using Two-Dimensional Autoregressive Models: Sufficient or Not?
abstract: Two-dimensional (2–D) autoregressive (AR) models have been used as one of the methods to characterise the textures of tumours in mammograms. Previously, the 2–D AR model coefficients were estimated for the block containing the tumour and the blocks in its 3 × 3 neighbourhood. In this paper, the possibility of having the estimated set of AR model coefficients of the block containing the tumour as a unique set of AR model coefficients for the entire mammogram is looked into. Based on the information given from the MiniMammography database, the possible number of blocks of the same size of the block containing the tumour is obtained from the entire mammogram and for each block a set of AR model coefficients is estimated using a method that combines both the Yule-Walker system of equations and the Yule-Walker system of equations in the third-order statistical domain. These sets of AR model coefficients are then compared. The simulation results show that 98.6% of the time we can not find another set of AR model coefficients representing the blocks of pixels in the possible neighbourhood of the entire mammogram for the data (95 mammograms with 5 of them having two tumours) available in the MiniMammography database.