waashk/acm huggingface dataset:
use of seminar gaming to specify and validate simulation models  seminar gaming can be a useful method to use in specifying and validating a simulation model. it provides an interactive forum where a real or proposed system associated with a complex problem domain can by systematically studied by a variety of expert participants. it allows the proper integration of various technical, operational, and social/political considerations into the specification of the simulation model. due to the visibility of the gaming process and the personal involvement of expert participants, a seminar game can contribute to model validation simultaneously with its specification. the method is especially useful in establishing model credibility and acceptability from the outset of its development. this paper describes the seminar gaming process and its application in specifying a simulation model to varying level of detail. the contribution of the process to model validation is outlined.  edward a. davis
synchronous relaxation for parallel simulations with applications to circuit- switched networks  synchronous relaxation, a new, general-purpose, efficient method for parallel simulation, is proposed. the method is applied to obtain a new parallel algorithm for simulating large circuit-switched communication networks. to show that synchronous-relaxation method is efficient, we present the results of circuit-switched network simulation experiments, and analytic approximations derived from a mathematical model of the simulation method.  stephen g. eick albert g. greenberg boris d. lubachevsky alan weiss
fuzzy information processing and robotics research  from the time the term "robot" was conceived by the czech novelist karel capek, human beings have dreamed of creating a machine with stamina, durability and a form of intelligence enabling it to perform a variety of tasks skillfully, perhaps in a hostile environment demanding precision, reliability and repetition. such a machine would provide many useful services on a day to day basis, resembling man with its integration of (artificial) intelligence and the human-like abilities of sight, tactile sensing, voice recognition and others. a robot with all of these charactertistics is not yet in existence and awaits the coming of new technologies to support it; however it is conceivable that such an "intelligent" robot may be readily available during the next two decades.  numerically controlled machines have been called by some researchers, the "first generation" robots, and those available commercially (such as in the auto industry), the second generation. robots equipped with various types of sensors with feedback or adaptive controllers are the subject of current research and comprise what might be called the third generation robots. the capabilities of future generations of robots appear to be entirely subject to our imagination, and the availability of new technologies. it is perhaps not too far fetched to think of a robot with the "sensitivity" required to give injections to patients in a hospital. a robot might be programmed to roam the corridors of a hotel, vaccuming or polishing floors; snake-like robots might be used to grasp on object of any shape and hardness without dropping it and without structural damage to it.  paul p. wang
automated reasoning with legal xml documents  we have integrated the jess expert system tool from sandia labs [2] with the xerces xml parser. we submit to this software contracts and court filings for litigation involving those contracts. these are written as per a contract standard submitted to the legal xml standards group [5] and the court filing proposed standards. the software determines if a summary judgment request can be granted based on the submitted affidavits, contracts, and other documents.  laurence l. leff
evolutionary co-operative design between human and computer: implementation of "the genetic sculpture park"  the genetic sculpture park seeks to blur the distinction between artist and observer and to empower the novice in the creation of complex computer graphic models. each visitor to the park experiences a unique set of forms and engages in a co-operative dialogue with the computer to produce more aesthetically pleasing designs. inspired by darwin's theory of evolution, genetic algorithms are used to allow visitors to 'breed' forms tailored to his or her own individual sense of aesthetics. this paper recounts investigations into evolutionary design methodologies ("3d head models") and describes their implementation in an interactive java/vrml world.  duncan rowland frank biocca
using an artificial neural system to determine the knowledge based of an expert system  this paper gives a mapping of rule based expert systems into artificial neural expert systems. while the mapping is not one-to-one, it does show that the two systems are essentially equivalent. there are, of course, many examples of artificial neural systems that are not expert systems. we can use the reverse mapping of an artificial neural expert system to a rule based expert system to determine the knowledge base of the rule based expert system, i.e., to determine the exact nature of the rules. this yields an automated procedure for determining the knowledge base of an expert system that shows much promise. we have implemented this expert system tool on several larger microcomputers, including an intel sugarcube. the sugarcube implementation is a very natural one.  g. m. whitson cathy wu pam taylor
3-d transformations of images in scanline order  currerntly texture mapping onto projections of 3-d surfaces is time consuming and subject to considerable aliasing errors. usually the procedure is to perform some inverse mapping from the area of the pixel onto the surface texture. it is difficult to do this correctly. there is an alternate approach where the texture surface is transformed as a 2-d image until it conforms to a projection of a polygon placed arbitrarily in 3-space. the great advantage of this approach is that the 2-d transformation can be decomposed into two simple transforms, one in horizontal and the other in vertical scanline order. horizontal scanline order, sophisticated light calculation is also time consuming and difficult to calculate correctly on projected polygons. instead of calculating the lighting based on the position of the polygon, lights, and eye, the lights and eye can be transformed to a corresponding position for a unit square which we can consider to be a canonical polygon. after this canonical polygon is correctly textured and shaded it can be easily conformed to the projection of the 3-d surface.  ed catmull alvy ray smith
automatic parsing of degenerate quadric-surface intersections  in general, two quadric surfaces intersect in a nonsingular quartic space curve. under special circumstances, however, this intersection may "degenerate" into a quartic with a double point, or a composite of lines, conics, and twisted cubics whose degrees, counted over the complex projective domain, sum to four. such degenerate forms are important since they occur with surprising frequency in practice and, unlike the generic case, they admit rational parameterizations. invoking concepts from classical algebraic geometry, we formulate the condition for a degenerate intersection in terms of the vanishing of a polynomial expression in the quadric coefficients. when this is satisfied, we apply a multivariate polynomial factorization algorithm to the projecting cone of the intersection curve. factors of this cone which correspond to intersection components "at infinity" may be removed a priori. a careful examination of the remaining cone factors then facilitates the identification and parameterization of the various real, affine intersection elements that may arise: isolated points, lines, conics, cubics, and singular quartics. the procedure is essentially automatic (avoiding the tedium of case- by-case analyses), encompasses the full range of quadric forms, and is amenable to implementation in exact (symbolic) arithmetic.  r. t. farouki c. neff m. a. o'conner
policy based agent management using conversation patterns  in this paper we provide a framework for building management services for software agents using conversation patterns. these patterns classify agent interaction, using the principles of object oriented software design patterns, encapsulating pure communication requirements and responsibilities. role theory and reusable policy specifications regulate the way agents participate, providing a rich source of information for conversation management. the methodology promotes platform independence and fits the needs of a modular, distributed environment. so, management services use the plug- and- play concept. we also introduce the concept of co- operation patterns, which are built upon conversation patterns, but also describe the social relationships between agents based on beliefs, desires and intentions.  christos stergiou geert arys
specifying composite illustrations with communicative goals  ibis (intent-based illustration system) generates illustrations automatically, guided by communicative goals. communicative goals specify that particular properties of objects, such as their color, size, or location are to be conveyed in the illustration. ibis is intended to be part of an interactive multimedia explanation generation system. it has access to a knowledge base that contains a collection of objects, including information about their geometric properties, material, and location. as the goals are interpreted by a rule-based control component, the system generates a precise definition of the final illustration. if ibis determines that a set of goals cannot be satisfied in a single picture, then it attempts to create a composite illustration that has multiple viewports. for example, a composite illustration may contain a nested inset illustration showing an object in greater detail than is possible in the parent picture. each component illustration is defined by its placement, size, viewing specification, lighting specification, and list of objects to be displayed and their graphical style.  d. d. seligmann s. feiner
priority rendering with a virtual reality address recalculation pipeline  virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. an address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. as a result the user perceived latency to head rotations is minimal.  using such a controller with image composition it is possible to render different objects within the world at different rate, thus it is possible to concentrate the available rendering power on the sections of the scene that change the most. the concentration of rendering power is known as priority rendering. reductions of one order of magnitude in the number of objects rendered for an entire scene have been observed when using priority rendering. when non interactive background scenes which are rendered with a high quality rendering algorithm such as ray tracing are added to the world, highly realistic virtual worlds are possible with little or no latency.  matthew regan ronald pose
an interactive pattern recognition laboratory (iprl)  this paper describes an interactive pattern recognition laboratory. the laboratory was designed for both research and teaching. for the researcher, it provides standard pattern recognition functions, a hierarchically organized pattern recognition data base, and a multidimensional graphic display capability. for the student it provides, in addition to the above capabilities, a vehicle for developing new pattern recognition algorithms. in addition to not having to develop support software, the student may compare the performance of his algorithms in the same environment as the existing ones.  starvos christodoulakis
algebraic properties of knowledge representation systems  new concepts of knowledge representation systems, like object and attribute factors, connectedness relations, and seven kinds of homomorphisms of knowledge representation systems are introduced. some properties of these homomorphisms, related to factors and connectedness, are shown. the theory presented here may be used to aggregate sets of objects, attributes, and descriptors of the original system in order to produce a simpler system, which preserves the description function of the original system. in some applications, the new system is sufficient representation of the original one.  j w grzymala-busse
a tutorial on tess: the extended simulation system  tess@@@@, the extended simulation system, integrates simulation, data management and graphics capabilities to provide a framework for performing simulation projects. capabilities for building slam ii@@@@ networks graphically, animating simulation runs without programming, and generating graphs of all simulation results are provided. report generation and the post- run analysis of simulation results are included. forms input for simulation run controls and user defined data are provided. the fourth generation tess language provides a single user interface to all tess capabilities.  charles r. standridge steven a. walker david vaughan
efficient algorithms for local and global accessibility shading  this paper discusses the use of two different approaches for computing the "accessibility" of a surface. these metrics characterize how easily a surface may be touched by a spherical probe. the paper also presents various acceleration techniques for accessibility. the idea of surface accessibility is extended to include "global accessibility" which measures the ability of a spherical probe to enter a structure from outside as well as to fit locally on the surface. the visual effect of shading using accessibility is shown to resemble the patina on certain tarnished surfaces which have then been cleaned.  gavin miller
volume rendering based interactive navigation within the human colon (case study)  we present an interactive navigation system for virtual colonoscopy, which is based solely on high performance volume rendering. previous colonic navigation systems have employed either a surface rendering or a z-buffer-assisted volume rendering method that depends on the surface rendering results. our method is a fast direct volume rendering technique that exploits distance information stored in the potential field of the camera control model, and is parallelized on a multiprocessor. experiments have been conducted on both a simulated pipe and patients' data sets acquired with a ct scanner.  ming wan qingyu tang arie kaufman zhengrong liang mark wax
an extension of liouville's theorem on integration in finite terms  in this paper we give an extension of the liouville theorem [risc69, p. 169] and give a number of examples which show that integration with special functions involves some phenomena that do not occur in integration with the elementary functions alone.  our main result generalizes liouville's theorem by allowing, in addition to the elementary functions, special functions such as the error function, fresnel integrals and the logarithmic integral to appear in the integral of an elementary function. the basic conclusion is that these functions, if they appear, appear linearly.  m. f. singer b. d. saunders b. f. caviness
a methodology for simulating computer systems  simulation languages, while providing the modeler with the essential tools for model development, do not provide well defined philosophies for modeling specific classes of systems. although some languages strongly suggest a particular modeling approach, deriving from a particular world view, a methodology must be developed by the practitioner. a methodology for developing simulation models of computer systems is discussed. in all computer systems there are universal processes which may be broken down into various hardware and software steps. standard model elements which simulate universal communication and input/output processes are explained. other software to support model development and end user model execution is also presented. the methodology presented here has proven to reduce model implementation time, produce more reliable models, and relax modeler training requirements.  peter l. haigh
modeling formalisms for dynamic structure systems  we present a new concept for a system network to represent systems that are able to undergo structural change. change in structure is defined in general terms, and includes the addition and deletion of systems and the modification of the relations among components. the structure of a system network is stored in the network executive. any change in structure-related information is mapped into modifications in the network structure.  based on these concepts, we derive three new system specifications that provide a shorthand notation to specify classes of dynamic structure systems. these new formalisms are: dynamic structure discrete time system, dynamic structure differential equation specified systems, and dynamic structure discrete event system specification. we demonstrate that these formalisms are closed under coupling, making hierarchical model construction possible. formalisms are described using set theoretic notation and general systems theory concepts.  fernando j. barros
jurisconsulto: retrieval in jurisprudencial text bases using juridical terminology  in the legal domain, jurisprudence has an important role as a juridical source; its decisions support the application of the law to a concrete case. the problem is that brazilian courts produce an enormous amount of decisions every year, turning these text sources larger every time and forcing juridical professionals to spend more time in the search for a relevant decision. sophisticated ai techniques are needed to minimize searches time and improves the quality and appropriateness of the retrieved information. this paper describes a case-based approach for the intelligent retrieval of jurisprudencial texts. the approach enables the retrieval of adequate texts with characteristics similar to information supplied by the user in natural language. new documents are automatically included into the knowledge base by extracting relevant information. in order to enable the processing of informal textual knowledge in natural language, a controlled vocabulary and a juridical thesaurus based on common juridical terminology, is integrated into the retrieval and extraction process. the approach is based on sentences to criminal proceedings in the domain of the brazilian right.  tânia c. d'agostini bueno christiane gresse von wangenheim eduardo da silva mattos hugo cesar hoeschl ricardo m. barcia
a scan-line hidden surface removal procedure for constructive solid geometry  this paper presents a new methodology for resolving visible surface images of solid models derived from boolean combinations of volumetric building blocks. the algorithm introduced here is an extension of well- established scan-line hidden surface removal procedures, and it integrates knowledge of a boolean construction tree in the surface resolution process. several hidden surface coherence properties are discussed in terms of their possible exploitation in the intricate solid model visualization process. while many of the earlier coherence techniques depend on a polygon environment in which surfaces and volumes do not intersect, the boolean process can not afford that luxury because it is inherently required to handle intersecting volumes and surfaces. initial tests indicate that substantial performance improvements over previous methods can be achieved with the algorithm described in this paper, and that these improvements increase as model complexity increases.  an underlying philosophy of a dual solid modeling system is proposed in this paper. it suggests that two solid modelers are necessary to successfully satisfy both analytical precision requirements and user interface visualization requirements. the visual solid modeling task addressed in this paper provides greatly improved response capabilities, as compared to other systems, by striving to optimize the constructive solid model (csg) solid model computations specifically for display purposes.  peter r atherton
delab - a simulation laboratory  delab is a simulation laboratory designed to provide support to programmers who build complex simulation programs and to system analysts who use these programs. in this paper we present the structure of the laboratory and report on the current status of the effort to implement it. the laboratory has been implemented in a 'bottom up' fashion. first we have developed the denet simulation language which is a modula-2 based discrete event simulation language. once the language became operational, a database management system was added to the laboratory. for each simulation study a relational database is automatically created. when a simulation terminates it stores a description of the run in the database. the system analyst can later retrieve this data by means of a relational query language. denet has been successfully used in a number of real life simulation studies. the database management system is currently evaluated by a number of researchers in our department who employ it in their simulation studies. the requests, criticism, and encouragement provided by users of both the language and the management system have guided our iterative effort to design and implement an effective simulation laboratory.  miron livny
plic: bridging the gap between streamlines and lic  this paper explores mapping strategies for generating lic-like images from streamlines and streamline-like images from lic. the main contribution of this paper is a technique which we call pseudo-lic or plic. by adjusting a small set of key parameters, plic can generate flow visualizations that span the spectrum of streamline-like to lic-like images. among the advantages of plic are: image quality comparable with lic, performance speedup over lic, use of a template texture that is independent of the size of the flow field, handles the problem of multiple streamlines occupying the same pixel in image space, reduced aliasing, applicability to time varying data sets, and variable speed animation.  vivek verma david kao alex pang
from range scans to 3d models each year, we see a growing number of 3d range scanning products on the siggraph exhibition floor. you may find yourself asking "how do these technologies work?" and "how can i make use of the shape data they produce?" in this article, i will describe a few of the more common range scanning technologies. then, i will step through a pipeline that takes the range data into a single geometric model and will conclude with a discussion of the future of range scanning. brian curless
formalising bio-spatial knowledge there is now a growing literature on qualitative spatialrepresentations covering many aspects of spatial representationincluding mereology, topology, orientation and distance. in thispaper i will briefly outline some of these approaches toqualitative spatial representation and then apply these theories tothe task of formalising a non-trivial domain: that of representingcell structure. the paper is thus a contribution to the evaluationof qualitative spatial representations and spatial ontologies andmay form the basis of a bio-informatic information system. anthony g. cohn