EDM IN 2008 - UHasselt · EDM in 2008 It would be short sighted to suppose that the fi nancial and...

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D/2009/2451/18 EDM IN 2008

Transcript of EDM IN 2008 - UHasselt · EDM in 2008 It would be short sighted to suppose that the fi nancial and...

D/2009/2451/18

EDM IN 2008

Preface 03

Policy and strategy 05

Research 08

Education 47

Scientifi c output 48

Prizes 53

Content

33EDM in 2008

It would be short sighted to suppose that the fi nancial and economic crisis of

2008 will only affect companies and SMEs; in the medium term also the academic

research centers will be faced with the economic recession. As the industry starts

cutting costs and reducing budgets, the R&D budget is often downsized. Although

numerous studies demonstrate that R&D is crucial to most companies since in-

novation generates competitive advantages, it is diffi cult to maintain its faith in

innovation when the economic growth arrives at a standstill or even worse.

The current efforts of several governments to stimulate the R&D cooperation with

academic research centers will defi nitely support current and future R&D activities

of companies. Our mission remains therefore to further leverage on our research

and invest our knowhow in joint research projects with companies, SME’s and the

society in general.

EDM is also committed to making the new program for master in computer science

a success. And although the number of computer science students at universities

is declining worldwide, the impact of ICT on our economy and society is getting

larger than ever before. While several thousands of vacancies remain open in Bel-

gium, the number of freshman at our university hasn’t yet fully recovered since the

economic downfall of the ICT-sector in the fi rst years of the current millennium.

The current situation certainly stimulates us to participate in additional initiatives

to more adequately inform students on an academic degree in computer science.

P R E F A C E

EDM in 20084

EDM in 20084

I want to conclude this preface with some more cheerful news. In 2008 EDM real-

ized its largest turnover in history, comfortably exceeding the virtual frontier of

4 million euro. This refl ected also in a large number of ongoing research projects

and the size of the research staff. The scientifi c output did also rise considerably,

with about 70 international, peer-reviewed scientifi c publications in journals and

conference proceedings. So 2008 is, despite some less positive economic develop-

ments, still a year to remember for EDM.

I therefore wish you a pleasant and informative reading of EDM’s most recent

activity report.

Prof. dr. Eddy Flerackers

Managing Director EDM

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Policy and strategy

Overview co-workers (on December 31st 2008)

C Professors and guest professors

Dr. Philippe Bekaert, Dr. ir. Luc Claesen, Dr. Karin Coninx, Dr. Fabian Di Fiore, Dr. Eddy Flerackers (managing director), Dr. Wim Lamotte, Dr. Kris Luyten, Dr. Chris Raymaekers, Dr. Frank Van Reeth (deputy managing director)

C Senior researchers

Dr. Johan Claes, Dr. ir. Luc Claesen, Edith Cloes, Benny Daems, Dr. Joan De Boeck, Dr. Fabian Di Fiore, Dr. Tom Mertens, Dr. Peter Quax, Dr. Jan Van den Bergh, Peter Vandoren, Dr. Tom Van Laerhoven

C Researchers and PhD students

Stijn Agten, Petr Aksenov, Codruta Ancuti, Cosmin Ancuti, Anastasiia Beznosyk, Stef Cant, Maarten Cardinaels, Bart Cor-nelissen, Tom Cuypers, Bert De Decker, Tom De Weyer, Jeroen Dierckx, Maarten Dumont, Yannick Francken, Karel Frederix, Kris Gabriels, Mark Gerrits, Tom Haber, Mieke Haesen, Chris Hermans, Geert Houben, Panagiotis Issaris, Xavier Janssens, Rohita Khatiwada, Danny Lathouwers, Jori Liesenborgs, Steven Maesen, Nasim Mahmud, Raf Menten, Jan Meskens, Sofi e Notelaers, Johan Nulens, Johanna Octavia, Dawid Ostrowski, Karoline Petermans, Karel Robert, Sammy Rogmans, Deepak Sahni, Jan Schneider-Barnes, Jolien Schroyen, Niels Schroyen, Niels Sulejmani, Johannes Taelman, Daniël Teunkens, Davy Vanacken, Lode Vanacken, Cedric Vanaken, Geert Vanderhulst, Jo Vermeulen, Maarten Wijnants, Frederik Winters

C Administrative and technical staff

Luc Adriaens, Roger Claes, Louis Ercken, Ingrid Konings, Erwin Meekers, Jacques Steennot

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Strategic plan / mission

The signifi cant expansion during the past years has stressed the need for a strategic plan of the research institute for the period 2006 - 2010. The strategic plan proposes further reinforcement of EDM in two areas, the scientifi c research and the organization of the institute, and was approved by the Board of Directors of the university in 2006.

The EDM keeps focusing its research in three competence areas: computer graphics, human-computer interaction and multi-media & communication technology. Concentrating research in these three areas offers room for specialization as well as specifi c broadening our research. This strategy also fortifi es our research, providing different perspectives, cross fertilization, greater critical mass and enhanced opportunities for project development and valorization. This approach does also allow EDM to broaden its research spectrum, ranging from fundamental research to the provision of scientifi c services to community & industry. In the next years EDM will focus its research on the following areas & topics:

• Computer Graphics:o Image and video-based representation and manipulationo Image and video-based visualizationo Renderingo Modeling and Animation

• Human-Computer Interaction:o Context-sensitive interactive systemso Multimodal interaction in 3D and virtual environmentso Interactive workspaceso User-centered software engineering

• Multimedia & Communication Technology:o Networked virtual environmentso Interactive multimedia systems.

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A sizeable part of EDM’s research is being performed with an eye on possible future applications and relevance to society. This approach allows a more effective cooperation with the industry and government, resulting on its turn in an improved scientifi c and social position of EDM.

This research strategy has also enabled the participation of EDM in the Interdisciplinary Institute for Broadband Technology (IBBT), the Flemish strategic research centre on ICT. This partnership brought along a substantial growth of the participating groups, in order to set up a structural cooperation with other involved research groups and with innovative Flemish SMEs and companies. The alliance with IBBT offers additional opportunities in the European research area, which is more and more populated with virtual centers of excellence and networks of competence.

The EDM wants to put more effort into knowledge transfer and research valorization in general. With regard to the latter, the EDM will develop new initiatives on spin-off companies, patenting and licensing.

The recent growth of the EDM also necessitates the gradual extension of the management team. Further reinforcement of the management will allow for better research and project management, strategic focus and last but not least HRM.

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The research at EDM is focused on three key competence areas: • “Multimedia and Communication Technology” is a domain which builds on previous research of the domain “Mul-

timedia Technology and Telematics”. Since 2005, the research is focused on networked virtual environments (NVE) and interactive multimedia technologies.

• “Computer Graphics” has a long tradition of almost 20 years in EDM. This research is still a centerpiece of EDM’s research. The main accents in this domain are image and video-based computer visualization, modeling, rendering and last but not least animation.

• The “Human-Computer Interaction” group at EDM has grown considerably in the past years. The current research is mainly concentrated on multimodal interaction in 3D and virtual environments, interactive workspaces, context sensitive user interfaces and user-centered software engineering.

The research strategy of EDM stimulates cross domain cooperation, hence fortifying complementarity, cross fertilization and valorization potential. This approach also provides for a broadening of the research spectrum (ranging from fundamental research to contract R & D and scientific services rendered).

In the following chapters the research performed in 2008 will be elucidated.

Research

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Multimedia and Communication Technology

B Context

The “Multimedia and communication technology” research is mainly situated in the domains of networked virtual environ-ments and interactive multimedia systems.

A networked virtual environment (NVE) provides people with a means of interacting with each other via the Internet and broadband networks, within a graphical environment (2D, 2.5D, 3D or a hybrid thereof). The EDM research is focused on sev-eral underlying technologies of NVEs and virtual interactive communities (VICs): network, communication and architectural aspects, optimized visualization on both desktop and mobile devices, interaction between users and with the environment. We aim at a maximal modularity of the different components, such that results can be easily combined with each other. Research results are regularly integrated in concrete demonstrators and subjected to user evaluations.During the past year, the PhD projects of Pieter Jorissen and Tom Jehaes were fi nalized and successfully defended. A new joint HCI-NVE PhD project (by Anastasiia Beznosyk) has started near the end of 2008. Collaboration with external partners has been continued in order to yield joint research results and publications. A general overview of the state-of-the-art on the NVE research at EDM, together with some interesting use cases developed over the years, has been presented at the TERENA 2008 conference, and later republished in the Campus-Wide Information Systems Journal.

In the domain of interactive multimedia systems further research on the offering of innovative services to different target groups was performed. This research focused on the user part, the required software modules and the interoperability between various back-offi ces. Topics that were addressed include the different forms and tools involved with the visualization of avail-able information, interactivity and methodology and techniques for the control and management of various back-offi ces. In the area of user environments special attention was paid to methods and techniques to offer information in a personalized way. These research efforts concentrated predominantly on the targeted delivery of the most appropriate material, the func-tionality of different devices as well as different interaction techniques and methodologies.

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B Networked Virtual Environments (NVEs)

C Network aspects of large-scale NVEs

Large-scale NVE architecturesDeployment of NVEs on current heterogeneous networks

Within the IBBT Teleon project, the research on scalability and deployment of networked virtual environments was continued. An exten-sible framework was developed to validate the architecture that was proposed in 2007. The ar-chitecture is based on the classic client/server paradigm, but was modifi ed to facilitate dynam-ic reallocation of server capacity in response to changing conditions in the virtual environment. This is achieved by introducing an intermediate layer of proxy servers in the architecture to in-telligently channel the messages being sent over the network. At the same time, the proxy layer makes sure that the architecture is deployable on real-life networks, as the number of connec-tions that a client needs to make are reduced to the absolute minimum. This relieves the software developer and end-user of many issues related to NAT-gateways and fi rewalls. The con-cepts behind ALVIC-NG, as the new architecture was dubbed, are published in the International Journal of Computer Games Technology, special issue on Networking for Computer Games.

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Based on previous research (going back to our earlier fi ndings in the original ALVIC architecture), a simulation-based approach was adopted. In practice, a cluster of standard PCs is used to run a high number of client instances, each of them exhibiting a distinct behavior. A set of servers (proxies, logic servers, world servers and a region management system) is set up to run on a pre-determined subset of the cluster, and is used to distribute real data as it would be in a real-world scenario. This way, results can be obtained on the number of clients that can be supported on a single proxy server; an important metric because of the fact that the proxy layer is an additional requirement compared to similar work. Besides absolute fi gures - which are interesting, but heavily dependent on the type of hardware used to run the server instances -, it is interesting to note the trend that can be observed when scaling the system beyond a single proxy instance. Through the simulation setup we were able to determine that a near-linear scaling was in fact possible. Results of these simulations were published at the NetGames workshop, a prime international forum for researchers working in the fi eld of networked games. The same solu-tion was also used for distribution of emotion-related metadata, associated with avatars. Results of these experiments were published in Lecture Notes in Computer Science, Proceedings of Motion in Games (MIG 08).When actually deploying a solution based on the ALVIC-NG principles, it is vital that the statistics related to the functioning of the server components can be monitored at an application level. At the same time, this contrasts with and complements the generic need for system health monitoring (e.g. proces-sor load, temperatures etc). Several sys-tems exist for the latter use case, which is exactly why a similar approach was pursued for application-level monitor-ing. A monitoring system based on the Simple Network Management Protocol (SNMP) was developed, which enabled the use of off-the-shelf data gathering systems and visual presentation frame-works – such as the Cacti system. In cooperation with Androme, the ALVIC-NG architecture was also (con-ceptually) extended to support large-scale audio conferencing. As this is ongoing work, a publication is expected in early 2009.

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In parallel to the IBBT-Teleon project, the IWT-Teleon project in-cludes an investigation into the optimal distribution of omni-direc-tional video streams to large groups of users. Because of the fact that at each given time, only a subset of the actual video footage is in the fi eld-of-view of the end-user, optimizations can be made at sender side. Such adaptations can clearly only be made in real-time when the alterations can be done in the already compressed streams (i.e. no decoding, adaptation, re-coding involved). The provisions in H.264 for slices are employed to perform selection of parts of the video stream in the already compressed bitstreams, which is essen-tial for deploying such a system for many users.

C Network provisioning for NVEs and other applications

Dynamic content adaptation for virtual environments

Within the IBBT ISBO project Quality-of-Experience (QoE), the research was continued on proxy-based network intelligence. This resulted in the refi nement of previously implemented NIProxy techniques as well as the introduction of completely new fea-tures. Using the exploratory research performed in 2007 regarding the shaping of non real-time network traffi c as a starting point, elaborate experiments were performed to ascertain the NIProxy’s ability to orchestrate application bandwidth consumption in the presence of both real-time and non real-time network fl ows. The results yielded by these experiments were formalized in a scientifi c publication, presented at the COMSWARE 2008 conference. The support for non real-time network traffi c was also

exploited to optimize the operation of a NVE application requiring network exchange of rendering-related data such as geometrical (3D) models and textures. Through streamlining the transmission of this data, the NIProxy was able to enhance the experience witnessed by

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NVE users. Based on scene importance for instance, the NIProxy could make deliberate decisions regarding network transmission order, resulting in the client software being able to render an initial (possibly not complete) view of the virtual world as soon as possible, given current bandwidth constraints, so that the user could already start interacting. More information can be found in the publication presented at the EuroIMSA 2008 conference. It was also investigated whether the NIProxy’s traffi c shaping and multimedia service provi-sion mechanisms could be translated to upstream network traffi c. These two QoE-optimization techniques were previously namely focused on the delivery of multimedia data over the last mile of a network connection and hence were only applied on network fl ows destined for a certain client. Preliminary experimentation has indicated that extending this functionality to upstream network traffi c emitted by clients themselves might also yield interesting results in terms of user QoE optimization. Further research on this topic will be performed in 2009.

Furthermore, the collaboration with the IBCN and MMLab re-search groups of the UGent that was started in 2006, was continued. The outcome of this collaboration is the creation of an end-to-end network architecture that integrates the IBCN research on overlay networks, the EDM NIProxy, and MMLab’s expertise in terms of real-time video transcoding. The network architecture is capable of managing the band-width at every segment of the network. The overlay network guarantees robust packet routing in the core network (e.g. by avoiding a congested link), while the NIProxies manage the packet transfer over the last mile to the user, where typically less bandwidth is available, compared to the core network. The video transcoding functionality developed by MMLab was introduced in this network architecture as a NI-Proxy plug-in and was employed to optimize the dissemi-nation of H.264/AVC video fl ows. In particular, the video transcoder enabled the NIProxy to adapt the bitrate of video

fl ows to a nearly arbitrary bitrate, allowing for the creation of very fl exible and effective bandwidth distributions. The integrated archi-tecture was evaluated using a common physical test bed set up at the UGent and was presented at the ICOIN 2008 conference and the ADAMUS 2008 workshop.

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C Visualization of NVEs

Visualization of large-scale 3D environ-ments on mobile devicesUse of NVEs in the context of location-based information

In 2008 a new IBBT-project URBAN was started, that builds on partial results from A4MC3, with a specifi c focus on visuali-zation of and interaction in large-scale virtual cities. Besides traditional 2D maps, the industry is moving towards actual 3D models of existing cities around the world. This ena-bles far easier navigation and point-of-interest recognition for end-users. There is however the technological challenge of visualising the 3D data on commodity PCs and mobile hardware. As the data sets are generally created for use in off-line sce-narios, they are not optimized for stream-

ing purposes and/or effective rendering in an interactive context. The fi rst goals of URBAN is to process the existing data sets in order for them to be applicable in the context of (networked) virtual and interactive environments. Secondly, accurate 3D data of large cities cannot be simply be visualized using straightforward traditional rendering tech-niques, because of the massive amount of data associated with a monolithic city model. The challenge is to partition the city into distinct pieces that can independently be transmitted to the end-user and rendered on PC and mobile hardware. However, for the end-user, such a partitioning scheme should be transparant and non-intrusive. On a rendering level, it should be obvious that many of the polygons that make up the virtual city model are hidden behind other buildings or entities in the world. This enables the use of effective culling mechanisms, dramatically lowering the amount of polygons to be processed by the application and the graphics accelerator (most important for mobile devices).

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In particular, a horizon culling technique is realized, where all data behind the visual horizon - and thus invisible for the viewer - is culled very effi ciently. At the sime time, the culling technique is embedded in a framework that supports the integration of multiple visualization optimizations, suited for both outdoor- and indoor scenes. The result of these optimizations and the framework in general was presented at the Sixth International Conference on Game Design and Technology (GDTW 08).

To demonstrate possible applica-tions of the technology, in accord-ance to the ones on 2D platforms in existence today (such as route planning), a showcase of services was defi ned and implemented. An example of this type of application is route planning using the Google Maps API and subsequent visualiza-tion of the routes in the 3D model. Novel applications in the 3D domain are the placement of interactive (advertisement) billboards in the virtual city and point-of-interest marking. Obviously, the system is a prime candidate for integration with ongoing work in other projects, pri-marily the ALVIC-NG networking framework that is subject of the TELEON project.

As interactivity is a prime requirement for these environments, an ad-hoc world editor (designed for use by non-technical users) was implemented that allows for editing the properties and behavior of the various components that make up the 3D world. Also, as there is a clear need for integration with existing tool sets and web components, Adobe Flash content was integrated in the demonstrators.

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C Communication and interaction within NVEs – Virtual Interactive Communities

Applications of VIC technology in e-healthcare context were further ex-plored in the IBBT project TransECare. In 2008, the second project year, the work from 2007 was continued and completed. The alarm centre that is re-searched and developed was tested by end users in their natural working en-vironment. The results from these tests were analyzed and this report was used to develop an updated version of the alarm centre that will be used to set up tests in a lab environment, afterwards in a controlled home environment and in a fi nal stage in a realistic uncon-trolled home environment. These test stages will take place in 2009. Another development based on the research in the fi rst project year is the infotain-

ment module. In 2008, the research from 2007 was used to design and develop a brain game. This resulted in a shopping game, which allows users to collaboratively learn by heart a shopping list and search for these items in a virtual shop. The items they gather in their shopping carts result in bonus points they receive at the checkout, where they can also play a single-player mini-game to train their counting skills by virtually paying for their purchased goods. In-game com-munication is provided by the audio/video platform that was created in the fi rst year of the project. This game was also extensively tested with volunteers by another project partner. In collaboration with an industrial project partner, a demo setup was achieved to illustrate the practical use of the alarm centre in a user home environment. This demo consists of a set top box connected to the television screen and connected to our audio/video communication platform. It allows users to set up an alarm call to the developed alarm centre through dedicated hardware.

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B Interactive multimedia systems

In the purview of the IBBT-project CoCo-Media “Collaborative Community Media” project both social-scientifi c and techno-logical research was performed into the ways in which Flemish media companies deal with community media in order to ar-rive at a possible integration of traditional journalism and community media. The fo-cus of the project is placed on innovative forms and supportive technologies relating to moderation, redaction environments and techniques of content aggregation. During 2008, a methodological framework was cre-ated allowing reducing the labour-intensive moderation activities. Topics that were ad-dressed herein were the different possible forms of moderation, and techniques for the modelling and moderating of information streams. To this end, tools and modelling languages for business processes were used

among others. To evaluate the results relating to content aggregation and e-publishing in reality, a joint demonstrator was created to serve as ‘proof-of-concept’, focusing on new presentation forms and interaction opportunities relating to user-generated content.

In the IBBT project RoMAS (Research on Mobile Applications and Services) a number of mobile city applications were validated to arrive at possible strategies for innovative services. This project also took into account possible community interaction pos-sibilities. This way, new plug-in options for various (interactive) services were developed, using different techniques involving visualization, navigation, level of detail, and new interaction options. Finally, based on user tests, improvements were made and functionalities expanded. The closing event of the project was held in December 2008.

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The research efforts in the domain of digital learning environments concentrated in 2008 on innovative interfaces and per-sonalized search methods based on existing standards. Particular attention was paid to methods and techniques to facilitate low-barrier entry into the different learning systems. The IBBT-project Acknowledge focused on targeted searching of course material based on both the profi le of the user as the competences required by the end terms of the selected topic. At the end of November an integrated proof-of-concept was demonstrated in a fi nal workshop, highlighting the key research results.

Expertise within the multimedia domain was also applied into the ERDF projects (European Regional Development Fund). In particular new tools and applications were designed and tested in cooperation with different industrial partners. Topics that were addressed include identity management, different forms and tools involved with the visualization of available infor-mation, interactivity and methodology and techniques for the management and communication with the various back-offi ces and third-party devices.

In December 2008 a new ERDF project was started about innovative ideas and applications in residential environ-ments, more specifi c service fl ats. Via a multidisciplinary approach (architects, construction fi rms, health organiza-tions,…), this project will examine the value added services and the feasibil-ity of ICT within the framework of the ageing population. The aim is to create a more pleasant, secure living environ-ment with focus on welfare, living con-ditions, prevention, user-friendliness and comfort.

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Computer graphics

B Context

Since the founding of EDM, computer graphics has been a key part of its research. All sub-domains of computer graphics are present in our research, in particular modeling, visualization, and animation. In the last few years, the emphasis has shifted strongly in favor of image- and video-based computer graphics.

Modeling is concerned with how 3D objects can be visualized and manipulated in a compact, expressive, and effi cient manner. Modeling can be done both manually (e.g., using CAD) and semi-automatically (e.g., on the basis of simulations).Visualization deals with image generation, starting from a model. Sometimes, it is desirable that this image is indistinguish-able from a photo (photo-realistic image synthesis), for example, for special effects in feature fi lms or computer games. In other cases, it may be important that the visualization expresses or illustrates something (non-photo-realistic image synthe-sis), for example, for technical illustrations or drawings in cartoon style. Animation involves the representation, manipulation, and visualization of objects that are moving or are being transformed. EDM has much expertise in 2.5D (layered) animation, physically-based animation, and highly-stylized animation techniques.

Recently, the emphasis has shifted to the study of video-based computer graphics. This is a new branch of computer graph-ics. It does not start from a common geometric model in the form of, for example, polygons or subdivision surfaces, but from fi lmed visual material. This material originates from several synchronized digital video cameras, which simultaneously record a scene from many positions. The advantage of this is the built-in level of realism, which is hard to obtain using conventional geometric modeling. On the other hand, this can be seen as an expanded form of video or fi lm that allows for manipulation of fi lm material (a common thing in 3D computer graphics), such as removing or adding objects, manipulating material char-acteristics or lighting, interacting with objects, and freely viewing (navigating) the fi lmed scene from positions where there was no camera. The study concentrates on how to achieve effi cient manipulations.Applications of this research can be found in telecollaboration (e.g., forms of video-phony which allow eye contact), tele-immersion (virtual tourism, monitoring), new production methods and formats of TV programs, pre- and post-production in digital cinema, fi lming and live transmission of events such as concerts, shows, etc. and in new forms of computer games, fi lm, and theatre, allowing for the ultimate level of immersion.

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B Image and video based representation and manipulation

C Scanning small-scale surface details

As a result of the fast evolution of graphics hardware, continuously more detailed virtual environments can be rendered in real-time. Therefore, more detailed representations of small surface fl uctuations and refl ection properties are necessary. We have been developing a number of approaches to effi ciently scan these surface details, called mesostructure. This

is achieved by using only off-the-shelf hardware, namely an LCD screen and a digital refl ex camera. By placing the object to be scanned in front of the screen, which displays certain patterns, and photographing the illuminated object, a pre-cise digital representation of the mesostructure is obtained. The investigated methods are effi cient due to the underlying structure of the patterns as well as exploiting the linear po-larization of the produced light. Materials such as plastics of dash boards, orange skin, leather, electronics components, etc where measured using these techniques. Several components of the research involved are presented at this year’s confer-ences and workshops including CVPR, CRV, PROCAMS and SIG-GRAPH ASIA.

C Adding depth to photographs

With the availability of photo-editing programs such as Photoshop, it has become easy for consumers to manipulate photos in a variety of creative ways, from the subtlest corrections all the way to the most spectacular special effects. Un-fortunately, the possibilities still remain limited because of the editing program’s lack of knowledge about the underlying three-dimensional structure of the photographs. Because of this, only two-dimensional operations are possible now. We are researching techniques to allow users to annotate images with 3D information in a fast, intuitive manner. This extra information opens up new avenues of photo manipulation, such as compositing elements behind obstructions, chang-ing the photo’s depth-of-view or creating stereo images. We’re also looking into using the underlying principles of this research to enhance the results of existing, automatic 3D extraction techniques.

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C 3D reconstruction of objects using mobile projectors

Digitizing real-world objects has always been an area of interest to the research community. Whether the goal is to preserve cultural heritage, produce content for games or movies, or industrial inspection, 3D scanning techniques are a popular topic.

In 2008, we introduced a new approach to 3D scanning called “Depth from Sliding Projections”. This is a so-called active

acquisition technique, in which we use con-trolled illumination – in the form of a mobile projector projecting a repetitive stripe pattern

– in order to introduce extra information from which we can derive the depth values for each

point in the scene. The key idea in this work consists of the observa-

tion that the depth of each point is related to

the dominant frequency of the observed stripe pattern.

We employ Fourier analysis to identify this dominant frequency

for each pixel, resulting in a dense depth image for each camera.

In contrast to earlier work, our tech-nique is capable of dealing with a wide

range of materials, including translucent materials like marble or skin, or highly specular

materials which have caused problems for many previous techniques. This work will be published at

the IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR 2009).

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C Image-based pose synthesis

Editing and creating photographs is becoming increasingly important, judging by the many powerful tools that are available today. Image-based pose synthesis, which allows for the creation of new human poses by synthesizing new

images, can be an essential component for some of these tools.The currently existing image-based pose synthesis ap-proaches create novel poses from single photographs by deforming a character using meshes. While image-based deformation suffi ces for simple (rigid) objects and cartoon-like subjects, it often results in distorted images when dealing with photorealistic images and human subjects, as it cannot reproduce changes in texture and illumination.It is our objective to facilitate the creation of novel human poses by synthesizing images. To this end, we introduced a novel image-based pose synthesis tech-nique that accurately reconstructs texture details by combining information from multiple photographs. Given a user-specifi ed 2D target pose, our solution merges different parts of the input photographs in or-der to conform to the desired pose, solely using 2D operations. We also illustrated how novel poses can be generated from only a few example images, requiring little user intervention.

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C Effi cient decolorization for image-to-sound substitution systems

Recent years brought increase interest for non-invasive substitution systems that aim to provide assistance for visually disabled persons by exploring the other available senses. Among them, image-to-sound substitution systems propose to render acquired images into sound sequences. The basic idea for such systems is to induce mental images or representa-tions for profi cient visually disabled users due to imaginary process. In general the existing image translation into sound contains several stages: acquire images and image transformations (e.g., color to gray), scanning the gray images from left to right and translating into audio frequencies (by various schemes) that are rendered fi nally to the user. The selec-tion of a good decolorization method is fundamental for the effectiveness of attention focus guidance’s. Classical linear algorithms that decolorize images fail in many situations. In comparison with the available state-of-the-art methods our effective decolorization technique is more suitable for image-to-sound substitution systems.In our scheme the luminance level is progressively augmented by the chromatic variation of the salient regions. Saliency, a well studied topic in computer vision, aims to emulate the attention mechanism of the human visual system. Therefore, our technique maps dependently by the prominent chromatic information the global lightness assuming the color oppo-nency theory, generally accepted as a foundation of many visual saliency models.

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B Image and video based visualization

C Shadow Multiplexing for Single Camera Visual Hull Reconstruction

Traditional optical 3D reconstruc-tion techniques often require a huge amount of synchronized cameras to reconstruct a 3D mod-el of a person or object. This usu-ally means that multiple comput-ers are necessary to process this data in real-time. EDM has been investigating how to reduce the number of cameras by replacing them with cheap LEDs. The shad-ows cast by these light sources onto a diffuser are captured by a single off-the-shelf camera. Be-cause each LED has a different color and/or intensity, we can distinguish between the differ-ent shadows and reconstruct a 3D model solely from its shadows.This technique is not only useful for 3D reconstruction, but can also be used for real-time 3D collision detection in virtual environments performed on a single computer. This research has been presented at Procams 2008.

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C 3D Videophony

Standard videophony suffers from a number of fundamental fl aws. For example, correct eye gaze is impossible and also motion paral-lax effects can not be simulated. Eye contact is missing because it is not possible to look into the camera (above, below or next to the screen) and at the same time to the onscreen image of the conversational partner. Parallax effects can give the user the impression that the computer screen is a window that provides a look into the 3D space of his partner. Within the IBBT project Virtual Individual Networks (VIN), EDM examines the applica-tion of video-based computer graphics to develop new forms of videophony that do permit correct eye gaze and parallax effects, initially in the context of face-to-face communication and later group communication.For face-to-face communication a prototype consisting of a fl at computer screen surrounded by several cameras was developed.

From these multiple cameras we can reconstruct the image of a virtual camera that is positioned, as it were, behind the screen and thus watching straight into the eyes of the person in front of the screen. Interpolating this virtual viewpoint can be done in real-time thanks to state-of-the-art view interpolation algorithms implemented on the latest 3D graphics hardware. In addition, eye tracking makes sure that the correct virtual viewpoint is not lost. This allows for a more natural form of interaction that better approaches the reality of a private face-to-face conversation.This work has been published in the proceedings of the International Conference on Signal Processing and Multimedia Ap-plications (SIGMAP) 2008. It received the best student paper award and has consequently been selected to be published in the new Springer-Verlag CCIS (Communications in Computer and Information Science) series.

Finally, research was started on a more theoretical approach to view interpolation on current and next generation graphics hardware. With the introduction of the CUDA programming language, a more general use of the massive parallel processing power can be achieved. This can increase the speed and quality of new view interpolation approaches and other image processing algorithms.

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C Relighting Objects from Image Collections

Many applications in entertainment, augmented/virtual reality, architecture and digital musea require the creation of realistic computer-generated images of real-world objects from novel viewpoints and illumination. These images should be indistinguishable from real photographs taken under similar conditions. Photorealistic rendering requires accurate input models for ob-ject geometry, lighting and refl ection properties of materials.We proposed a method to obtain such models from a set of photographs of a real-world object. Contrary to previous work, the illumination in the photographs can be unknown and varying. This has two striking implications: no special lighting and capture equipment is necessary, instead we can just casually shoot a set of photographs. Secondly, it is not even necessary to capture the images ourselves. Instead, we are able to make use of existing photographs, even images taken from online community photo collections (such as fl ickr.com). After reconstruc-tion, lighting and viewpoint can be edited as well as the material properties. This work was accepted for publication in IEEE CVPR 2009.

C Color and time multiplexing to capture lighting conditions

There is a wide variety of algorithms that need images of a scene under a number of different lighting conditions. Struc-tured light scanning computes the shape of a scene by illuminating it with different coded patterns. Photometric stereo obtains a per pixel normal of a scene by capturing the scene under a number of different point light source positions. In computer graphics, the lighting of a scene can be altered in post production if the scene is recorded under a number of basis illumination patterns. In all of these methods, each illumination condition requires a separate image, and it is assumed the scene remains static. An obvious way to extend the aforementioned methods to handle dynamic scenes is to use a dense optical fl ow to register dynamic content between frames.

Our method uses both color and time multiplexing to capture a scene under a number of lighting conditions and can be used to improve many existing algorithms. With color multiplexing we can encode more illumination conditions per frame, which reduces the number of required input images over which optical fl ow must be computed, making it possible

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for using (cheaper) cameras with a lower frame rate. An additional benefi t of color multiplexing is that optical fl ow can be computed more reliably, because all light sources are enabled in every frame and only their color varies. This research has been accepted for IEEE CVPR 2009.

C Wide baseline image matching

Finding distinctive feature points with a high rate of repeatability in widely separated views of a 3D scene is a fundamen-tal task of many vision applications. Matching images by local feature points has manifested many interests in the last

decades. With recent advancements in the fi eld when the distance between camera centers is relative reduced (small baseline) the problem is facile to solve. A more challenging problem appears when the viewing conditions are extremely altered. In wide base-line cases due to the important affi ne/perspective changes and also due to the occluded regions, that inevitably alter the pro-jected scenes (images), fi nding correct and suffi cient number of matches is a diffi cult task. To solve this problem we introduce a method that is characterized by two main steps. First, a few valid kernel matches are identifi ed in the images by employing SIFT adapting the threshold distance between descriptor vectors in order to fi lter only (the best) cor-responding feature points. Based on this seed information, in the second step, the geometric transformation (up to affi ne) is esti-mated for every kernel corresponding pair by using an iterative minimization procedure. Our approach has the advantage that does not need additional constraints (e.g., epipolar lines, homography) or rectifi cations (e.g., RANSAC), although these steps can be easily added as preprocessing steps in our algorithm, too. The method

requires only (at least) one valid seed match in order to generate automatically a signifi cant number of additionally cor-rect matches. This work will be published in the CGI 2009 conference proceedings and in the journal ‘Visual Computer’ during 2009.

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C 3DTV

Autostereoscopic displays are a special type of monitors that are able to submit a number of different images associated with their respective viewing angles. Since the introduction of this technology, a 3DTV consumer has the possibility of perceiving depth as if he or she was looking to genuine 3D scenery. This allows the consumer to be immersed into a “virtual world” where its scenery can be observed as if the screen is a virtual window into this world. Since data transfers become more and more costly and relevant to application performance, sending all required intermediate views directly to a 3DTV would be quite cumbersome. For this, researchers have been looking to fi nd a way of avoiding this, by performing the view interpolation at real-time directly in the monitor, in a decentralized way. Nonetheless, this solution requires state-of-the-art stereo depth estimation and high-quality view warping at more than real-time execution speeds.Within the scope of a collaboration with the multimedia group of IMEC, EDM developed a unifi ed framework to design and evaluate the end-to-end application performance of depth image-based rendering (IBR) as a driver for autostereoscopic displays and 3DTVs. IBR is unique in that it requires computer graphics, computer vision, and image processing to join forces to solve a common goal, namely photorealistic rendering through the use of images. The preliminary framework and technology was presented at the second IEEE 3DTV conference in Istanbul, Turkey. Whereas the complete work, including a taxonomy for all view synthesis related processing modules, was published in a special issue of the “Elsevier Interna-tional Journal of Signal Processing: Image Communication,” which is fully dedicated to the advances in three-dimensional television and video. In this framework, both high-quality view interpolation and real-time execution speed is obtained through harnessing the powerful computational resources inside a graphics processing unit (GPU).

Finally, the further optimization of this research was started, by using next-generation GPU computing such as CUDA. Each individual module of the ap-plication chain and its impact in the end-to-end performance is investigated by migrating to these next-gen programming paradigms. This will eventually lead to a set of migration rules that propose which sub-chain to implement in which paradigm for a global optimal performance.

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B Rendering

C Accurate rendering of shadows

Accurate rendering of shadows is an essential part of photorealistic im-age synthesis. Shadow computation tends to be a computational bot-tleneck in real-time applications, such as video games and virtual reality. Existing methods are too slow, whereas fast approximations leave some-thing to be desired in terms of quality. We have developed a real-time, high quality shadow technique, which bridges the gap between fast ap-proximations, and slow but accurate methods. In particular, we have developed a method which can create shadows cast by complex light sources, such as area lights and even arbitrary illumination patterns. The results of this work were published at ACM Siggraph 2008.

C Spatially Varying White Balance

Color correction and in particular white balancing is an essential part of the photography pipeline. White balancing removes the color cast induced by the intrinsic color of a light source. For instance, an tungsten bulb causes a yellow cast on a photograph, white fl uorescent tubes cause a blue cast. Traditional white balancing methods can only deal with a single type of light source. In many situations, this assumption fails. A typical example is when a photographer shoots a subject under (usually white) fl ash illumination against a tungsten-lit backdrop. As a result, single-light white balancing methods produce incorrect color casts on either the subject or the background, or both. We have developed a method that can deal with multiple types of illumination. It basically estimates the mixture of contribution from each type of light source as each pixel in the image. As a side effect we can even adjust the individual light colors as a post-process in order to produce simple relighting effects. The results of this work were published at ACM Siggraph 2008.

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B Modeling and animation

C Stylized animation

Artists who want to create two-dimensional animated sequences consisting of images exhibiting a large variety and diversity of styles - as opposed to the mainly uniformly colored style encountered in ‘traditional’ animation - such as used in painting, illustration or (simplifi ed) in strip cartoons, are obliged to take recourse to traditional/artisan work-ing methods. Unfortunately, these traditional methods proof to be extremely elaborate, time consuming and rarely yield satisfactory results.

To this end, we came up with new approaches in which the advantages of the 3D modeled approach and the advantages of the traditional approach are combined, with the aim to support completely new styles of animation. From the 3D mod-eled approach, we inherit the notion of working with models, which in our case will consist of simulated brush strokes (to be rendered in various styles: water color, gouache, crayon, pencil, ink…) that are arranged in hierarchically clustered layers. From the traditional approach, we inherit the notion that the artist has direct control over the artwork produced by directly controlling the brush strokes themselves, without the need to fi rst create 3D models.

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C Paint-on-Glass Animation

Paint-on-glass animation is a technique for making animated fi lms by pushing slow-drying paints from frame to frame directly under the camera and record it. As artwork is continuously destroyed as new artwork is created the animator is not able to rehearse or refi ne the animation afterwards. Furthermore, due to impracticable issues like how to stack up wet layers or overlay masks on the wet medium, he/she has to solve creative and technical tasks on each shot.

Our approach offers the artist an interactive paint system that physically simulates various paint media. In combination with a set of digital tools he/she is relieved from the diffi cult task to sustain a constant frame-to-frame coherence while animating and is given the possibility to modify or undo earlier paint modifi cations. Regarding the interaction part, the artist stays in full control by employing a tangible interface. This way, artists can push pigment with their fi ngers, use special-purpose digital brushes with tufts, or even paper tissue.

Our examples and feedback from the artists confi rm the real-life behavior of manipulating the paint as well as interacting with the setup, resulting in a natural and reality-based methodology.

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C Digital painting on an interactive paint canvas

Current digital paint applications provide stylus-based input, creating a paint experience that differs from traditional paint-ing in several aspects. With the aim of bridging the user experience gap between traditional and digital painting, a cross-domain research team developed a digital paint platform, IntuPaint. The platform consists of an interactive paint canvas, a newly designed paint brush and an extensive paint simulation framework. The paint brush is equipped with an infrared LED and light conducting nylon fi bers. As the paint brush touches the interactive canvas, the contact surface of the brush with

the canvas is registered with a video camera that captures the IR-light from the bristles in the brush. The paint canvas also provides touch sensitive tracking, allowing the use of other paint instru-ments (like tissue, fi ngers, …). The paint simulation framework processes the brush strokes and pro-vides real-time realistic paint effects. IntuPaint was subjected to user experiments, which de-livered promising results for further research. This research has been pub-lished as a CHI 2008 Ex-tended Abstract and on the Tabletop 2008 confer-ence, receiving the Best Paper Award.

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C Hand-painted Animation with Intelligent Brushes

Nowadays, many interactive paint applications are available to a large public including hobbyists, trained artists and chil-dren. While these include eye-catching features like real-time paint diffusion and realistic brush and pigment behavior, they fall short when it comes to animating paintings.To this end, we introduced the concept of brushes and pigments enhanced with behavioral intelligence that complements existing digital paint applications. Our system allows the user to enrich and animate interactively created images by semi-autonomously embedding procedural animation into them. To exemplify this concept, we elaborated on several spe-cial-purpose brushes and animated pigment for painting with animation. These include a programmable semi-autonomous brush used to paint variations of strokes in successive frames (e.g., fl ames of fi re), the moving dab brush which enables dabs of paint to follow a user-defi ned path (e.g., smoke puffs) and animated pigment to produce secondary motion such as vibrant or waving paint textures. From a stylistic point of view, similar to traditional paintings and animation, our results convey the artist’s characteristics (e.g., way of wielding the brush, skillfulness, feeling for the medium). Our results also show that artistic skills of trained animators become within reach of everyone in the digital world, even to completely novice users.

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Human-Computer Interaction

B Context

Human-Computer Interaction (HCI) research at EDM is structured in four main research lines: Context-sensitive Interactive Systems, Multimodal interaction in 3D and Virtual Environments, Interactive Workspaces and User-Centered Software Engineer-ing. More and more research results cross the borders of individual research lines, as achievements in separate basic research topics stimulate cross-fertilization and integration of the accomplishments in proof-of-concept demonstrators. Nevertheless, for the sake of clarity, the next sections describe the advances with respect to the state of the art in the topics of the indi-vidual four research lines.The activities regarding Context-sensitive Interactive Systems have a focus on fundamental research concerning the use of models at design time as well as at runtime. Support for developers is also investigated on the level of software architectures and frameworks for the realization of ubiquitous and pervasive systems. The research regarding mobile location-based systems resulted in innovative mobile educational games supporting a museum visit.A virtual environment designer’s job is facilitated through extensions in the NiMMiT notation for interaction modeling and the supporting tool CoGenIVE. From the perspective of the end-user, the research line Multimodal interaction in 3D and Virtual Environments has a focus on fundamental studies of interaction techniques that are enriched by haptics or audio. Interesting applications of haptics emerge in the rehabilitation of MS patients.The Interactive Workspaces research line emphasizes interaction with large surfaces. The interest in multi-touch applications is still growing, and stimulates the development of frameworks for the realization of these applications. Also, interaction techniques exploiting the added value of multi-touch, and more general large interaction surfaces, in several application domains are investigated.The fourth research line, User-Centered Software Engineering, emphasizes methodological aspects of user-centered design and explicitly pays attention to usability issues. Formerly mainly a supporting research line for other activities, it confi rms its place as a particular area of interest. Examples of topics in this domain are methodological and tool support for multidiscipli-nary teams in a user-centered design context, and model-driven software engineering.

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B Context-sensitive Interactive Systems

C Modeling and realizing context-sensitive systems

In contrast with traditional interactive systems, context-aware interactive systems can adapt according to their environ-ment, users, location, available software services, other users in the vicinity… The context of an interactive system is determined by information that can be found outside the interactive application itself (e.g. using sensors). This contex-tual information infl uences the behavior, presentation and content of the interactive application. Starting in 2006, EDM has been involved in the IBBT CrosLocis project that focuses on the creation of smart local services. EDM was responsible for the development of a generic user interface framework that could adapt according to the context of use. Context of use in this case is primarily defi ned by location, available services and type of users. Our main contribution to the state-of-the-art in this domain was the creation of a new tool that allowed designers to specify how a user interface should make use of services and context offered by specifi c services. This work has been published at the Engineering Interactive Systems conference in 2008.

C Using models at runtime

Models typically capture extensive knowledge about the system at design time. In many cases this knowledge is lost once the application is developed and there is a lack of this knowledge at runtime, for example to perform adaptation, valida-tion, etc. When models are designed in the right way and into suffi cient detail they can be exploited at runtime. Within the IWT R&D project Warhol, EDM created a method to use an annotated task model and presentation model at runtime to dynamically compose the right user interface for a specifi c user of an industrial digital printing application. Exploitation of the temporal relations, available in the task model, also ensured that the adaptation of the user interface does not pre-vent a user to perform his tasks. The resulting method was discussed in a paper, which was presented at DSV-IS 2008.Runtime usage of the underlying models for an interactive system enhances the effi ciency and fl exibility of the approach to target heterogeneous environments. A better integration of the executable interface and the models it is based on, returns control to the end-users through a powerful mean for runtime adaptation of the user interface. EDM has been involved in the extension of the COMETs framework that integrates the underlying models with the fi nal user interface. Using a meta-user interface on top of the actual interface, end-users are able to manipulate the underlying models in an intuitive way and thus also change the fi nal user interface according to their preferences. This work has been reported on at CADUI conference.

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C Distributed context-sensitive user interfaces

Distributed user interfaces take advantage of the computing resources in the vicinity of the user. Computing resources that can provide input/output capabilities can become part of a federation of devices that supports a single logical user interface. The challenge is to fi nd the spatial relationships between the devices in a device federation and optimize the user interface distribution for these relationships. Moreover, relationships can change over time because of the mobile devices and the user(s) moving around. We are creating ontologies that allow reasoning over spatial relationships, while taking into account the dynamic nature and uncertainty of the spatial relationships. An initial ontology and approach has been published at the workshop on modeling and reasoning in context (MTC 2008).

C Frameworks for ubiquitous and pervasive interactive systems

The creation of an interactive shell that works in ubiquitous and pervasive environments is typically a highly complex process. Unlike traditional com-puting environments, uncertainty is more common in a ubiquitous and per-vasive environment, and is encountered on the level of the events that can occur, available resources and the goals of the users. The aforementioned COMETs framework was one of the frameworks for pervasive interfaces EDM has been involved in. Besides the smart integration of models in the user interface toolkit, the framework could also cope with multiple modalities: an essential capability to operate in a pervasive environment. COMETs is originally created by Alexandre Demeure as part of his PhD at Grenoble, and introduced at EDM during his post-doc stay. The framework itself, specifi cally the software architecture, has been published at the DSV-IS conference.

Alongside the extensions of COMETS, EDM’s ReWiRe framework was further developed. ReWiRe has been conceived to cope with extremely dynamic environments. For this purpose, ReWiRe features a runtime model that describes the environ-ment, a fl exible and platform-independent architecture that is linked with the model and end-user tools to confi gure the environment and interact with it. The runtime model is an ontology instance that is continuously updated while changes in the environment occur. ReWiRe has been presented and published at the Intelligent Environments, DSV-IS and Ontoract 2008 venues.

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C Context-sensitive and mobile interaction

The EFRO/ERDF ARCHIE project, one of the driving forces of our research on context-sensitive mobile systems, entered its last project phase in 2008. The location-based educational game on the theme of agriculture in the region has been fi nalized. A new mobile game on the Roman period has been conceptualized and prototyped. A lot of attention was going to the evaluation of the mobile games: more than 250 youngsters tested and experienced the project results. Over the years, more than 700 persons tested the prototypes and provided feedback. The approach used in the ARCHIE project and the resulting prototypes of mobile games have been published and presented at the conferences ACE 2008 and Fun and Games 2008.

Also, the project was honored with the “SWIFT” award, paying attention to social factors and accessibility in relation to ICT technology. A successful press event was organized in the past summer.

The results of the ARCHIE project are further exploited in the context of the EFRO Ritchie project. The prototypes are fi ne-tuned for use in the renovated Provincial Gallo-Roman Museum starting in 2009. Furthermore, iDiscover, an expertise center on mobile applications for usage in domain of cultural heritage, is set up in the Ritchie project. During the last months of 2008, attention was going to the preparation of the establishment of the expertise center. The initial infrastructure for a demo and test lab for mobile applications in a museum context was being set up.

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EDM also participates in the IBBT project “Erfgoed 2.0” (Cultural Heritage). The goal of this project is to develop a “meta mobile guide”, which is a generic framework for the realization of mobile guides. Unlike the approach in the ARCHIE project, we strive for a mobile guide that is applicable for any content with a focus on location-based interaction and personalization.

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B Multimodal interaction in 3D and Virtual environments

C Techniques and tools for modeling and realizing virtual environments

As the creation of virtual environments is a very complex task, we investigate how the process can be facilitated using a model-based approach. Our approach builds heavily on the results we obtained in the last few years using the NiMMiT notation and the CoGenIVE tool, which support rapid prototyping of multimodal interaction in virtual environments.Context and conceptual models are considered in order to take into account information related to both the virtual environment and the physical environment surrounding the user. In 2008 we have continued our research in this area because our initial experiments of the previous year showed promising results. Regarding the study on context, a mechanism was defi ned within NiMMiT for detecting and handling changes in context. As these mechanisms are special-purpose NiMMiT diagrams, this approach allows developers to easily add context information to virtual en-vironments using CoGenIVE. This work was published in papers for the ICMI’08 and TAMODIA ’08 conferences.

Whereas the context mechanism takes the physical world into account, the research on conceptual models looks at the properties of the various objects in the virtual world. For this purpose, the objects are described using an ontol-ogy. This allows us to defi ne how objects can be handled. For instance, when creating a NiMMiT diagram for moving an object, it is not necessary to code a check for making sure that the object in question can be moved. It is suf-fi cient to indicate in the NiMMiT diagram that it on works on objects that have this property. This work is described in a paper for SEARIS’08.

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C Development, realization and evaluation of multimodal interaction paradigms

Not only does the technical realization of virtual environ-ments pose a huge challenge, it is also important to inves-tigate how users can interact with a virtual environment in a more effi cient and intuitive manner. An important task in virtual environments is the selection of objects that the users want to manipulate, because a lot of other tasks start with object selection. We therefore enhanced some promising selection techniques with multimodal feedback: not only graphics, but also haptics and audio. In order to validate if these enhancements are indeed improvements, a formal usability test was conducted. These results are ac-cepted for the International Journal of Human-Computer Studies.

The research into multimodal selection techniques showed that fundamental research is needed in order to understand how different force effects infl uence the user’s perform-

ance. For this purpose, the effect of haptic bumps was assessed in a Fitts’ law-like target selection task using a Phantom device. As the properties of a haptic device can have an infl uence on the effects of the haptic bump, the Phantom was compared with the Falcon in a second experiment.

C Intelligent algorithms supporting interaction in multimodal virtual environments

Our research results have demonstrated that, depending on the circumstances, different interaction metaphors can be more effi cient. This can be infl uenced by the devices used, the layout of the virtual environment and of course the user’s preferences. The goal of this research topic is therefore to investigate how intelligent algorithms can support the user by providing the most suited interaction technique or by adapting the interaction technique itself.For this purpose, an initial version of a conceptual framework was defi ned, which incorporates the different steps in the adaptation process. This framework not only takes the user’s capabilities and preferences into account, but also grounds

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the decisions taken on the actions that are performed. One of the important parts of the framework is the user model, in which a group model as well as an individual model plays a role. In order to create this model, we investigated how the group model could be developed based on the users’ performance and preferences in selection objects. A paper about this research is submitted for UMAP’09. Further research will be done regarding the user model and the other parts of the conceptual framework.

C Realization and evaluation of multimodal interaction in different domains (e.g. medical applications, health care, simulations)

The research into multimodal interaction in 3D and virtual environments in general aims to design interaction techniques, which are applicable in several contexts. However, specifi c virtual environments for a certain application context may

require special solutions. Since 2007, EDM has been performing research sup-porting rehabilitation of multiple sclerosis patients by means of force feedback. Together with PHL-REVAL and the Rehabilitation center of Overpelt, a pilot study was conducted in the second half of 2007 and fi rst half of 2008. In this study, three different tasks employing force feedback were developed and evalu-ated with patients: a car trajectory task where the use has to rigorously steer a virtual car over a road, a task where the user lifts a virtual book and positions this between other books, and a tapping task. The pi-lot study has proven that force feedback can be ben-efi cial for this kind of training purposes, but further research is needed to investigate the constraints. The research related to the pilot study has led to three publications in 2008. Also, a continuation project has been started with an extended consortium in the Interreg IV program.

42EDM Research 2008 www.edm.u

B Interactive workspaces

C Computer supported collaborative work

Over the past few years, collaborative software is gaining popularity. Examples include social software, ubiquitous computing and computer-supported collaborative work (CSCW). Within this scope, EDM investigates technologies and novel solutions for providing collaboration be-tween several people, who can be co-located and remotely located.One of the application areas, which is investi-gated in the IBBT TeleClassing project, is educa-tion at the distance. In this setup, two remote class rooms are connected over the network. The main interest of EDM is the development of a collaborative interactive whiteboard applica-tion. For this purpose, a framework is created which allows working with different media from both locations. In 2008 support was realized for images and movies, while the support for PowerPoint and pdf fi les is foreseen for 2009. Users can position, scale and annotate the dif-ferent media objects. This information is then synchronized between the two remote sites.

Furthermore, a framework has been realized within the IBBT HI-Masquerade project for providing collaboration between several interactive surfaces. The software facilitates the development of collaborative applications, which can support people to work together on several different devices, ranging from a desktop computer to a multi-touch screen.

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C Interaction on horizontal and vertical surfaces

Large touch-sensitive surfaces are essential for supporting co-located interaction. Hori-zontal and vertical large surfaces do not only improve collaboration, they also serve as a basis to develop (radically) new interac-tive applications for domains such as public spaces and persuasive software. IntuPaint and its related setup DIP-IT is one example of a radically new interface that merges the physical and digital world for the creation of high quality paintings. The surface mimics a painting canvas, while painting on the sur-face is done using specifi cally designed paint brushes. This research has been published as a CHI 2008 Extended Abstract and on the Tabletop 2008 conference, receiving the Best Paper Award.

Interaction with 3D models on multi-touch enabled surfaces has been explored in the

IBBT PISA project, where we created a 3D Set Modeler for drama production. EDM was responsible for the 3D rendering and interaction parts of the software. This work has been reported on the IBC 2008 conference.The lack of visibility of the commands that can be accessed by interacting with the surface has been covered by our research into an intelligent in-context guide system called TouchGhosts. TouchGhost shows a user how to interact with a multi-touch surface, and is visualized on top of the user interface itself. It presents the user how manipulations can be done with multiple fi ngers in a highly visible and comprehensible way. This research has been published at TableTop 2008 and was presented at the CSCW 2008 conference.

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C Architectures and frameworks

For building collaborative applications a solid framework or API to relief the developer from complexities helps to create stable and usable multi-touch in-terfaces. The facilitating support by the framework simplifi es the realization of simultaneous interactions, working with shared objects and providing new collab-orative interaction techniques. We have developed Eunomia, an initial framework for the development of multimedia multi-touch interfaces. Eunomia allows for si-multaneous interaction on a multi-touch screen and supports especially media objects (video, pictures). Eunomia has been presented on HCI 2008. The Euno-mia framework is accompanied by a set of applications that have been success-fully deployed in public spaces. Alongside Eunomia, a .Net-based frame-

work has been developed to support multi-touch interfaces as part of the IBBT Mutable project. This allows involving designers much more easy: graphical design tools are readily available. In our case, the designs make use of XAML as a user interface description language which on its turn allows for a smooth integration with the runtime application logic.For the support of multi-site collaboration, a conceptual framework was designed within the IBBT CoCoNut framework. This framework draws a bigger frame of reference for multi-site collaboration using ICT tools. It not only incorporates the collaboration itself, but also incorporates the selection of appropriate ICT collaboration tools using objective and subjec-tive “collaboration variables”. A preliminary version of this framework was presented at the NordiCHI workshop on new approaches to requirements elicitation on different levels.

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B User-Centered Software Engineering

C User-centered software development

There is a large agreement that multi-disciplinary teams can build software that better supports the complex tasks of user. It is however not completely established how such teams can optimally work together and which artifacts can be used during particular stages of the development process. EDM developed the MuiCSer process framework (presented at ICEIS 2008) that defi nes a structure that can be used to create a multi-disciplinary user-centered software development process. This process framework was applied in multiple applied research projects: the design of an industrial printing application, a news submission system for journalists and mobile game for children. The application of the framework was discussed in papers presented at DSV-IS 2008 and HCSE 2008.

C High-level user interface descriptions

Research performed in EDM before 2008 already established the possibilities that high-level user interface descriptions offer in the development of user interfaces for multiple platforms. But the creation of these high-level descriptions still required a great degree of technical knowledge. User interface designers, however, do not always possess this knowledge. A full paper presented at AVI 2008 and a work-in-progress pa-per at CHI 2008 describe Gummy, a tool developed in EDM that removes the need for this technical knowledge while still lev-eraging the power of a high-level user interface description language such as UIML to develop multi-device user interfaces. It offers the user the familiar user interface of a traditional GUI-builder with the appropriate widgets for a selected platform. It furthermore assists the user to optimize the design for different screen sizes, toolkits and platforms.

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Within the IWT R&D project Participate, a high-level user inter-face description language, SpieLan, was used to enable crea-tion of Staged Participatory Multimedia Events (SPME). SPME are a specifi c kind of interactive television that is made for and by television viewers. The language as well as the supporting tool is presented in a full paper in the Multimedia Systems Journal in 2008.

C Model-driven software engineering

Model-driven engineering (MDE) is a software engineering ap-proach that describes the various views of a software system by different models, that afterwards can be transformed into a semi-executable form. The design of interactive applications also makes extensive use of various types of models, so MDE has also become a more important fi eld in the HCI community. In 2008, research within EDM to establish this vision has been done both at the applied and at the fundamental level.

Within the Warhol R&D project, a user-centered design process conforming to the MuiCSer process framework was used. One of the important features of this process was that it was also a model-driven process, with a central role for the task model. In this process a task model created during analysis is reused in later stages of the design and development. A paper detailing the methodology was presented at DS-VIS 2008. This methodology did not use automated model-transformations. Creation of a more rigid and formal defi nition of the models used in model-based user interface design, and specifi cally the task model, is necessary to enable the model-driven creation of advanced and more specifi cally context-sensitive user interfaces. A fundamental research project has started in 2008 in which the formal representation of task models in general and ConcurTaskTrees in particular are in-vestigated in the context of MDE. The goal of this research is to defi ne a formal semantics for the task model that is as clear and complete as possible. On a longer term model transformations that exploit this formal semantics and that can be proven to be correct are envisioned.

EDM Research 2008

47

The EDM is a great adherent of the policy of linking scientifi c research to university education. Guided by this conviction, the EDM is committed to high-quality education, with a solid curriculum and good guidance. The recent introduction of the two-year’s master’s in computer science (as of the academic year 2007–2008) signifi es a new educational challenge; the availability of business and research-oriented profiles offers clear opportunities for the targeted strengthening of students’ knowledge, skills, and attitudes in these areas.

In 2008, the EDM actively contributed to providing computer science courses at UHasselt. The educational activities centered on several fields, among them:

• Training in the “computer science” program • Training of IT subjects supplied by the Faculties of Applied Economic Sciences, Medicine, and Sciences of UHasselt and

the School for Life Sciences of tUL• Traineeship and thesis counseling to dozens of computer science students.

C The computer science program

The computer science program consists of a bachelor’s and master’s track in computer science. The bachelor of science in computer science covers three years, or 180 credits. As a result of the rather recent approbation of the master of science in computer science (two years), the university Bachelor-Master program in computer science has become a five-year course. As of the 2007–2008 academic year, the two-year mas-ter’s was started with a completely reworked curriculum. On top of the current IT subjects, the students are offered a number of advanced and optional subjects, which are now given in more detail.

The master of science in computer science offers three graduation specializations: multimedia, databases, and human-computer inter-action. The “multimedia” graduation variety is supported almost entirely by EDM’s multimedia and computer graphics expertise. The “databases” master’s is grafted on the expertise of the “theoretic computer science” research group. For Flanders, the unique master’s specialization in “human-computer interaction” (HCI) is supported by EDM research in the domain (of the same name).

Through its international networks, the EDM also contributes to the internationalization through the Socrates/Erasmus-program. In this context, the EDM started collaborating in 2004 with the Universidad Pompeu Fabra (UPF, Barcelona, Spain) and the Universidad Illes Bal-ears (UIB, Balearic Islands, Spain). Currently, the network is being extended, among others with the Universidad Politecnica de Valencia (UPV, Spain).

EDM Education 2008

Education

48

Doctoral theses

Jorissen Pieter, Dynamic Interactions for Networked Virtual Environments, 23

januari 2008 (promotor: prof. dr. Wim Lamotte)

Jehaes Tom, Effi cient representation, transmission and rendering of networked

virtual environments on both desktop and mobile systems, 22 februari 2008 (promotor: prof. dr. Wim Lamotte, copromotor: prof.

dr. Frank Van Reeth)

EDM Scientifi c output 2008

Scientifi c output

49

Scientifi c publications

EDM Scientifi c output 2008

Articles in Web of Science (A1)

• ANCUTI, Cosmin; HABER, Tom; MERTENS, Tom & BEKAERT, Philippe (2008) Video enhancement using reference photographs. VISUAL COMPUTER, 24(7 9). p. 709- 717

• Annen, T; Dong, Z; MERTENS, Tom; BEKAERT, Philippe; Seidel, P & Kautz, J (2008) Real time, all frequency shadows in dynamic scenes. ACM TRANSACTIONS ON GRAPHICS, 27(3). p. 34-34

• DI FIORE, Fabian; VAN REETH, Frank; Patterson, John & Willis, Philip (2008) Highly stylised animation. VISUAL COMPUTER, 24(2). p. 105-123

• Eisemann, M.; De Decker, B.; Magnor, M.; Bekaert, P.; de Aguiar, E.; Ahmed, N.; Theobalt, C. & Sellent, A. (2008) Floating Textures. COMPUTER GRAPHICS FORUM, 27(2). p. 409-418

• HERMANS, Chris; VANAKEN, Cedric; MERTENS, Tom; VAN REETH, Frank & BEKAERT, Philippe (2008) Augmented panoramic video. COMPUTER GRAPHICS FORUM, 27(2). p. 281-290

• Hsu, E; MERTENS, Tom; Paris, S; Avidan, S & Durand, F (2008) Light mixture es-timation for spatially varying white balance. ACM TRANSACTIONS ON GRAPHICS, 27(3). p. 70-70

• HUBO, Erik; MERTENS, Tom; HABER, Tom & BEKAERT, Philippe (2008) Self simi-larity based compression of point set surfaces with application to ray tracing. COMPUTERS & GRAPHICS UK, 32(2). p. 221-234

• LIESENBORGS, Jori; BEKAERT, Philippe; DE RIJCKE, Sven & DEJONGHE, Herwig (2008) Non parametric strong lens inversion of Cl 0024+1654: illustrating the monopole degeneracy. MONTHLY NOTICES OF THE ROYAL ASTRONOMICAL SOCIETY, 389(1). p. 415-422

• LIESENBORGS, Jori; De Rijcke, S.; Dejonghe, H. & BEKAERT, Philippe (2008) A generalization of the mass sheet degeneracy producing ring like artefacts in the lens mass distribution. MONTHLY NOTICES OF THE ROYAL ASTRONOMICAL SOCIETY, 386(1). p. 307-312

• VAN DEN BERGH, Jan; Bruynooghe, B; Moons, J; HUYPENS, Steven; Hemmeryckx Deleersnijder, B & CONINX, Karin (2008) Using high level models for the creation of staged participatory multimedia events on TV. MULTIMEDIA SYSTEMS, 14(2). p. 89-103

• VAN LAERHOVEN, Tom; DI FIORE, Fabian & VAN REETH, Frank (2008) Hand painted animation with intelligent brushes. COMPUTER ANIMATION AND VIRTUAL WORLDS, 19(3 4). p. 365-374

Articles in journal with international review board (A2)

• DI FIORE, Fabian; JORISSEN, Pieter; VAN REETH, Frank; Lombaert, E.; Valcke, M.; Vansichem, G.; Veevaete, P. & Hauttekeete, L. (2008) ASCIT sick children: Again at my School by fostering Communication through Interactive Technologies for long term sick children. Journal of Advanced Technology for Learning, 5(1). p. 68-78

• LAMOTTE, Wim; QUAX, Peter & FLERACKERS, Eddy (2008) Large scale networked virtual environments: architecture and applications. Campus Wide Information Systems, 25(5). p. 329-341

• QUAX, Peter; DIERCKX, Jeroen; CORNELISSEN, Bart & LAMOTTE, Wim (2008) ALVIC vs the Internet : Redesigning a Networked Virtual Environment Architecture. International Journal on Computer Games Technology, 2008

Articles in journal with review board (Dutch language) (A3)

• ROGMANS, Sammy (2008) Versnellen van Camera Interpolatie via Beeldkaarten. Informatie, Maandblad voor de Informatievoorziening, 50(1). p. 10-18

Editor of a book (or proceedings) (B3)

• ABRAMS, Marc; LIMBOURG, Quentin; LUYTEN, Kris & MENKHAUS, Guido (2008) Special Issue on XML Based User Interface Description Languages.

Article in proceedings of a scientifi c conference (ISI-Proc) (C1)

• CLERCKX, Tim; VANDERVELPEN, Chris & CONINX, Karin (2008) Task Based Design and Runtime Support for Multimodal User Interface Distribution. Proceedings of EHCI HCSE DSVIS’07. p. 89-105.

50EDM Scientifi c output 2008

• CUYPERS, Tom; VANAKEN, Cedric; FRANCKEN, Yannick; VAN REETH, Frank & BEKAERT, Philippe (2008) A multi camera framework for interactive video games. Braz, J & Nune, NJ & Pereira, JM (Ed.) GRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICA-TIONS. p. 443-449.

• DE BOECK, Joan; RAYMAEKERS, Chris & CONINX, Karin (2008) A tool supporting model based user interface design in 3D virtual environments. Braz, J & Nune, NJ & Pereira, JM (Ed.) GRAPP 2008: PROCEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS. p. 367-375.

• DEMEURE, Alexandre; Calvary, G. & CONINX, Karin (2008) COMET(s), a software architecture style and an interactors toolkit for plastic User Interfaces. Graham, TCN & Palanque, P (Ed.) INTERACTIVE SYSTEMS: DESIGN, SPECIFICATION, AND VERIFICATION, PROCEEDINGS. p. 225-237.

• DI FIORE, Fabian; QUAX, Peter; VANAKEN, Cedric; LAMOTTE, Wim & VAN REETH, Frank (2008) Conveying Emotions through Facially Animated Avatars in Net-worked Virtual Environments. Egges, A. & Kamphuis, A. & Overmars, M. (Ed.) Motion In Games (MIG08). p. 222-233.

• DUMONT, Maarten; MAESEN, Steven; ROGMANS, Sammy & BEKAERT, Philippe (2008) A prototype for practical eye gaze corrected video chat on graphics hard-ware. Assuncao, P & Faria, S (Ed.) SIGMAP 2008: PROCEEDINGS OF THE INTERNA-TIONAL CONFERENCE ON SIGNAL PROCESSING AND MULTIMEDIA APPLICATIONS. p. 236-243.

• FRANCKEN, Yannick; CUYPERS, Tom; MERTENS, Tom; GIELIS, Jo & BEKAERT, Philippe (2008) High quality mesostructure acquisition using specularities. Proceeedings of Computer Vision and Pattern Recognition (CVPR 2008). p. 3421-3427.

• FRANCKEN, Yannick; HERMANS, Chris; CUYPERS, Tom & BEKAERT, Philippe (2008) Fast normal map acquisition using an LCD screen emitting gradient patterns. PROCEEDINGS OF THE FIFTH CANADIAN CONFERENCE ON COMPUTER AND ROBOT VISION. p. 189-195

• Haesen, Mieke; CONINX, Karin; Van den Bergh, Jan; Luyten, Kris (2008) MuiCSer: A Process Framework for Multi disciplinary User Centred Software Engineering Processes. Forbrig, P & Paterno, F (Ed.) ENGINEERING INTERACTIVE SYSTEMS 2008, PROCEEDINGS. p. 150-165.

• HAESEN, Mieke; LUYTEN, Kris; CONINX, Karin; VAN DEN BERGH, Jan & RAYMAEKERS, Chris (2008) MuiCSer: A Multi Disciplinary User Centered Software Engineering Proc-ess to Increase the Overal User Experience. Proceedings of the 10th International Conference on Enterprise Information Systems (ICEIS 2008). p. 371-374

• JEHAES, Tom; LAMOTTE, Wim & Tack, Nicolaas (2008) Objective quality selection

for hybrid LoD models. Braz, J & Nune, NJ & Pereira, JM (Ed.) GRAPP 2008: PRO-CEEDINGS OF THE THIRD INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS. p. 241-248.

• LUYTEN, Kris; THYS, Ruben; THYS, Kristof & CONINX, Karin (2008) Mobile pho-tography within a social context Take my snapshot and get to know my friends with PhotoFOAF. Wallace, M & Angelides, MC & Mylonas, P (Ed.) ADVANCES IN SEMANTIC MEDIA ADAPTATION AND PERSONALIZATION. p. 241-260.

• NYAMBO, Benny; JANSSENS, Gerrit & LAMOTTE, Wim (2008) A bandwidth manage-ment framework for wireless mobile ad hoc networks. Bertelle, C. & Ayesh, A. (Ed.) Proceedings of the 22nd annual European Simulation and Modelling Confer-ence (ESM’2008).

• Pleuss, A.; VAN DEN BERGH, Jan; Sauer, S.; Görlich, D. & Hussmann, H. (2008) Third International Workshop on Model Driven Development of Advanced User In-terfaces. Workshop and Symposia on Models in Software Engineering. p. 59-64.

• ROGMANS, Sammy; JIANGBO, Lu & LAFRUIT, Gauthier (2008) A Scalable End to End Optimized Real Time Image Based Rendering Framework on Graphics Hard-ware. Proceedings of the The True Vision Capture, Transmission and Display of 3D Video (3DTV CON 2008). p. 129-132.

• VAN DEN BERGH, Jan; HAESEN, Mieke; LUYTEN, Kris; NOTELAERS, Sofi e & CONINX, Karin (2008) Toward multi disciplinary model based (re)design of sustainable user interfaces. Graham, TCN & Palanque, P (Ed.) INTERACTIVE SYSTEMS: DESIGN, SPECIFICATION, AND VERIFICATION, PROCEEDINGS. p. 161-166.

• Vanacken, Lode; De Boeck, Joan; Raymaekers, Chris; CONINX, Karin (2008) An Event Condition Action Approach for Contextual Interaction in Virtual Environ-ments. Forbrig, P & Paterno, F (Ed.) ENGINEERING INTERACTIVE SYSTEMS 2008, PROCEEDINGS. p. 126-133.

• VANDERHULST, Geert; LUYTEN, Kris & CONINX, Karin (2008) ReWiRe: Designing reactive systems for pervasive environments. INTERACTIVE SYSTEMS: DESIGN, SPECIFICATION, AND VERIFICATION, PROCEEDINGS. p. 155-160

• VANDOREN, Peter; VAN LAERHOVEN, Tom; CLAESEN, Luc; TAELMAN, Johannes; RAYMAEKERS, Chris & VAN REETH, Frank (2008) IntuPaint: Bridging the Gap Between Physical and Digital Painting. Proceedings of the Third Annual IEEE International Workshop on Horizontal Interactive Human Computer Interaction (TABLETOP 2008). p. 71-78.

• WIJNANTS, Maarten & LAMOTTE, Wim (2008) Managing client bandwidth in the presence of both real time and non real time network traffi c. 3RD INTERNA-TIONAL CONFERENCE ON COMMUNICATION SYSTEM SOFTWARE AND MIDDLEWARE AND WORKSHOPS, VOLS 1 AND 2. p. 442-450.

51EDM Scientifi c output 2008

• WIJNANTS, Maarten; LAMOTTE, Wim; DE VLEESCHAUWER, Bart; DE TURCK, Filip; DHOEDT, Bart; DEMEESTER, Piet; LAMBERT, Peter; VAN DE WALLE, Dieter; DE COCK, Jan; NOTEBAERT, Stijn & VAN DE WALLE, Rik (2008) Optimizing User QoE through Overlay Routing, Bandwidth Management and Dynamic Transcoding. Proceedings of The 2nd International Workshop on Adaptive and DependAble Mobile Ubiqui-tous Systems (ADAMUS 2008). p. 557-63.

• WOUTERS, K.; SIMOENS, K.; LATHOUWERS, Danny & PRENEEL, B. (2008) Secure and Privacy Friendly Logging for eGovernment Services. Proceedings of the 3rd International Conference on Availability, Reliability and Security (ARES 2008). p. 1092-1097.

Article in proceedings of a scientifi c conference (C2)

• ACKAERT, Ann; VAN HOECKE, Sofi e; MOERMAN, Ingrid; LAERMANS, Eric; VAN BOXSTAEL, Koen; DEMEESTER, Piet; DE MOOR, Georges; BUYSSE, Heidi; SPINHOF, Lonneke; DE GROOFF, Dirk; LEYS, Mark; DE ROUCK, Sofi e; DUMORTIER, Joseph; AGTEN, Stijn & LAMOTTE, Wim (2008) Innovative Communication Platforms for Interactive eHomeCare. Proceedings of the ASWN2005 The 5th Workshop on Ap-plications and Services in Wireless Networks (ASWN). p. 131-135.

• AKSENOV, Petr; LUYTEN, Kris & CONINX, Karin (2008) Reasoning Over Spatial Relations for Context Aware Distributed User Interfaces. Proceedings of the Fifth International Workshop Modeling and Reasoning in Context (MRC 2008).

p. 37 -50. • CARDINAELS, Maarten; FREDERIX, Karel; NULENS, Johan; VAN RIJSSELBERGEN,

Dieter; VERWAEST, Maarten & BEKAERT, Philippe (2008) A Multi Touch 3D Set Modeler for Drama Production. Proceedings of the International Broadcasting Convention (IBC 2008). p. 330-335.

• CONINX, Karin; RAYMAEKERS, Chris; DE BOECK, Joan; DE WEYER, Tom; ALDERS, Geert; GIJBELS, Domien; OP ‘T EIJNDE, Bert & FEYS, Peter (2008) Using the Phantom Device for Rehabilition of the Arm in MS Patients: a Case Study. Pro-ceedings of the 6th International Conference on Methods and Techniques in Behavioral Research (Measuring Behavior 2008). p. 148-149.

• CUYPERS, Tom; SCHNEIDER BARNES, Jan; TAELMAN, Johannes; LUYTEN, Kris & BEKAERT, Philippe (2008) Eunomia: Toward a Framework for Multi touch Information Displays in Public Spaces. Proceedings of the British HCI (HCI2008). p. 31-34.

• DE BOECK, Joan; DE WEYER, Tom; RAYMAEKERS, Chris; CONINX, Karin; ALDERS, GEERT; GIJBELS, Domien & FEYS, Peter (2008) The Learning Effect of Force Feed-back Enabled Robotic Rehabilitation of the Upper Limbs in Persons with MS a

Pilot Study. Proceedings of the 5th International Conference on Enactive Inter-faces (ENACTIVE08). p. 117-122.

• DE VLEESCHAUWER, Bart; DE TURCK, Filip; DEMEESTER, Piet; WIJNANTS, Maarten & LAMOTTE, Wim (2008) End to end QoE Optimization Through Overlay Network Deployment. Proceedings of The International Conference on Information Net-working 2008 (ICOIN 2008). p. 226-230.

• DEMEURE, Alexandre; MESKENS, Jan; LUYTEN, Kris & CONINX, Karin (2008) De-sign by Example of Graphical User Interfaces adapting to available screen size. Proceedings of the VII Conference on Computer Aided Design of User Interfaces (CADUI 2008). p. 277-282.

• FEYS, Peter; ALDERS, Geert; GIJBELS, Domien; DE BOECK, Joan; DE WEYER, Tom; CONINX, Karin; RAYMAEKERS, Chris; ANNEGARN, Janneke; MEIJER, Kenneth; SAVELBERG, Hans; TRUYENS, Veronik; THIJS, Mia; GOYENS, Niels & OP ‘T EIJNDE, Bert (2008) Robotic rehabilitation of the upper limb in persons with multiple sclerosis: A usability and effectiveness study. Proceedings of the Robotic Help-ers: User interaction, interfaces and companions in assistive an therapy robotics. p. 49-52.

• FRANCKEN, Yannick; CUYPERS, Tom & BEKAERT, Philippe (2008) Mesostructure from specularity using gradient illumination. Proceedings of the Workshop on Projector Camera Systems (PROCAMS 2008). p. 1-7.

• HAESEN, Mieke; RAYMAEKERS, Chris & CONINX, Karin (2008) Evaluating a loca-tion based mobile game in early stages of the development. Proceedings of the 6th International Conference on Methods and Techniques in Behavioral Research (Measuring Behavior 2008). p. 113-114.

• JEHAES, Tom; DIERCKX, Jeroen; QUAX, Peter; LAMOTTE, Wim & JANS, Greet (2008) An Interactive 3D Mobile City Guide Supporting User Driven Content Generation. Proceedings of the IASTED international conference on Internet & Multimedia Systems & Applications (EuroIMSA 2008). p. 194-201.

• LAMOTTE, Wim; QUAX, Peter & FLERACKERS, Eddy (2008) Large scale Networked Virtual Environments Architecture and Applications. Proceedings of the TERENA Networking Conference 2008 (TERENA 2008).

• LUYTEN, Kris; MESKENS, Jan; VERMEULEN, Jo & CONINX, Karin (2008) Meta gui builders: generating domain specifi c interface builders for multi device user in-terface creation. Proceedings of the Conference on Human Factors in Computing Systems (CHI’08). p. 3189-3194.

• LUYTEN, Kris; SCHROYEN, Jolien; ROBERT, Karel; GABRIELS, Kris; TEUNKENS, Daniel; CONINX, Karin; FLERACKERS, Eddy & MANSHOVEN, Elke (2008) Collabora-tive Gaming in the Gallo Roman Museum to Increase Attractiveness of Learning

52

Cultural Heritage for Youngsters. Proceedings of the International conference on Fun and Games 2008. p. 59-61.

• MESKENS, Jan; VERMEULEN, Jo; LUYTEN, Kris & CONINX, Karin (2008) Gummy for Multi Platform User Interface Designs: Shape me, Multiply me, Fix me, Use me. Proceedings of the Working Conference on Advanced visual interfaces (AVI 08). p. 233-240

• QUAX, Peter; DIERCKX, Jeroen; CORNELISSEN, Bart & LAMOTTE, Wim (2008) Dy-namic server allocation in a real life deployable communications architecture for networked games. Proceedings of The seventh annual Workshop on Network and Systems Support for Games (NetGames 2008).

• RAYMAEKERS, Chris; VANACKEN, Lode; DE BOECK, Joan & CONINX, Karin (2008) High Level Descriptions for Multimodal Interaction in Virtual Environments. Pro-ceedings of the conference on User Interface Description Languages for Next Generation User Interfaces.

• RUJULA GELABERT, Miguel; DIERCKX, Jeroen; JEHAES, Tom; QUAX, Peter & LAMOTTE, Wim (2008) A Flexible and Extensible Architecture for Visibility Cull-ing. Proceedings of the 6th International Conference on Game Design and Tech-nology (GDTW 08)

• SAHNI, Deepak; VAN DEN BERGH, Jan & CONINX, Karin (2008) Towards a Col-laboration Framework for Selection of ICT Tools. Proceedings of the conference on New approaches to requirements elicitation on different levels. p. 33-39.

• SCHROYEN, Jolien; GABRIELS, Kris; LUYTEN, Kris; TEUNKENS, Daniel; ROBERT, Karel; CONINX, Karin; FLERACKERS, Eddy & MANSHOVEN, Elke (2008) Training Social Learning Skills by Collaborative Mobile Gaming in Museums. Proceedings of the International Conference on Advances in Computer Entertainment Tech-nology (ACE 2008). p. 46-49

• SHAER, Orit; JACOB, Robert; GREEN, Mark & LUYTEN, Kris (2008) User interface description languages for next generation user interfaces. Proceedings of the Conference on Human Factors in Computing Systems (CHI’08). p. 3949 3952.

• VANACKEN, Davy; LUYTEN, Kris & CONINX, Karin (2008) Ghosts in the Interface: Meta user Interface Visualizations as Guides for Multi touch Interaction. Proceed-ings of the Third Annual IEEE International Workshop on Horizontal Interactive Human Computer Interaction (TABLETOP 2008). p. 87-90.

• VANACKEN, Lode; DE BOECK, Joan; RAYMAEKERS, Chris & CONINX, Karin (2008) Designing Context Aware Multimodal Virtual Environments. Proceedings of the-Tenth International Conference on Multimodal Interfaces (ICMI’08). p. 129 136.

• VANACKEN, Lode; DE BOECK, Joan; RAYMAEKERS, Chris & CONINX, Karin (2008) Using Relations between Concepts during Interaction Modelling for Virtual Envi-

ronments. Proceedings of the Conference on Software engineering and architec-tures for realtime interactive systems. p. 65-69.

• VANAKEN, Cedric; HERMANS, Chris; MERTENS, Tom; DI FIORE, Fabian; BEKAERT, Philippe & VAN REETH, Frank (2008) Strike a Pose: Image based Pose Synthe-sis. Proceedings of the conference on Vision, Modeling and Visualization (VMV 2008).

• VANDERHULST, Geert; LUYTEN, Kris & CONINX, Karin (2008) Put the User in Con-trol: Ontology driven Meta level Interaction for Pervasive Environments. Proceed-ings of the The 1st International Workshop on Ontologies in Interactive Systems (ONTORACT’08). p. 51-56

• VANDERHULST, Geert; LUYTEN, Kris & CONINX, Karin (2008) ReWiRe: Creating In-teractive Pervasive Systems that cope with Changing Environments by Rewiring. Proceedings of The 4th IET International Conference on Intelligent Environments (IE’08). p. 1-8.

• VANDOREN, Peter; VAN LAERHOVEN, Tom; CLAESEN, Luc; TAELMAN, Johannes; DI FIORE, Fabian; VAN REETH, Frank & FLERACKERS, Eddy (2008) DIP IT: Digital Infrared Painting on an Interactive Table. Proceedings of Conference on Human Factors in Computing Systems (CHI’08). p. 2901-2906.

• VANHOUTTE, Kurt; WYNANT, Nele & BEKAERT, Philippe (2008) Being inside the image: heightening the sense of presence in a video captured environment through artistic means. Proceedings of the International Workshop on Presence (PRESENCE 2008). p. 157-162.

• WIJNANTS, Maarten; JEHAES, Tom; QUAX, Peter & LAMOTTE, Wim (2008) Effi cient Transmission of Rendering Related Data Using the NIProxy. Proceedings of the IASTED international conference on Internet & Multimedia Systems & Applica-tions (EuroIMSA 2008). p. 162-169.

Phd Doctoraat Thesis (D1)

• JEHAES, Tom (2008) Effi cient representation, transmission and rendering of net-worked virtual environments on both desktop and mobile systems.

• JORISSEN, Pieter (2008) Dynamic Interactions for Networked Virtual Environ-ments.

EDM Scientifi c output 2008

53

Hasselt University receives SWIFT Prize for its Archie Project

The Expertise Centre for Digital Media of Hasselt University received the SWIFT Prize for its Archie project, co-promoted by the Provincial Gallo-Roman Museum of Limburg. The project particularly fi ts in with the objective of the museum to stimulate the public’s interest in society’s extraordinary origins by proposing to its visitors a total and bespoke museum experience. Thanks to the Archie project, the museum will offer its visitors socially-aware visits supported by interactive artifacts. The Expertise Centre for Digital Media has developed, in collaboration with the museum, a personalized mobile guide that interacts with the exhibits to stimulate group interaction and thus serves as a mobile learning platform. The tool provides the visitors with the possibility to personalize their visit based on personal information but also on their localization in the museum. The visitors also use their tool to communicate with the other members of the group and so share the cultural knowledge of the visit.The SWIFT Fund for ‘technology connecting people’, managed by the King Baudouin Foun-dation, was established in 1997 by SWIFT with the aim of awarding a 50,000 Euro prize for a project making innovative use of communication and information technologies to bring people closer together. The fund is active in Belgium and the Netherlands.

Best paper awards:

Best Student Paper Award:

Dumont M., Maesen S., Rogmans S., Bekaert P. (2008) A prototype for practical eye-gaze corrected video chat on graphics hard-ware. International Conference on Signal Processing and Multimedia Applications (SIGMAP 2008), Porto, Portugal, July 26-29.

Best Paper Award:

Vandoren P., Van Laerhoven T., Claesen L., Taelman J., Raymaekers C., Van Reeth F. (2008) IntuPaint: Bridging the Gap be-tween Physical and Digital Painting, IEEE Tabletop and Interactive Surfaces 2008, Amsterdam, 1-3 Oktober 2008

Prizes

EDM Prizes 2008

54EDM Notes 2008

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Notes

55EDM Notes 2008

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Notes

56

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Notes

EDM Notes 2008