waashk/acm huggingface dataset:
beat: the behavior expression animation toolkit  the behavior expression animation toolkit (beat) allows animators to input typed text that they wish to be spoken by an animated human figure, and to obtain as output appropriate and synchronized nonverbal behaviors and synthesized speech in a form that can be sent to a number of different animation systems. the nonverbal behaviors are assigned on the basis of actual linguistic and contextual analysis of the typed text, relying on rules derived from extensive research into human conversational behavior. the toolkit is extensible, so that new rules can be quickly added. it is designed to plug into larger systems that may also assign personality profiles, motion characteristics, scene constraints, or the animation styles of particular animators.  justine cassell hannes hogni vilhjalmsson timothy bickmore
a unified framework for conservative and optimistic distributed simulation  a great deal of research in the area of distributed discrete event simulation has focussed on evaluating the performance of variants of conservative and optimistic methods on different types of applications. application characteristics like lookahead, communication patterns, etc. have been found to affect the suitability of a specific protocol to simulate a given model. for many systems, it may be the case that different subsystems possess contradictory characteristics such that whereas some subsystems may be simulated efficiently using a conservative protocol, others may be more amenable to optimistic methods. furthermore, the suitability of a protocol for a given subsystem may change dynamically. we propose a parallel simulation protocol that allows different parts of a system to be simulated using different protocols, allowing these protocols to be switched dynamically. a proof of correctness is presented, along with some preliminary performance discussion.  vikas jha rajive l. bagrodia
generation and display of geometric fractals in 3-d  we present some straightforward algorithms for the generation and display in 3-d of fractal shapes. these techniques are very general and particularly adapted to shapes which are much more costly to generate than to display, such as those fractal surfaces defined by iteration of algebraic transformations. in order to deal with the large space and time requirements of calculating these shapes, we introduce a boundary-tracking algorithm particularly adapted for array- processor implementation. the resulting surfaces are then shaded and displayed using z-buffer type algorithms. a new class of displayable geometric objects, with great diversity of form and texture, is introduced by these techniques.  alan norton
wavelength dependent reflectance functions  a wavelength based bidirectional reflectance function is developed for use in realistic image synthesis. a geodesic sphere is employed to represent the brdf, and a novel data structure is used to store this description and to recall it for rendering purposes. a virtual goniospectrophotometer is implemented by using a monte carlo ray tracer to cast rays into a surface. an optics model that incorporates phase is used in the ray tracer to simulate interference effects. an adaptive subdivision technique is applied to elaborate the data structure from rays scattered into the hemisphere above the surface. the wavelength based brdf and virtual goniospectrophotometer are utilized to analyze and make pictures of thin films, idealized pigmented materials, and pearlescent paints.  jay s. gondek gary w. meyer jonathan g. newman
a micro-macro simulation model for a signalized network  a micro-macro discrete simulation model sketches traffic behavior within a network of signalized intersections. this model utilizes a continuous simulation sub- model which describes the behavior of a single platoon of vehicles, and permits the formulation of a simple exponential expression approximating the platoon motion. most components of the discrete model are treated microscopically, but in order to maneuver the platoons the simple exponential is applied macroscopically. this is done to avoid the time- consuming numerical solutions of the non-linear car-following differential equation, which is the basis for the sub-model. the prime objective in constructing the model is to assist in finding an optimal synchronization of all the signals for the minimum delay for traffic flowing through the network.  arie kaufman
simulation for weapons logistics system planning  this study investigates the usefulness of a multi-staged discrete simulation model in combination with an interactive cost model for the development of systems parameters in a naval weapons logistic system environment. the model involves operations at a variety of decision levels and physical stages over the life time of the system. in this initial examination, the content of the storages (pipeline, cycle and safety stocks), the character of the related queues and the level of fulfillment of operational (combat and exercise) needs are the basis for determining the performance rating of the system over its life cycle. manipulation of storage capacities allows the selection of a "best" system.  william j. maddocks
dynamic scan-converted images with a frame buffer display device  a color interactive display system which produces images of three-dimensional polygons and labels on a frame buffer display device is being developed. the entire image is scan converted and written into the frame buffer whenever it is modified. since an entire image cannot be written into the frame buffer faster than 4.6 frames per second for the particular device chosen, an illusion of continuous motion cannot be supported. however, a rate of 3 frames per second has been found sufficient to provide feedback to continuous user input.  in order to achieve this frame rate for a reasonably complex picture, the display device has been microprogrammed to accept run length encoded data and text, and the instruction set of the computer has been extended by microprogramming special-purpose instructions which perform visible surface calculations. these microprograms currently can process a scene which consists of up to 170 polygons at 3 frames per second.  j. h. jackson
compatibility: a barrier to applying technology to documentation  this "paper" is a summary of the points i will raise during the sigdoc panel on using the new technology at acm '81. because we plan a panel discussion with audience participation, i am only outlining here the subject areas i propose to discuss. also, the problem of compatibility is not one for which there is a single "answer"\---rather, there is a variety of approaches which have different advantages and disadvantages.  stephanie rosenbaum
mind-warping: towards creating a compelling collaborative augmented reality game  computer gaming offers a unique test-bed and market for advanced concepts in computer science, such as human computer interaction (hci), computer-supported collaborative work (cscw), intelligent agents, graphics, and sensing technology. in addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (ar). this paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the wearable augmented reality for personal, intelligent, and networked gaming (warping) system. through interactions based on gesture, voice, and head movement input and audio and graphical output, the warping system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces.  thad starner bastian leibe brad singletary jarrell pair
the robot's sense of touch: some lessons from human taction  a consideration of the logical functioning of human taction may suggest methods for solving problems of automated taction. the features of the human tactile system that may be relevant include its spatial resolution, mechanical modification of stimuli, temporal and spatial inhibition, adaptation characteristics, and exploration strategies. artificial tactile systems would be least likely to gain from lower-level, physiology- coupled features of human taction, but might be significantly advanced if higher-level transformations of sensory input were implemented.  william w. mcmillan
flexicon: an evaluation of a statistical ranking model adapted to intelligent legal text management  the flexicon system was designed to provide legal professionals with an effective and easy-to-use legal text management tool. this paper discusses the structured knowledge representation model designed for the flexicon system serving both as an internal knowledge representation scheme, in conjunction with statistical ranking, and as an external representation used to summarize legal text for rapid evaluation of the search results. the model is evaluated and compared to alternative information retrieval models. experimental test data is presented to demonstrate the model's retrieval effectiveness in comparison to boolean search.  daphne gelbart j. c. smith
a practical approach to error recovery for multiagent planning systems  a practical approach to error recovery strategy for real-time multiagent environments is presented. in a dynamic domain, when things do not happen as a pre-generated plan has expected, parts of the plan should be recovered to cope with any unexpected situations rather than abandoning the original plan and replanning from scratch. in order to deal with such situations, domain heuristics are used to order and classify conditions, and a resource management scheme is developed. two tables, wedge table and action table, are introduced for prompt location of the contaminated plan parts. plan rationale and wedge structure of a plan tree are recorded in these two tables. in order to solve the truth maintenance problem, action dependency calculation is established. this error recovery approach for multiagent planning environments not only promises successful achievement of a goal but also secures the safety of facilities in a domain. it enhances system performance and flexibility due to the versatility in real-time plan execution.  hyugoo han kai-hsiung chang
strategies for success in parallel simulation applications (keynote speech)  while the pads community has traditionally focused on \---and done a greater job with---the technical aspects of developing simulations that run fast and can be connected to other simulations, it has paid little or no attention to the overall strategies required to produce a marketable, useful, and successful parallel simulation. this lack of market focus has led to many fears of the demise of the pads community, complaints of its lack of general acceptance by the broader simulation community, and predictions that it will become merely another venue for simulation interconnections.  these fears, complaints, and predictions are unnecessary. there are several examples of successful parallel simulations---in domains as far apart as aviation modeling and wargames. what can we learn from their successes? how can we translate their general acceptance into other parallel simulation domains? are there market opportunities that we are missing? in short, what is the parallel simulation community lacking, and what does it need to do in order to be more successful?  the purpose of this talk is to begin a discussion on the answers to these questions (as opposed to definitively answering them). we will draw on numerous examples of successful applications, and make some concrete suggestions for furthering the community.  frederick wieland
thm-net: an approach to office systems modeling  a formal model for office systems analysis and modeling is proposed. it aims at describing the static as well as the dynamic aspects of an office (information) system. the modeling concepts are based on general net theory, i.e. predicate/transition nets, and the concepts of the semantic data model thm. whereas the places of the so-called thm-net are used to represent entities, relationships, and events, the transitions, described by pre-/post- conditions, specify the consumption/generation of entities, relationships, and events, respectively. the thm-net is supplemented with a thm data schema description.  thus our approach provides the modeling power of modern semantic data models without neglecting the dynamic aspects which are very crucial for office (information) systems.  angelika horndasch rudi studer
automatic synthesis of graphical object descriptions  a technique is presented for automatically synthesizing graphical object descriptions from high-level specifications. the technique includes mechanisms for describing, selecting, and combining primitive elements of object descriptions. underlying these mechanisms are a referential framework for describing information used in the construction of object descriptions and a computational model of the object-synthesis process.  this technique has been implemented in two prototype systems to synthesize object descriptions in near-real time. one system creates graphical displays of information that resides in a conventional database. the other system is a computer graphicist's tool for creating backgrounds of complex, three- dimensional scenes.  mark friedell
cracking the cracking problem with coons patches  we present a new approach to solving the cracking problem. the cracking problem arises in many contexts in scientific visualization and computer graphics modeling where there is need for an approximation based upon domain decomposition that is fine in certain regions and coarse in others. this includes surface rendering, approximation of images and multiresolution terrain visualization. in general, algorithms based upon adaptive refinement strategies must deal with this problem. the new approach presented here is simple and general. it is based upon the use of a triangular coons patch. both the basic idea of using a triangular coons patch in this context and the particular coons patch that is used constitute the novel contributions of this paper.  gregory m. nielson dave holliday tom roxborough
social implications of artificial intelligence  the introduction and use of apparently intelligent systems and machines require a new paradigm for society and its economic order.  the panel discusses the ramifications of industrial ai. robotics, expert systems, medical consultation, and other ai programs and machines are already in use. what are the effects of these products? expert systems may be called on to make medical or military judgments in real time. industrial robots may obviate the need for a blue-collar work force. natural language interfaces and automated programming tools may allow naive users a range of powerful tools which appear genuinely intelligent. are there differences between the employment of these tools and older (unintelligent) tools?  ira pohl
restructuring a parallel simulation to improve cache behavior in a shared- memory multiprocessor: the value of distributed synchronization  synchronization is a significant cost in many parallel programs, and can be a major bottleneck if it is handled in a centralized fashion using traditional shared-memory constructs such as barriers. in a parallel time- stepped simulation, the use of global synchronization primitives limits scalability, increases the sensitivity to load imbalance, and reduces the potential for exploiting locality to improve cache behavior.  this paper presents the results of an initial one- application study quantifying the costs and performance benefits of distributed, nearest neighbors synchronization. the application studied, mp3d, is a particle-based wind tunnel simulation. our results for this one application on current shared-memory multiprocessors show a significant decrease in synchronization time using these techniques. we prototyped an application-independent library that implements distributed synchronization. the library allows a variety of parallel simulations to exploit these techniques without increasing the application programming beyond that of conventional approaches.  david r. cheriton hendrik a. goosen hugh holbrook philip machanick
joining existing simulation programs  the main purpose of this paper is to make people (developers, users, managers, researchers) aware that there are numerous factors and issues that affect joining separate simulation models and programs. the primary content of the paper is the identification of the different factors and issues that affect joining existing simulation programs. two fundamental ways of joining existing simulation models are identified and discussed: where none of the simulation models interact with any of the others during simulation runs and where some or all of the simulation models do interact with others during simulation runs. the concept of "amount of reusability" of simulation models and programs is introduced. also, the need for research is discussed.  robert g. sargent
modular simulation package for product design studies  a simulation package designed to facilitate the creation and execution of large fortran based simulations has been developed by the xerox corporation. after a discussion of the model assumptions required to use the package, this paper discusses the key components of the package. this explanation includes the structure of the simulation models and data, the preprocessors used to interface the models to the simulation executive, and the capabilities of the executive. to provide a concrete understanding of the package a simple model is developed, interfaced, and executed.  dennis b. ulrich
keynote address (summary only)  alan kay asked us to remember the words of bob barton, "good ideas don't often scale", with respect to using the same window paradigm for everything from macintoshes to ultra-high resolution large screens. he further suggested that good user interfaces should be useable by children under six years of age. adults don't make good subjects because they have too much patience. "they've learned to suffer. that's what schools are for". a videotape of a 22 month-old girl adroitly using macpaint drove home his point. kay promoted the idea of "agents", computer-created creatures with personality and some ability to act on their own. as an experiment in using advanced technology to further this idea, kay brought together a group of people including a disney animator to spend a weekend with an e&amp;s; ct-6 real-time shaded graphics system. out of this came some very interesting animation of a bouncing rabbit's-eye-view ramble through an infinite forest and a swim in a shallow sea in the company of a couple of realistically swimming sharks. we were exhorted to strive for impressionistic imagery such as that seen in the dance of the sugar-plum fairies in disney's fantasia, rather than spending teraflops trying to achieve the ever-receding goal of absolute realism. kay closed by noting that while art imitates life, computer art/animation can imitate creation itself.  alan kay
3d scan-conversion algorithms for voxel-based graphics  an assortment of algorithms, termed three-dimensional (3d) scan-conversion algorithms, is presented. these algorithms scan-convert 3d geometric objects into their discrete voxel-map representation within a cubic frame buffer (cfb). the geometric objects that are studied here include three-dimensional lines, polygons (optionally filled), polyhedra (optionally filled), cubic parametric curves, bicubic parametric surface patches, circles (optionally filled), and quadratic objects (optionally filled) like those used in constructive solid geometry: cylinders, cones, and spheres.  all algorithms presented here do scan- conversion with computational complexity which is linear in the number of voxels written to the cfb. all algorithms are incremental and use only additions, subtractions, tests and simpler operations inside the inner algorithm loops. since the algorithms are basically sequential, the temporal complexity is also linear. however, the polyhedron-fill and sphere-fill algorithms have less than linear temporal complexity, as they use a mechanism for writing a voxel run into the cfb. the temporal complexity would then be linear with the number of pixels in the object's 2d projection. all algorithms have been implemented as part of the cube architecture, which is a voxel-based system for 3d graphics. the cube architecture is also presented.  arie kaufman eyal shimony
expert-vsim (abstract only): an expert simulation environment  expert- vsim is the intended product of a current research effort. it is a software system that provides a complete, intelligent environment for the construction and simulation of discrete event models. the initial stage consisted of the construction of a simulation environment called vsim [1] and the second involves the integration of an expert system.  vsim provides a highly interactive environment. included is a graphics interface which constitutes the main model construction tool. network models are used to describe real-world systems through an entity-activity world view. models can be built and tested incrementally, increasing the confidence of correctness. in addition, the multi level structure of vsim allows the user to define subnetworks as nodes within a larger network. a definition language complements the graphics interface and is used to describe the details of the model as well as to create user-defined nodes. a prototype for the vsim stage has been completed and thoroughly tested.  the design of the second stage is in active development and near completion. this design includes the creation of a simulation and statistics expert system to be integrated with vsim to obtain the final software product: expert-vsim. this expert system is rule-based implemented in prolog.  the presence of such an expert system is of significant importance in the modeling and simulation process. it provides database and inference capabilities that assist the user in:  the selection of probability distributions for input variables using common heuristics and procedures [2] to choose from the known theoretical distributions and estimate their parameters (with or without that availability of data), or to allow the user to fit a distribution to experimental data; the analysis of the simulation results, the construction of confidence intervals for the observed variables, and the comparison of simulation runs;  the construction of the model itself by providing an on-line database containing the descriptions of the standard and user-defined node types together with the ability to traverse and inspect the multi-level structure of the model;  the extension of the expert system itself by allowing the user to add to the set of rules and facts through the prolog interface;  the independent use of the statistical analysis functions and procedures available to analyze and process data;  and the management of experimental and simulation data through the database capabilities of the system.  enrique v. kortright
knowledge acquisition for classification expert systems  expert systems are generally described by a mixture of terms that confuse implementation language with knowledge structure and the search process. this confusion makes it difficult to analyze new problems and to derive a set of knowledge engineering principles. a rigorous, logical description of expert systems reveals that a small set of terms and relations can be used to describe many rule-based expert systems. in particular, one common method for solving problems is by classification\\---heuristically relating data abstractions to a preenumerated network of solutions. this model can be used as a framework for knowledge acquisition, particularly in the early stages for organizing the expert's vocabulary and decomposing problems.  william j. clancey