6870100
A hybrid cultural ecology: world of warcraft in China
We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our findings suggest that it may be fruitful to broaden existing notions of physical-digital hybridity by considering the nuanced interplay between the digital and physical as a multi-dimensional environment or "ecology". We illustrate how socio-economics, government regulations and cultural value systems shaped a hybrid cultural ecology of online gaming in China.
2369938
Human-Currency Interaction: learning from virtual currency use in China
What happens when the domains of HCI design and money intersect? This paper presents analyses from an ethnographic study of virtual currency use in China to discuss implications for game design, and HCI design more broadly. We found that how virtual currency is perceived, obtained, and spent can critically shape gamers' behavior and experience. Virtual and real currencies can interact in complex ways that promote, extend, and/or interfere with the value and character of game worlds. Bringing money into HCI design heightens existing issues of realness, trust, and fairness, and thus presents new challenges and opportunities for user experience innovation.
13286603
Privacy in Online Social Networking at Workplace
Employees using social network sites (SNS) at workplace is a fact. As companies are further embracing social media, how if at all does this practice affect the work dynamics? While privacy has been a hot topic in online social network research in general, there is little work investigating the privacy aspect of this practice at workplace. This paper aims at starting the groundwork towards filling the gap. Based on a review of existing literature in social networks and workplace studies, we hypothesize a number of potential privacy issues in this work practice and suggest future research directions in this area.
269891
Respecting Users' Individual Privacy Constraints in Web Personalization
Web personalization has demonstrated to be advantageous for both online customers and vendors. However, its benefits may be severely counter acted by privacy constraints. Personalized systems need to take users' privacy concerns into account, as well as privacy laws and industry self-regulation that may be in effect. In this paper, we first discuss how these constraints may affect web-based personalized systems. We then explain in what way current approaches to this problem fall short of their aims, specifically regarding the need to tailor privacy to the constraints of each individual user. We present a dynamic privacy-enhancing user modeling framework as a superior alternative, which is based on a software product line architecture. Our system dynamically selects personalization methods during runtime that respect users' current privacy concerns as well as the privacy laws and regulations that apply to them.
14397325
Constraint-Sensitive Privacy Management for Personalized Web-Based Systems
This research aims at reconciling web personalization with privacy constraints imposed by legal restrictions and by users' privacy preferences. We propose a software product line architecture approach, where our privacyenabling user modeling architecture can dynamically select personalization methods that satisfy current privacy constraints to provide personalization services. A feasibility study is being carried out with the support of an existing user modeling server and a software architecture based development environment.
1173197
Situating Productive Play: Online Gaming Practices and Guanxi in China
Economic activities in and around online gaming in China are often correlated in the West with practices of gold farming, or selling in-game currency to players for real money in online games. What can we learn about online gaming in China and about online gaming and online sociality more broadly when we look at economic and other "pragmatic" practices through which online gaming becomes meaningful to players? In this paper, we present findings from an ethnographic study of online gaming in China's urban Internet cafes to discuss implications for game design, and HCI design more broadly. Considering the ties between socio-economic practices, development of trust and culturally situated imaginings of self-hood and otherness, brings to the fore how online gaming in and of itself constitutes the means for practical achievements in day-to-day management of guanxi (social connection).
42404496
A VRML interface for a knowledge-based structural design system
A variety of computer technologies have been applied to the field of civil engineering today. Visualization of structural design results focuses on geometry, modeling and simulation, ranging from static 2D images to dynamic 3D graphics. In recent years, advancements in multimedia, virtual reality and the Internet have given new prospects to visual aids for structural design. This paper presents the initial results of modeling steel structures in a virtual reality environment for interactive design examination and evaluation. Structural building designs are generated by a knowledge-based design system and converted to VRML models automatically, which allows 3D steel frames to be observed in Web browsers. Geometry and connective relations can be examined in arbitrary directions while the user walks through a scene, and detailed structural analysis and design results can be queried by touching the structural elements.
18448866
Estimation of Multiple Illuminants from a Single Image of Arbitrary Known Geometry
We present a new method for the detection and estimation of multiple illuminants, using one image of any object with known geometry and Lambertian reflectance. Our method obviates the need to modify the imaged scene by inserting calibration objects of any particular geometry, relying instead on partial knowledge of the geometry of the scene. Thus, the recovered multiple illuminants can be used both for image-based rendering and for shape reconstruction. We first develop our method for the case of a sphere with known size, illuminated by a set of directional light sources. In general, each point of such a sphere will be illuminated by a subset of these sources. We propose a novel, robust way to segment the surface into regions, with each region illuminated by a different set of sources. The regions are separated by boundaries consisting of critical points (points where one illuminant is perpendicular to the normal). Our region-based recursive least-squares method is impervious to noise and missing data and significantly outperforms a previous boundary-based method using spheres[21]. This robustness to missing data is crucial to extending the method to surfaces of arbitrary smooth geometry, other than spheres. We map the normals of the arbitrary shape onto a sphere, which we can then segment, even when only a subset of the normals is available on the scene. We demonstrate experimentally the accuracy of our method, both in detecting the number of light sources and in estimating their directions, by testing on images of a variety of synthetic and real objects.
2456151
Subdivision Schemes and Refinement Equations with Nonnegative Masks
We consider the two-scale refinement equation f(x)=@?^N"n"="0c"nf(2x-n) with @?"nc"2"n=@?"nc"2"n"+"1=1 where c"0, c"N 0 and the corresponding subdivision scheme. We study the convergence of the subdivision scheme and the cascade algorithm when all c"n>=0. It has long been conjectured that under such an assumption the subdivision algorithm converge, and the cascade algorithm converge uniformly to a continuous function, if and only if only if 00} is 1. We prove the conjecture for a large class of refinement equations.
18765129
Security Analysis of Enterprise Network Based on Stochastic Game Nets Model
In this paper, we propose a novel modeling method, Stochastic Game Nets (SGN), and use it to model and analyze the security issues in enterprise networks. Firstly, the definition and modeling algorithm of Stochastic Game Nets are given. And then we apply the Stochastic Game Nets method to describe the attack and defense course in the enterprise networks successfully, and find a Nash equilibrium. Finally we analyze the confidentiality and integrity of the enterprise network quantificationally based on the model. The method can also be applied to other areas with respect to a game.
1211237
High Resolution Acquisition, Learning and Transfer of Dynamic 3D Facial Expressions
Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. In this paper we address fundamental issues regarding the use of high quality dense 3-D data samples undergoing motions at video speeds, e.g. human facial expressions. In order to utilize such data for motion analysis and re-targeting, correspondences must be established between data in different frames of the same faces as well as between different faces. We present a data driven approach that consists of four parts: 1) High speed, high accuracy capture of moving faces without the use of markers, 2) Very precise tracking of facial motion using a multi-resolution deformable mesh, 3) A unified low dimensional mapping of dynamic facial motion that can separate expression style, and 4) Synthesis of novel expressions as a combination of expression styles. The accuracy and resolution of our method allows us to capture and track subtle expression details. The low dimensional representation of motion data in a unified embedding for all the subjects in the database allows for learning the most discriminating characteristics of each individual's expressions as that person's “expression style”. Thus new expressions can be synthesized, either as dynamic morphing between individuals, or as expression transfer from a source face to a target face, as demonstrated in a series of experiments. 
 
 
 
Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations; I.3.3 [Computer Graphics]: Digitizing and scanning; I.2.10 [Artificial intelligence]: Motion ; I.2.10 [Artificial intelligence]: Representations, data structures, and transforms; I.2.10 [Artificial intelligence]: Shape; I.2.6 [Artificial intelligence]: Concept learning