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[Keyword] interactive(93hit)

61-80hit(93hit)

  • "Man-Computer Symbiosis" Revisited: Achieving Natural Communication and Collaboration with Computers

    Neal LESH  Joe MARKS  Charles RICH  Candace L. SIDNER  

     
    INVITED PAPER

      Vol:
    E87-D No:6
      Page(s):
    1290-1298

    In 1960, the famous computer pioneer J.C.R. Licklider described a vision for human-computer interaction that he called "man-computer symbiosis. " Licklider predicted the development of computer software that would allow people "to think in interaction with a computer in the same way that you think with a colleague whose competence supplements your own. " More than 40 years later, one rarely encounters any computer application that comes close to capturing Licklider's notion of human-like communication and collaboration. We echo Licklider by arguing that true symbiotic interaction requires at least the following three elements: a complementary and effective division of labor between human and machine; an explicit representation in the computer of the user's abilities, intentions, and beliefs; and the utilization of nonverbal communication modalities. We illustrate this argument with various research prototypes currently under development at Mitsubishi Electric Research Laboratories (USA).

  • Performance Evaluation of Hybrid Multimedia-on-Demand Systems with Reneging Users

    Vicki W.H. LEE  Eric W.M. WONG  King-Tim KO  Kit-Sang TANG  

     
    LETTER-Multimedia Systems

      Vol:
    E87-B No:5
      Page(s):
    1430-1433

    We study the user reneging behavior in a hybrid Multimedia-on-Demand (MoD) system, which provides both interactive and batch services. Reneging happens when users become reluctant to wait for a batch service and quit the service. They will either join the interactive service or quit the system. In this letter, the analytical model for the MoD system with user reneging behavior is provided. Numerical results show that the reneging behavior has a significant impact on system performance. Therefore, careful consideration on reneging behavior should be made for designing a MoD system.

  • A Note on Transformations of Interactive Proofs that Preserve the Prover's Complexity

    Satoshi HADA  

     
    PAPER-Fundamental

      Vol:
    E87-A No:1
      Page(s):
    2-9

    Goldwasser and Sipser proved that every interactive proof system can be transformed into a public-coin one (a.k.a. an Arthur-Merlin game). Unfortunately, the applicability of their transformation to cryptography is limited because it does not preserve the computational complexity of the prover's strategy. Vadhan showed that this deficiency is inherent by constructing a promise problem Π with a private-coin interactive proof that cannot be transformed into an Arthur-Merlin game such that the new prover can be implemented in polynomial-time with oracle access to the original prover. However, the transformation formulated by Vadhan has a restriction, i.e., it does not allow the new prover and verifier to look at common input. This restriction is essential for the proof of Vadhan's negative result. This paper considers an unrestricted transformation where both the new prover and verifier are allowed to access and analyze common input. We show that an analogous negative result holds even in this unrestricted case under a non-standard computational assumption.

  • Hybrid Multimedia-on-Demand Systems with Incentive Charging Scheme

    Vicki W.H. LEE  Eric W.M. WONG  King-Tim KO  Kit-Sang TANG  

     
    LETTER-Multimedia Systems

      Vol:
    E86-B No:8
      Page(s):
    2558-2561

    In this letter, we take advantage of both types of Interactive and Batch services by considering a hybrid multimedia-on-demand (MOD) system which provides both services. Also, we propose two serving methods with an incentive charging scheme to optimize the coexistence of both services. Numerical results show that the proposed hybrid system outperforms both individual systems. In particular, the system provider receives more revenue by serving more users concurrently, while the users have a better viewing experience due to higher availability of contents.

  • Design and Implementation of Parallel and Distributed Wargame Simulation System and Its Evaluation

    Atsuo OZAKI  Masakazu FURUICHI  Katsumi TAKAHASHI  Hitoshi MATSUKAWA  

     
    PAPER-Issues

      Vol:
    E84-D No:10
      Page(s):
    1376-1384

    Simulation based education and training, especially wargame simulations, are being used widely in the field of defense modeling and in simulation communities. In order to efficiently train students and trainees, the wargame simulations must have both high performance and high fidelity. In this paper, we discuss design and implementation issues for a prototype of a parallel and distributed wargame simulation system. This wargame simulation system is based on High Level Architecture (HLA) and employs some optimization to achieve both high performance and high fidelity in the simulation system. The results show that the proposed optimization method is effective when optimization is applied to 93.5% or less of the moving objects (PFs) within the range of detection (RofD) of both the red and blue teams. Specifically, when each team has 1000 PFs we found that if the percentage of PFs within RofD is less than 50% for both teams, our method is over two times better than for the situation where there is no optimization.

  • Realtime Concatenation Technique for Skeletal Motion in Humanoid Animation

    Yoshiyuki MOCHIZUKI  Toshiya NAKA  Shigeo ASAHARA  

     
    PAPER-Computer Graphics

      Vol:
    E84-D No:1
      Page(s):
    188-200

    In this paper, we propose a realtime concatenation technique between basic skeletal motions obtained by the motion capture technique and etc. to generate a lifelike behavior for a humanoid character (avatar). We execute several experiments to show the advantage and the property of our technique and also report the results. Finally, we describe our applied system called WonderSpace which leads participants to the exciting and attractive virtual worlds with humanoid characters in cyberspace. Our concatenation technique has the following features: (1) based on a blending method between a preceding motion and a succeeding motion by a transition function, (2) realizing "smooth transition," "monotone transition," and "equivalent transition" by the transition function called paste function, (3) generating a connecting interval by making the backward and forward predictions for the preceding and succeeding motions, (4) executing the prediction under the hypothesis of "the smooth stopping state" or "the state of connecting motion", (5) controlling the prediction intervals by the parameter indicating the importance of the motion, and (6) realizing realtime calculation.

  • Architecture and Signaling Protocols for Wireless CATM Networks

    Huey-Ing LIU  

     
    PAPER-Wireless Communication Switching

      Vol:
    E83-B No:10
      Page(s):
    2402-2410

    This work presents a frame-structure, referred to as CATM (CATV ATM), to serve as a wireless network infrastructure. The widespread CATV (Community Antenna TV) networks are attractive infrastructures for next generation wireless networks. Providing interactive broadband services over CATV networks is a major trend in communication and ATM (Asynchronous Transfer Mode) networks with broadband communication features well fitted to be the backbone of CATV networks. Based on the proposed network architecture, this work addresses and investigates the problems of call setup and handoff handling. This work also proposes a wireless signaling protocol for establishing mobile connections over the CATM-based wireless networks. To enhance bandwidth utilization, the proposed scheme attempts to keep the path resulting after handoff as short as possible. The protocol also evolves a seamless handoff scheme (denoted as SHSW-CATM), that can preserve data continuity, is transparent to other mobile terminals, and produces a shorter path. Analytical results reveal that the SHSW-CATM has a high probability of obtaining an optimal path (that is, a non-elongated path) following mobility.

  • Pattern Browser: Spiral-Based Interactive Visualization Using Timelines on a Geographical Map

    Kamalanath Priyantha HEWAGAMAGE  Masahito HIRAKAWA  

     
    PAPER-Computer Graphics

      Vol:
    E83-D No:8
      Page(s):
    1679-1686

    Patterns exist in many contexts and can be considered the useful information for decision making. However, many patterns are not directly visible without careful presentation. Here, we describe an interactive visualization approach for browsing patterns in a history of interacting with a computer system. While a user is carrying out his/her business using computers, activities with respect to time and location are captured to determine the situational interactions. We first integrate the timeline and geographical map to create a structure to visualize spatiotemporal events in the interaction history. The spiral-based interactive visualization technique, presented in this paper, is then used to derive patterns according to the user-specified different spatial viewpoints on the map. In this study, we demonstrate how patterns can be used as visual statements for the analysis of a spatiotemporal data set in the information visualization.

  • Non-interactive and Optimally Resilient Distributed Multiplication

    Masayuki ABE  

     
    PAPER

      Vol:
    E83-A No:4
      Page(s):
    598-605

    This paper presents a non-interactive and optimally resilient distributed multiplication scheme. By non-interactive we mean that the players need to use outgoing communication channels only once without the need to synchronize with the other players as long as no disruption occurs. Our protocol withstands corrupt players up to less than the half of the players, so it provides optimal resiliency. Furthermore, the shared secrets are secure even against infinitely powerful adversaries. The security is proven under the intractability assumption of the discrete logarithm problem. Those properties are achieved by using an information theoretically secure non-interactive verifiable secret sharing as a kind of non-interactive proof system between a single prover and distributed verifiers. Compared to a former interactive solution in the same setting, the cost is an increase in local computation and communication complexity that is determined by the factor of the threshold used in the verifiable secret sharing.

  • Disparity Mapping Technique and Fast Rendering Technique for Image Morphing

    Toshiyuki MORITSU  Makoto KATO  

     
    PAPER-Computer Graphics

      Vol:
    E83-D No:2
      Page(s):
    275-282

    We have developed a new disparity mapping technique for image morphing which prevents synthesized images from blurring and a fast rendering technique which realizes interactive morphing animation. In the image morphing rendering process, all pixels are moved according to their disparity maps and then distorted images are mixed with each other. Calculation costs of this process tend to be high because pixel per pixel moving and mixing are included. And if the accuracy of the disparity maps is low, synthesized images become blurred. This paper describes new two techniques for overcoming these problems. One is a disparity mapping technique by which the edges in each input image are accurately mapped to each other. This technique reduces blurring in synthesized images. The other is a data transformation technique by which the morphing rendering process is replaced with texture mapping, orthographic camera, α-brending and z-buffering. This transformation enables the morphing rendering process to be accelerated by 3D accelerators, thus enabling interactive morphing animations to be achieved on ordinary PCs.

  • A New Probabilistic ID-Based Non-interactive Key Sharing Scheme

    Yasuyuki MURAKAMI  Ryuichi SAKAI  Masao KASAHARA  

     
    PAPER

      Vol:
    E83-A No:1
      Page(s):
    2-9

    We propose a new probabilistic ID-based non-interactive key sharing scheme that has non-separable secret-key functions and a non-separable common-key function. The proposed scheme uses the calculation over modulo-P, modulo-Q and over integer ring for realizing non-separability. This proposed scheme has a large threshold against linear attack by the collusive entities.

  • Fluctuation Theory of Interactive Communication Channels, by means of Set-Valued Mapping Concept

    Kazuo HORIUCHI  

     
    PAPER

      Vol:
    E82-A No:9
      Page(s):
    1818-1824

    In multi-media systems, the type of interactive communication channels is found almost everywhere and plays an important role, as well as the type of unilateral communication channels. In this report, we shall construct a fluctuation theory based on the concept of set-valued mappings, suitable for evaluation, control and operation of interactive communication channels in multi-media systems, complicated and diversified on large scales. Fundamental conditions for availability of such channels are clarified in a form of fixed point theorem for system of set-valued mappings.

  • Multi-Signature Schemes Secure against Active Insider Attacks

    Kazuo OHTA  Tatsuaki OKAMOTO  

     
    PAPER

      Vol:
    E82-A No:1
      Page(s):
    21-31

    This paper proposes the first provably secure multi-signature schemes under the random oracle model. The security of our schemes can be proven in the sense of concrete security in Ref. [13]. The proposed schemes are efficient if the random oracle is replaced by practical hash functions. The essential techniques in our proof of security are the optimal reduction from breaking the corresponding identification to breaking signatures (ID Reduction Technique), and the hierarchical heavy row lemmas used in the concrete reduction from solving the primitive problem to breaking the identification scheme.

  • Dual Bus Architecture for HFC Networks with Interactive VOD as an Application Example

    Chin-Ling CHEN  Ruay-Shiung CHANG  

     
    PAPER-Communication Networks and Services

      Vol:
    E81-B No:10
      Page(s):
    1803-1810

    Video on demand is regarded as one of the most important applications in future broadband networks. Although several trial runs in various parts of the world do not bring instant success, its inherent requirements for bandwidth and bounded delay make it a suitable candidate for studying various networks and protocols in real-time applications. Recently, the Hybrid Fiber Coaxial (HFC) networks emerged as network architecture for bringing broadband services to the home. The co-axial cable network uses a tree-like architecture and requires complex protocols for synchronizing and sharing uplink communications among many users. This paper proposes that a dual bus network may be a simpler and cost effective alternative. We implement an interactive VOD (IVOD) system as an example to demonstrate its simplicity and suitability as a community network. The system uses client/server architecture with guaranteed bandwidth and bounded delays. Simulations are conducted to test the network load and response time for different number of users. The results indicate its feasibility and the delay time can be further reduced by releasing bandwidth during the pause operation.

  • An Interactive Identification Scheme Based on Quadratic Residue Problem

    DaeHun NYANG  EaGu KIM  JooSeok SONG  

     
    PAPER-Information Security

      Vol:
    E80-A No:7
      Page(s):
    1330-1335

    We propose an interactive identification scheme based on the quadratic residue problem. Prover's identity can be proved without revealing his secret information with only one accreditation. The proposed scheme requires few computations in the verification process, and a small amount of memory to store the secret information, A digital signature based on this scheme is proposed, and its validity is then proved. Lastly, analysis about the proposed scheme is presented at the end of the paper.

  • Interactive Model-Based Coding of Facial Image Sequence with a New Motion Detection Algorithm

    Kazuo OHZEKI  Takahiro SAITO  Masahide KANEKO  Hiroshi HARASHIMA  

     
    PAPER

      Vol:
    E79-B No:10
      Page(s):
    1474-1483

    To make the model-based coding a practical method, new signal processing techniques other than fully-automatic image recognition should be studied. Also after having realized the model-based coding, another new signal processing technique to improve the performance of the model-based coding should be studied. Moreover non-coding functions related to the model-based coding can be embedded as additional features. The authors are studying the interactive model-based coding in order to achieve its practical realization, improve its performance and extend related non-coding functions. We have already proposed the basic concept of interactive model-based coding and presented an eyeglasses processing for a facial image with glasses to remove the frame for improving the model-based coding performance. In this paper, we focus on the 3-D motion detection algorithm in the interactive model-based coding. Previous works were mainly based on iterative methods to solve non-linear equations. A new motion detection algorithm is developed for interactive model-based coding. It is linear because the interactive operation generates more information and the environment of the applications limits the range of parameters. The depth parameter is first obtained by the fact that a line segment is invariant as to 3-D space transformation. Relation of distance between two points is utilized. The number of conditions is larger than that of the unknown variables, which allows to use least square method for obtaining stable solutions in the environment of the applications. Experiments are carried out using the proposed motion detection method and input noise problems are removed. Synthesized wireframe modified by eight parameters provides smooth and natural motion.

  • Architecture and Storage Structure of an Interactive Multimedia Information System

    Ryoji KATAOKA  Tetsuji SATOH  Ushio INOUE  

     
    PAPER-Advanced Applications

      Vol:
    E78-D No:11
      Page(s):
    1354-1361

    This paper describes the architecture and storage structure of a new interactive multimedia information system called VideoReality. VideoReality is based on a visual conducting model, which describes the information retrieval process that occurs when people observe visible objects in the real world. VideoReality provides a spatial and temporal spread of a virtual video space from a set of stored video streams. The video space has a three-layered structure similar to that of the ANSI/X3/SPARC three-schema architecture. Users can move their eyes and watch objects freely in the video space, just as if they were viewing the real world. This paper also presents a prototype application system called Electronic Aquarium'

  • A New Approach to Constructing a Provably Secure Variant of Schnorr's Identification Scheme

    Satoshi HADA  Hatsukazu TANAKA  

     
    PAPER

      Vol:
    E78-A No:9
      Page(s):
    1154-1159

    Schnorr's identification scheme is the most efficient and simplest scheme based on the discrete logarithm problem. Unfortunately, Schnorr's scheme is not provably secure, i.e., the security has not been proven to be reducible to well defined intractable problems. Two works have already succeeded to construct provably secure variants of Schnorr's scheme. They have been constructed with a common approach, i.e., by modifying the formula to compute the public key so that each public key has multiple secret keys. These multiple secret keys seem to be essential for their provable security, but also give rise to a penalty in their efficiency. In this paper, we describe a new approach to constructing a provably secure variant, where we never modify the formula, and show that with our approach, we can construct a new efficient provably secure scheme.

  • Checkers for Adaptive Programs

    Toshiya ITOH  Masahiro TAKEI  

     
    PAPER

      Vol:
    E78-A No:1
      Page(s):
    42-50

    Let L{0,1}* be a language and let λL : {0,1}*{0,1} be the characteristic function of the language L, i.e., if x ∈ L, λL (x) = 1; otherwise,λL (x) = 0. In this paper, we consider an adaptive checker with a single program F (resp. noncommunicating multiple programs F1, F2,...) for λL that works even when an incorrect program F* (resp. incorrect noncommunicating multiple programs F*1,F*2,...) for λL adaptively behaves according to inputs previously provided to the program F* (resp. the programs F*1,F*2,...). We show that (1) for any language L, there exists an adaptive checker with a single program for λL iff L and respectively have competitive interactive proof systems; and (2) that for any language L, there exists an adaptive checker with noncommunicating multiple programs for λL iff L and respectively have function-restricted interactive proof systems. This implies that for any language L, adaptive chekers with noncommunicating multiple programs for λL are as powerful as static ones with a single program for λL.

  • IDUN: A Broadcast Multimedia System

    Anders AHL  

     
    INVITED PAPER

      Vol:
    E77-B No:12
      Page(s):
    1444-1450

    When a new digital broadcasting system is introduced for the viewers, it is important to be able to include new services and system aspects. That is to give the viewers new experiences and meet the demands they might have in the future. To fulfil the viewers expectations, is a key for success for the introduction of new service and product. It is equally important to look at the long term perspective and have the possibility to gradually develop the digital broadcasting systems we establish today. A fully integrated multimedia system is a hybrid of different media services, distribution paths and display object. The pros and cons of each of them must be examined and each of them used where best suited. This will probably give a more complex media world with fuzzy borders between what is broadcasting, packaged media and what is the on-line information society. In order to balance this, any new digital multimedia system needs to be developed with an open architecture, based on generally agreed standards and possibly follow a non-proprietary approach. IDUN, a prototype system for multimedia broadcasting, is on its way to fulfil these requirements. IDUN combines the powerful point to multi-point emission, domestic data storage and computer processing with the telecommunication network. It is feasible to introduce it in the analogue world of today but could better be utilised in a fully digital future. Some possible services are further proposed. Some of them with a tight relation to what a broadcaster already produces, which could give an evolutionary transfer to the new digital world.

61-80hit(93hit)