Hierarchical rule generalisation for speaker identification in fiction books
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433174 , vital:72949 , https://doi.org/10.1145/1216262.1216266
- Description: This paper presents a hierarchical pattern matching and generalisation technique which is applied to the problem of locating the correct speaker of quoted speech found in fiction books. Patterns from a training set are generalised to create a small number of rules, which can be used to identify items of interest within the text. The pattern matching technique is applied to finding the Speech-Verb, Actor and Speaker of quotes found in fiction books. The technique performs well over the training data, resulting in rule-sets many times smaller than the training set, but providing very high accuracy. While the rule-set generalised from one book is less effective when applied to different books than an approach based on hand coded heuristics, performance is comparable when testing on data closely related to the training set.
- Full Text:
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433174 , vital:72949 , https://doi.org/10.1145/1216262.1216266
- Description: This paper presents a hierarchical pattern matching and generalisation technique which is applied to the problem of locating the correct speaker of quoted speech found in fiction books. Patterns from a training set are generalised to create a small number of rules, which can be used to identify items of interest within the text. The pattern matching technique is applied to finding the Speech-Verb, Actor and Speaker of quotes found in fiction books. The technique performs well over the training data, resulting in rule-sets many times smaller than the training set, but providing very high accuracy. While the rule-set generalised from one book is less effective when applied to different books than an approach based on hand coded heuristics, performance is comparable when testing on data closely related to the training set.
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Experiences in porting a virtual reality system to Java
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433157 , vital:72947 , https://doi.org/10.1145/513867.513875
- Description: Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.
- Full Text:
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433157 , vital:72947 , https://doi.org/10.1145/513867.513875
- Description: Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.
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Implementation and applications of the distortion operator
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433382 , vital:72966 , https://doi.org/10.1145/513867.513872
- Description: The distortion operator transforms 2D images in a manner similar to image warping or morphing, allowing source pixels to be mapped to any destination pixel. This operator can be implemented on current hardware, allowing at least one distortion per frame at interactive frame rates. Potential applications are numerous, but those described include re-mapping images for correct projection onto curved screens, correcting camera distortion from multiple sources simultaneously, and allowing constant time dynamic texturing and lighting of a static scene which is independent of geometric complexity.
- Full Text:
- Authors: Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433382 , vital:72966 , https://doi.org/10.1145/513867.513872
- Description: The distortion operator transforms 2D images in a manner similar to image warping or morphing, allowing source pixels to be mapped to any destination pixel. This operator can be implemented on current hardware, allowing at least one distortion per frame at interactive frame rates. Potential applications are numerous, but those described include re-mapping images for correct projection onto curved screens, correcting camera distortion from multiple sources simultaneously, and allowing constant time dynamic texturing and lighting of a static scene which is independent of geometric complexity.
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Rendering Primitives for a Virtual Holodeck
- Morkel, Chantelle, Bangay, Shaun D
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432795 , vital:72901 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/039virtualholodeck/paper02.pdf
- Description: The main objective of this research is to implement a “Star Trek”-like holodeck in a computer environment. An experiment to create graphical primitives and images solely out of spheres is being conducted. We investigate several approaches of creating primitives using spheres, and then using these primitives to create images. Initial results of this experiment are presented and we conclude that using spheres to create primitives and images is a viable approach to creating realistic-looking three-dimensional (3D) images.
- Full Text:
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432795 , vital:72901 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/039virtualholodeck/paper02.pdf
- Description: The main objective of this research is to implement a “Star Trek”-like holodeck in a computer environment. An experiment to create graphical primitives and images solely out of spheres is being conducted. We investigate several approaches of creating primitives using spheres, and then using these primitives to create images. Initial results of this experiment are presented and we conclude that using spheres to create primitives and images is a viable approach to creating realistic-looking three-dimensional (3D) images.
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Super-realistic rendering using real-time tweening
- Winnemöller, Holger, Bangay, Shaun D
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432810 , vital:72902 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfoi=eec3809e91a26dbf991a37a3a6a4f1291ae4ec4d
- Description: The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.
- Full Text:
- Authors: Winnemöller, Holger , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432810 , vital:72902 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfoi=eec3809e91a26dbf991a37a3a6a4f1291ae4ec4d
- Description: The realism of contemporary computer graphics (and especially Virtual Reality {VR}) is limited by the great computational cost of rendering objects of appropriate complexity with convincing lighting and surface effects. We introduce a framework that allows rendering of objects in true photographic quality using tweening. The simple but effective design of our system allows us not only to perform the necessary operations in real-time on standard hardware, but also achieve other effects like morphing. Furthermore, it is shown how our system can be gainfully employed in non-VR contexts like extreme low-bandwidth video-conferencing and others.
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