Experimental Investigation of Co-Presence Factors in a Mixed Reality-Mediated Collaborative Design System
This paper argues how a Mixed Reality-Mediated collaborative design system should be featured after considering co-presence factors. This paper also presents an experiment to examine some of the co-presence factors, with a focus on the image size and viewing distance. The experimental results show that larger images and appropriate viewing distance could bring better sense of being in the Mixed Reality space and participants feel more involved in the design tasks. Therefore, by considering the co-presence factors, higher level of copresence and better effects in the Mixed Reality-mediated collaborative design system could be achieved.

title: Motivated learning agent model for distributed collaborative systems
abstract: The paper develops and discusses a conceptual model for a Mixed Reality-based remote collaborative system (MR-Collab) based on motivated learning Agents. The proposed MR-Collab system is described in details as well to help better understand this model. Self-Development Agent based on previous work is an intelligent Agent, which not only receives information from sensors in the environment, but also gives valuable suggestions that could help to improve the system. The model is not limited to this specific system, but could be adapted to other collaboration systems as well.

title: A Cognitive Study on the Effectiveness of an Augmented Virtuality-Based Collaborative Design Space
abstract: This paper presents one empirical study on an Augmented Virtuality (AV)-based virtual environment dedicated for remote collaboration. This AV-based system enables a remote designer to explore a virtual counterpart of a remote built environment that needs to be re-designed. Results of the study demonstrate that the AV system is effective and achieves good overall satisfaction, but involves some issues. Results also reveals that the participants all gain a similar sense in the AV environment as experienced in the real space.

title: Mixed Reality-Mediated Collaborative Design System: Concept, Prototype, and Experimentation
abstract: This paper introduces a Mixed Reality-mediated Collaborative design system, named MR-Collab, which combines Mixed Reality (MR), Augmented Reality (AR) and various channels of communication technologies. The concept and system of MR-Collabare developed based on the Benford's Mixed-Reality boundaries theory. This paper presents how this theory is used as a tool to analyze the system framework and guide the design of the MR-Collabsystem. The technique details of prototype and application scenario of this system are also elaborated in the paper. The system, MR-Collab, is designed in the purpose of facilitating collaboration between distributed users through the Mixed Reality environment. Experimentation that can measure the correlations between the design performance/behaviors with the increased degree of co-presence is also planned in this paper.

title: A Spatial Faithful Cooperative System Based on Mixed Presence Groupware Model
abstract: Traditional groupware platforms are found restrained and cumbersome for supporting geographically dispersed design collaboration. This paper starts with two groupware models, which are Single Display Groupware and Mixed Presence Groupware, and then discusses some of the limitations and argues how these limitations could possibly impair efficient communication among remote designers. Next, it suggests that the support for spatial faithfulness and Tangible User Interface (TUI) could help fill the gap between Face-to-Face (F2F) collaboration and computer-mediated remote collaboration. A spatial faithful groupware with TUI support is then developed to illustrate this concept.

title: User-Centered Design and Visualization of Service Oriented Recommender Agents: An Approach to Achieve Better Consumers' Involvement in E-Commerce Systems
abstract: This paper identifies some issues related to consumers’ involvement in current e-commerce systems and presents a possible solution. In this paper, it is assumed that adopting user-centered design concept to establish service oriented recommender agents and visualizing those agents into human-look-alike avatars in virtual environments (VEs) could be a proper concept and approach to increase consumers’ involvement. This paper develops a conceptual model of how consumers’ involvement could be increased to a higher level by adopting those design concepts. The proposed experimentation that could test this model is also illustrated.

title: On the Performance of Three Kinds of Channel Code Used in Turbo-BLAST
abstract: A MIMO system named Turbo-BLAST was introduced recently. We investigate the structure of Turbo- BLAST, and study its three kinds structures using different channel codes. Some necessary deductions and new structures are proposed: the decoding algorithm of trellis coded modulation (TCM) is modified to provide the detector with extrinsic information, and a new decoder structure for Turbo code is also given. Simulation results show that the structure using Turbo code can achieve better performance and faster convergence rate for high-order modulation. And the performance improvement of the structure using TCM is also obvious. Since TCM can bring high spectral efficiency, it would be useful to apply TCM in Turbo-BLAST.

title: Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
abstract: Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation.

title: DFKI-LT at QAST 2007: Adapting QA Components to Mine Answers in Speech Transcripts
abstract: The paper describes QAst-v1 a robust question answering system for answering factoid questions in manual and automatic transcriptions of speech. The system is an adaptation of our text---based crosslingual open---domain QA system that we used for the CLEF main tasks.

title: Panalyst: Privacy-Aware Remote Error Analysis on Commodity Software
abstract: Remote error analysis aims at timely detection and remedy of software vulnerabilities through analyzing run-time errors that occur on the client. This objective can only be achieved by offering users effective protection of their private information and minimizing the performance impact of the analysis on their systems without undermining the amount of information the server can access for understanding errors. To this end, we propose in the paper a new technique for privacy-aware remote analysis, called Panalyst. Panalyst includes a client component and a server component. Once a runtime exception happens to an application, Panalyst client sends the server an initial error report that includes only public information regarding the error, such as the length of the packet that triggers the exception. Using an input built from the report, Panalyst server performs a taint analysis and symbolic execution on the application, and adjusts the input by querying the client about the information upon which the execution of the application depends. The client agrees to answer only when the reply does not give away too much user information. In this way, an input that reproduces the error can be gradually built on the server under the client's consent. Our experimental study of this technique demonstrates that it exposes a very small amount of user information, introduces negligible overheads to the client and enables the server to effectively analyze an error.

title: Joint cross-layer scheduling and spectrum sensing for OFDMA cognitive radio systems
abstract: In most of the existing works on cognitive radio (CR) systems, the spectrum sensing and the cross-layer scheduling are designed separately. Specifically, the sensing module first determines whether or not a channel resource is available for the CR system based on the sensing information. The scheduling module then schedules the data transmission of different users on the available channels based on the hard-decision sensing information (HSI). In this paper, we shall propose a joint crosslayer and sensing design and study its performance advantages over the aforementioned traditional decoupled approaches. We shall consider the downlink transmission of an OFDMA-based secondary system sharing the spectrum with primary users using cognitive radio technology. We shall rely on the joint design framework to optimize a system utility, which adapts the power allocation and the subcarrier assignment across the secondary users (under a average interference constraint to the primary users) based on both the channel state information (CSI) and the raw sensing information (RSI). In addition, we shall also propose a distributed implementation for the cross-layer sensing and scheduling design using primal-dual decomposition approach. Simulation results reveals the substantial performance gain of the proposed joint design over the conventional CR systems.