waashk/acm huggingface dataset:
graphical tools for interactive image interpretation  this paper describes browse, an interactive raster image display facility which is a major component of a larger integrated map assisted photo- interpretation system (maps), being developed as a prototype interactive aid for photo- interpretation. application areas for this research include image cartography, land use studies and reconnaissance, as well as image database organization, storage, and retrieval.  browse is a window-oriented display manager which supports raster image display, overlay of graphical data such as map descriptions and image processing segmentations, and the specification and generation of 3d shaded surface models. digitized imagery from black and white and color aerial mapping photographs is displayed by browse at multiple levels of resolution and allows for dynamic positioning, zooming, expansion or shrinking of the image window. map data represented as vectors and polygons can be superimposed on the imagery through image-to-map registration. access to collateral map databases and terrain models may be accomplished using the browse graphical interface. finally, the window representation gives a convenient communication mechanism for passing image fragments to image interpretation programs, which generally run as separate processes. the results of such processing can be returned to browse for further processing by the user.  we will discuss the rationale behind the design of browse as well as its application to domains including aerial photo- interpretation and 3d cartography.  david m. mckeown jerry l. denlinger
asynchronous control of discrete event simulation  traditionally, discrete-event simulations have been controlled in a synchronous manner. the synchronization is achieved through a data-structure, normally referred to as an events-list. manipulations on this list can often be very expensive and can thus detract from the attractiveness of simulation as a problem-solving tool. an alternative to this situation is asynchronous simulation which has found considerable exposure in the literature of distributed simulation. asynchronous simulations do not always process events in their natural order of occurrence. as a result the events-list and the associated costs may be eliminated. this paper explores the possibilities for asynchronous control of traditional simulations. it lays down the requirements for an effective asynchronous algorithm, and proposes a framework for simulations with such an algorithm.  jay b. ghosh
and/or graph heuristic search methods  two new marking algorithms for and/or graphs called cf and cs are presented. for admissible heuristics cs is not needed, and cf is shown to be preferable to the marking algorithms of martelli and montanari. when the heuristic is not admissible, the analysis is carried out with the help of the notion of the first and second discriminants of an and/or graph. it is proved that in this case cf can be followed by cs to get optimal solutions, provided the sumcost criterion is used and the first discriminant equals the second. estimates of time and storage requirements are given. other cost measures, such as maxcost, are also considered, and a number of interesting open problems are enumerated.  a. mahanti a. bagchi
examples for the algorithmic calculation of formal puisieux, laurent and power series  formal laurent-puisiex series (lps) of the form  k=k  ∞  akxk/n are important in calculus and complex analysis. in some computer algebra systems (cass) it is possible to define an lps by direct or recursive definition of its coefficients. since some operations cannot be directly supported within the lps domain, some systems generally convert lps to finite truncated lps for operations such as addition, multiplication, division, inversion and formal substitution. this results in a substantial loss of information. since a goal of computer algebra is---in contrast to numerical programming---to work with formal objects and preserve such symbolic information, cas should be able to use lps when possible.  there is a one-to-one correspondence between formal power series with positive radius of convergence and corresponding analytic functions. it should be possible to automate conversion between these forms. among cass only macsyma [5] provides a procedure powerseries to calculate lps from analytic expressions in certain special cases, but this is rather limited.  in [2]--[4] we gave an algorithmic approach for computing an lps for a very rich family of functions. it covers e.g. a high percentage of the power series that are listed in the special series dictionary [1]. the algorithm has been implemented by the author and a. rennoch in the cas mathematica [7], and by d. gruntz in maple [6].  in this note we present some example results of our mathematica implementation which give insight in the underlying algorithmic procedure.  wolfram koepf
a reflexive, not impulsive agent  the aim of our present research is to build an agent capable of communicative and expressive behavior. the agent should be able to express its emotions but also to refrain from expressing them: a reflexive, not an impulsive agent. a reflexive agent is an agent who thinks it over before displaying one's emotions, that is, one who, when feeling an emotion, decides" not to display it immediately. in this paper we present our enriched discourse generator and we give a general overview of the factors that we consider to determine the displaying or not displaying of an emotion.  catherine pelachaud isabella poggi berardina decarolis fiorella de rosis
hardware-accelerated free-form deformation  hardware-acceleration for geometric deformation is developed in the framework of an extension to the opengl specification. the method requires an addition to the front-end of the opengl rendering pipeline and an appropriate opengl primitive. our approach is to implement general geometric deformations so the system supports additional layers of abstraction, including physically based simulations. this approach would support a wide range of users with an accelerated implementation of a well-understood deformation method, reducing the need for software deformation engines and the execution time penalty associated with them.  clint chua ulrich neumann
a reflectance model for computer graphics  this paper presents a new reflectance model for rendering computer synthesized images. the model accounts for the relative brightness of different materials and light sources in the same scene. it describes the directional distribution of the reflected light and a color shift that occurs as the reflectance changes with incidence angle. the paper presents a method for obtaining the spectral energy distribution of the light reflected from an object made of a specific real material and discusses a procedure for accurately reproducing the color associated with the spectral energy distribution. the model is applied to the simulation of a metal and a plastic.  robert l. cook kenneth e. torrance
using new technology for systems documentation: specifications for an on-line documentation system for the paperless office  recent conferences on future technology have lead to dreaming of the "perfect" on-line documentation system for the paperless office. this panel discussion on using the new technology will present specifications for one such "perfect" system. the audience will be invited to consider what changes and improvements they would make. the object of this exercise will be to encourage someone to build and market such a system. similar systems already exist but they are less than "perfect".  diana patterson george olah
logical models of argument  logical models of arguement formalize commonsense reasoning while taking process and computation seriously. this survey discusses the main ideas that characterize different logical models of argument. it presents the formal features of a few features of a few main approaches to the modeling of argumentation. we trace the evolution of argumentation from the mid-1980s, when argument systems emerged as an alternative to nonmonotonic formalisms based on classical logic, to the present, as argument in embedded in different complex systems for real-world applications, and allow more formal work to be done in different areas, such as ai and law, case-based reasoning and negotiation among intelligent agents.  carlos ivan chesnevar ana gabriela maguitman ronald prescott loui
investigations in adaptive distributed simulation  a new adaptive protocol for distributed discrete event simulation is proposed. this protocol spans the continuum of protocols from conservative to optimistic allowing each process in a distributed simulation to adapt to the specific simulation problem at runtime. an actual implementation of the protocol has been tested on a network of workstations for a closed queueing system. the results are very favorable and the algorithm has outperformed a conservative and an optimistic protocol in some cases.  donald o. hamnes anand tripathi
a unified modeling methodology for performance evaluation of distributed discrete event simulation mechanisms  the main problem associated with comparing distributed discrete event simulation mechanisms is the need to base the comparisons on some common problem specification. this paper presents a specification strategy and language which allows the same simulation problem specification to be used for both distributed discrete event simulation mechanisms as well as the traditional single event list mechanism. this paper includes: a description of the yaddes specification language; a description of the four simulation mechanisms currently supported; the results for three simulation examples; and an estimate of the performance of a communication structure needed to support the various simulation mechanisms. currently this work has only been done on a uniprocessor emulating a multiprocessor. this has limited some of our results but lays a significant basis for future simulation mechanism comparison.  bruno r. preiss wayne m. loucks v. carl hamacher
computer animation with scripts and actors  a technique and philosophy for controlling computer animation is discussed. using the actor/scriptor animation system (asas) a sequence is described by the animator as a formal written script, which is in fact a program in an animation/graphic language. getting the desired animation is then equivalent to "debugging" the script. typical images manipulated with asas are synthetic, 3d perspective, color, shaded images. however, the animation control techniques are independent of the underlying software and hardware of the display system, so apply to other types (still, b&amp;w;, 2d, line drawing ...). dynamic (and static) graphics are based on a set of geometric object data types and a set of geometric operators on these types. both sets are extensible. the operators are applied to the objects under the control of modular animated program structures. these structures (called actors) allow parallelism, independence, and optionally, synchronization, so that they can render the full range of the time sequencing of events. actors are the embodiment of imaginary players in a simulated movie. a type of animated number can be used to drive geometric expressions (nested geometrical operators) with dynamic parameters to produce animated objects. ideas from programming styles used in current artificial intelligence research inspired the design of asas, which is in fact an extension to the lisp programming environment. asas was developed in an academic research environment and made the transition to the "real world" of commercial motion graphics production.  craig w. reynolds
a storage system for scalable knowledge representation  twenty years of ai research in knowledge representation has produced frame knowledge representation systems (frss) that incorporate a number of important advances. however, frss lack two important capabilities that prevent them from scaling up to realistic applications: they cannot provide high-speed access to large knowledge bases (kbs), and they do not support shared, concurrent kb access by multiple users. our research investigates the hypothesis that one can employ an existing database management system (dbms) as a storage subsystem for an frs, to provide high-speed access to large, shared kbs. we describe the design and implementation of a general storage system that incrementally loads referenced frames from a dbms, and saves modified frames back to the dbms, for two different frss: loom and theo. we also present experimental results showing that the performance of our prototype storage subsystem exceeds that of flat files for simulated applications that reference or update up to one third of the frames from a large loom kb.  peter d. karp suzanne m. paley ira greenberg
generating exception structures for legal information serving  more and more legal information is available in electronic form, but traditional retrieval mechanisms are insufficient to answer questions and legal problems of most users. in the esprit project clime we are building a "legal information server" (lis), that not only retrieves all relevant norms for a user's query, but also applies them, giving the normative consequences of the 'situation' presented in the query. typically, these queries represent very general and underspecified cases. underspecification may lead to 'overlooking' of relevant norms, in particular those norms that directly change the legal status of a case: exceptions. most exceptions in legislation however, are implicit, i.e. will only be detected after trying all norms for a particular case and resolving conflicts between applicable norms. for liss we suggest to make the exception relations between norms explicit in off-line mode, so that we can use these exception structures to warn users about potential exceptions to their queries.  r. winkels d. j. b. bosscher a. w. f. boer j. a. breuker
"put-that-there": voice and gesture at the graphics interface  recent technological advances in connected-speech recognition and position sensing in space have encouraged the notion that voice and gesture inputs at the graphics interface can converge to provide a concerted, natural user modality.  the work described herein involves the user commanding simple shapes about a large-screen graphics display surface. because voice can be augmented with simultaneous pointing, the free usage of pronouns becomes possible, with a corresponding gain in naturalness and economy of expression. conversely, gesture aided by voice gains precision in its power to reference.  richard a. bolt
computer graphics research in japanese universities  there is considerable research activity related to computer graphics within the japanese academic community. however, little is known about it outside of japan. another problem is that some of the most interesting work being done is not called "computer graphics" and is therefore only reported in other fields such as "precision engineering" or "image processing." interpreting "computer graphics" broadly, this panel will survey the work of three leading japanese researchers who will each briefly describe the history of computer graphics at their institutions, outline the level of staffing and equipment resources in their laboratories and report on their current areas of research activity. these presentations will be proceeded by the chairman's overview discussion about japanese university research, in general. the panel will conclude with a question and answer period.  professor makoto nagao, department of electrical engineering, kyoto university, sakyo, kyoto, japan - the main thrust of research at kyoto university has been in the field of digital image processing systems. work began in 1965 on the problem of japanese character recognition. one of the earliest digital processing systems in japan was also designed. working from beliefs about the human pattern recognition process, efforts were directed towards the development of a structural approach rather than mathematical theories which were popular during the early days of character recognition research. current topics of interest include the modeling of more human-like image understanding functions, such as trial and error processes, knowledge- driven analysis processes and declaritive representation for image understanding. these can be summarized under the theme "image interpretation by knowledge presentation".  laurin herr
tram: a blackboard architecture for autonomous robots  in this paper, we present a blackboard model especially dedicated to autonomous robots. the control architecture exploits the ideas of the bb1 model (hay 85). our blackboard is non monotonous; this enhances its capabilities. the evolution of the environment is taken into account by our model. we explain the architecture of tram : control and structures. we illustrate it by an application in the field of tasks planning for a mobile inspection robot.  anne koenig elisabeth crochon
layered memory using backward-chaining  this is a progress report on my research project to design a model for _layered memory_ in an intelligent agent. i am using the cognitive model of human memory [4] as the design reference. it defines three layers: sensory information storage (sis); short-term memory (stm); and long-term memory (ltm). sis processes sensory inputs and motor skills. it is fast but `brittle' in being difficult to reprogram. it can be implemented as neural networks. stm is the seat of rationality and goal-setting. it is relatively fast, but its storage is small (perhaps seven semantic `chunks'). it can be implemented as a knowledge-base (kb). ltm stores vivid sensory impressions, heuristic rules, and syntactic knowledge. its storage is large but slow; reconstruction of stm state from ltm may be unreliable. it can be implemented as a database. the focus of my research at this point is the stm layer. a key feature of my stm model is backward-chaining inference. i present here a prototype of my _layered memory_ model and the important points i have learned in implementing the stm layer.  joshua gay
data fusion in 3d through surface tracking  sensory signals typically suffer from noise, ambiguity, spurious signals and omissions. for a robot to successfully model the environment in which it operates, it must use signals captured from different locations in time and space in an effort to select those signals that appear to be accurate. data fusion, the process of combining signals into a single representation, is an essential component of a mobile robotics system. in this paper, we describe a new method for solving data fusion for a typical mobile robot domain, one in which precise robot location information in not known and where the robot mounted sensors employed are not calibrated.  jonathan shapiro p. h. mowforth
feature comparisons of 3-d vector fields using earth mover's distance  a method for comparing three-dimensional vector fields constructed from simple critical points is described. this method is a natural extension of the previous work [1] which defined a distance metric for comparing two- dimensional fields.  the extension to three-dimensions follows the path of our previous work, rethinking the representation of a critical point signature and the distance measure between the points. since the method relies on topologically based information, problems such as grid matching and vector alignment which often complicate other comparison techniques are avoided. in addition, since only feature information is used to represent, and therefore stored for each field, a significant amount of compression occurs.  rajesh batra lambertus hesselink
a unification processor based on a uniformly structured cellular hardware  in this paper, an implementation of unification using a systolic-like method is presented for a vlsi-oriented prolog machine. not pointers but a line of symbols and the arity of each symbol are used to express the structure of terms on a uniformly structured cellular hardware. this data structure is demanded by the systolic-like method. using the systolic-like method, copying structure, and occur check are easily executed during the process of unification. moreover, searching variable is executed in parallel using a broadcast bus.  y. shobatake h. aiso
improving the aircraft design process using web-based modeling and simulation  designing and developing new aircraft systems is time-consuming and expensive. computational simulation is a promising means for reducing design cycle times, but requires a flexible software environment capable of integrating advanced multidisciplinary and multifidelity analysis methods, dynamically managing data across heterogeneous computing platforms, and distributing computationally complex tasks. web-based simulation, with its emphasis on collaborative composition of simulation models, distributed heterogeneous execution, and dynamic multimedia documentation, has the potential to meet these requirements. this paper outlines the current aircraft design process, highlighting its problems and complexities, and presents our vision of an aircraft design process using web-based modeling and simulation.  john a. reed gregory j. follen abdollah a. afjeh
a speech-act-based negotiation protocol: design, implementation, and test use  existing negotiation protocols used in distributed artificial intelligence (dai) systems rarely take into account the results from negotiation research. we propose a negotiation protocol, sanp (speech-act- based negotiation protocol), which is based on ballmer and brennenstuhl's speech act classification and on negotiation analysis literature. the protocol is implemented as a domain-independent system using strudel, which is an electronic mail toolkit. a small study tested the potential use of the protocol. although a number of limitations were found in the study, the protocol appears to have potential in domains without these limitations, and it can serve as a building block to design more general negotiation protocols.  man kit chang carson c. woo
a user-programmable vertex engine  in this paper we describe the design, programming interface, and implementation of a very efficient user- programmable vertex engine. the vertex engine of nvidia's geforce3 gpu evolved from a highly tuned fixed- function pipeline requiring considerable knowledge to program. programs operate only on a stream of independent vertices traversing the pipe. embedded in the broader fixed function pipeline, our approach preserves parallelism sacrificed by previous approaches. the programmer is presented with a straightforward programming model, which is supported by transparent multi- threading and bypassing to preserve parallelism and performance.  in the remainder of the paper we discuss the motivation behind our design and contrast it with previous work. we present the programming model, the instruction set selection process, and details of the hardware implementation. finally, we discuss important api design issues encountered when creating an interface to such a device. we close with thoughts about the future of programmable graphics devices.  erik lindholm mark j. kligard henry moreton
a training algorithm for optimal margin classifiers  a training algorithm that maximizes the margin between the training patterns and the decision boundary is presented. the technique is applicable to a wide variety of the classification functions, including perceptrons, polynomials, and radial basis functions. the effective number of parameters is adjusted automatically to match the complexity of the problem. the solution is expressed as a linear combination of supporting patterns. these are the subset of training patterns that are closest to the decision boundary. bounds on the generalization performance based on the leave-one-out method and the vc- dimension are given. experimental results on optical character recognition problems demonstrate the good generalization obtained when compared with other learning algorithms.  bernhard e. boser isabelle m. guyon vladimir n. vapnik