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Andy M. Connor

Publications and source records attributed to Andy M. Connor.

32 records · Page 2Linked to original sources

Towards the Holodeck: Fully Immersive Virtual Reality Visualisation of Scientific and Engineering Data

In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case studies utilise a different render engine, namely a custom engine for one case and a commercial game engine for the other. The advantages and appropriateness of each approach are discussed along with suggestions for future work.

cs.HC↗

Procedural urban environments for FPS games

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.

cs.AI↗

Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

cs.HC↗

Multi-agent evolutionary systems for the generation of complex virtual worlds

Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery.

cs.NE↗

Data stream mining for predicting software build outcomes using source code metrics

Software development projects involve the use of a wide range of tools to produce a software artifact. Software repositories such as source control systems have become a focus for emergent research because they are a source of rich information regarding software development projects. The mining of such repositories is becoming increasingly common with a view to gaining a deeper understanding of the development process.

cs.SE↗

A wearable haptic game controller

This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.

cs.HC↗

Efficient optimisation of structures using tabu search

This paper presents a novel approach to the optimisation of structures using a Tabu search (TS) method. TS is a metaheuristic which is used to guide local search methods towards a globally optimal solution by using flexible memory cycles of differing time spans. Results are presented for the well established ten bar truss problem and compared to results published in the literature. In the first example a truss is optimised to minimise mass and the results compared to results obtained using an alternative TS implementation. In the second example, the problem has multiple objectives that are compounded into a single objective function value using game theory. In general the results demonstrate that the TS method is capable of solving structural optimisation problems at least as efficiently as other numerical optimisation approaches.

cs.CE↗

A framework for contextual information retrieval from the WWW

Search engines are the most commonly used type of tool for finding relevant information on the Internet. However, today's search engines are far from perfect. Typical search queries are short, often one or two words, and can be ambiguous therefore returning inappropriate results. Contextual information retrieval (CIR) is a critical technique for these search engines to facilitate queries and return relevant information. Despite its importance, little progress has been made in CIR due to the difficulty of capturing and representing contextual information about users. Numerous contextual information retrieval approaches exist today, but to the best of our knowledge none of them offer a similar service to the one proposed in this paper. This paper proposes an alternative framework for contextual information retrieval from the WWW. The framework aims to improve query results (or make search results more relevant) by constructing a contextual profile based on a user's behaviour, their preferences, and a shared knowledge base, and using this information in the search engine framework to find and return relevant information.

cs.IR↗

Improving web search using contextual retrieval

Contextual retrieval is a critical technique for today's search engines in terms of facilitating queries and returning relevant information. This paper reports on the development and evaluation of a system designed to tackle some of the challenges associated with contextual information retrieval from the World Wide Web (WWW). The developed system has been designed with a view to capturing both implicit and explicit user data which is used to develop a personal contextual profile. Such profiles can be shared across multiple users to create a shared contextual knowledge base. These are used to refine search queries and improve both the search results for a user as well as their search experience. An empirical study has been undertaken to evaluate the system against a number of hypotheses. In this paper, results related to one are presented that support the claim that users can find information more readily using the contextual search system.

cs.IR↗

Requirements engineering current practice and capability in small and medium software development enterprises in New Zealand

This paper presents research on current industry practices with respect to requirements engineering as implemented within software development companies in New Zealand. A survey instrument is designed and deployed. The results are analysed and compared against what is internationally considered "best practice" and previous New Zealand and Australian studies. An attempt is made to assess the requirements engineering capability of New Zealand companies using both formal and informal frameworks.

cs.SE↗

An automatic architecture reconstruction and refactoring framework

A variety of sources have noted that a substantial proportion of non trivial software systems fail due to unhindered architectural erosion. This design deterioration leads to low maintainability, poor testability and reduced development speed. The erosion of software systems is often caused by inadequate understanding, documentation and maintenance of the desired implementation architecture. If the desired architecture is lost or the deterioration is advanced, the reconstruction of the desired architecture and the realignment of this desired architecture with the physical architecture both require substantial manual analysis and implementation effort. This paper describes the initial development of a framework for automatic software architecture reconstruction and source code migration. This framework offers the potential to reconstruct the conceptual architecture of software systems and to automatically migrate the physical architecture of a software system toward a conceptual architecture model. The approach is implemented within a proof of concept prototype which is able to analyze java system and reconstruct a conceptual architecture for these systems as well as to refactor the system towards a conceptual architecture.

cs.SE↗

Mining developer communication data streams

This paper explores the concepts of modelling a software development project as a process that results in the creation of a continuous stream of data. In terms of the Jazz repository used in this research, one aspect of that stream of data would be developer communication. Such data can be used to create an evolving social network characterized by a range of metrics. This paper presents the application of data stream mining techniques to identify the most useful metrics for predicting build outcomes. Results are presented from applying the Hoeffding Tree classification method used in conjunction with the Adaptive Sliding Window (ADWIN) method for detecting concept drift. The results indicate that only a small number of the available metrics considered have any significance for predicting the outcome of a build.

cs.SE↗

Synthetic Minority Over-sampling TEchnique(SMOTE) for Predicting Software Build Outcomes

In this research we use a data stream approach to mining data and construct Decision Tree models that predict software build outcomes in terms of software metrics that are derived from source code used in the software construction process. The rationale for using the data stream approach was to track the evolution of the prediction model over time as builds are incrementally constructed from previous versions either to remedy errors or to enhance functionality. As the volume of data available for mining from the software repository that we used was limited, we synthesized new data instances through the application of the SMOTE oversampling algorithm. The results indicate that a small number of the available metrics have significance for prediction software build outcomes. It is observed that classification accuracy steadily improves after approximately 900 instances of builds have been fed to the classifier. At the end of the data streaming process classification accuracies of 80% were achieved, though some bias arises due to the distribution of data across the two classes over time.

cs.SE↗

Mining Software Metrics from Jazz

In this paper, we describe the extraction of source code metrics from the Jazz repository and the application of data mining techniques to identify the most useful of those metrics for predicting the success or failure of an attempt to construct a working instance of the software product. We present results from a systematic study using the J48 classification method. The results indicate that only a relatively small number of the available software metrics that we considered have any significance for predicting the outcome of a build. These significant metrics are discussed and implication of the results discussed, particularly the relative difficulty of being able to predict failed build attempts.

cs.SE↗