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    Interactive edge detection is used in both graphics art tools and in tools for building anatomical models from serially sectioned images. To build models, contours are traced and later triangulated. Contour tracing is time-consuming... more
    Interactive edge detection is used in both graphics art tools and in tools for building anatomical models from serially sectioned images. To build models, contours are traced and later triangulated. Contour tracing is time-consuming because of the quantity and fidelity of points needed, and expensive because of the back- ground training required of individuals who do the trac- ing. Here
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    The current generation of GPUs support parallel operations within a stream processing architecture, using an instruction set tailored to, and optimized for, rendering problems. The computing model is rich enough to solve interesting... more
    The current generation of GPUs support parallel operations within a stream processing architecture, using an instruction set tailored to, and optimized for, rendering problems. The computing model is rich enough to solve interesting graphics and computing problems not directly related to rendering, with significant performance improvements. Here, we investigate sorting, perhaps the most basic computing problem and the key to
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    Perhaps the most difficult, and certainly the most intensely studied problem in temporal reasoning is the persistence of information-that is, what reasonable inferences can we draw about non-change given partial knowledge of the world and... more
    Perhaps the most difficult, and certainly the most intensely studied problem in temporal reasoning is the persistence of information-that is, what reasonable inferences can we draw about non-change given partial knowledge of the world and of the changes taking place. Almost all previous work hinges on McCarthy's common sense law of inertia (CSLI): things tend not to change. The obvious
    A classic notion in logic programming is the separationof logic and control. Logic is for problemsolving; control is for directing inference. However,practical experience in the classroom suggests thatproblem-solving students nonetheless... more
    A classic notion in logic programming is the separationof logic and control. Logic is for problemsolving; control is for directing inference. However,practical experience in the classroom suggests thatproblem-solving students nonetheless devote mucheffort to understanding control issues such as eliminatinglooping behaviours and improving programefficiency.In the case of Prolog, this requires a clear understandingof the operation of both unification andbacktracking. Students often
    ABSTRACT Belief revision for an intelligent system is usually computationally expensive. Here we tackle this problem by using focus in belief revision: that is, revision occurs only in a subset of beliefs under attention (or in focus).... more
    ABSTRACT Belief revision for an intelligent system is usually computationally expensive. Here we tackle this problem by using focus in belief revision: that is, revision occurs only in a subset of beliefs under attention (or in focus). Attention can be shifted within the belief base, thus allowing use and revision of other subsets of beliefs. This attention-shifting belief revision architecture shows promise to allow efficient and natural revision of belief bases.
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    Requirements engineering for video games must address a wide range of functional and non-functional requirements. Video game designers are most concerned with capturing and representing the player experience: the means by which the... more
    Requirements engineering for video games must address a wide range of functional and non-functional requirements. Video game designers are most concerned with capturing and representing the player experience: the means by which the player's consciousness is cognitively engaged while simultaneously inducing emotional responses. We show that emotional requirements can be expressed in two parts: as the emotional intent of the
    ... David Callele, Eric Neufeld, Kevin Schneider Department of Computer Science University of Saskatchewan ... Attacks upon, or requiring access to, the physical devices used in gameplay. ... In-stead, a negotiation process is needed that... more
    ... David Callele, Eric Neufeld, Kevin Schneider Department of Computer Science University of Saskatchewan ... Attacks upon, or requiring access to, the physical devices used in gameplay. ... In-stead, a negotiation process is needed that eliminates the requirement to resolve all ...
    ... David Callele, Eric Neufeld, Kevin Schneider Department of Computer Science University of Saskatchewan ... via a source code patch, or the publication of means for access-ing alternative ... Instead, a negotiation process is needed... more
    ... David Callele, Eric Neufeld, Kevin Schneider Department of Computer Science University of Saskatchewan ... via a source code patch, or the publication of means for access-ing alternative ... Instead, a negotiation process is needed that eliminates the requirement to iden-tify and ...
    Emotional requirements capture the game designer's vision for the player's emotional experience and are used to facilitate communication... more
    Emotional requirements capture the game designer's vision for the player's emotional experience and are used to facilitate communication between pre-production and production teams. However, production-phase deficiencies in emotional requirements have been identified. In this work, we extend the definition of emotional requirements to include emotion prototypes and emotion markers and present improved techniques for eliciting, capturing and visualizing emotional requirements.
    A production-phase weakness in emotional requirements was identified and resolved during a follow-up study. The definition of emotional requirements was extended to include emotion prototypes and emotion markers. Improved practices for... more
    A production-phase weakness in emotional requirements was identified and resolved during a follow-up study. The definition of emotional requirements was extended to include emotion prototypes and emotion markers. Improved practices for identifying media assets for emotional requirements were developed, enhancing their utility to the production process.
    ABSTRACT Various semantics have been used for conditionals in the area of knowledge representation and reasoning. In this paper, we study similarities and differences between a purely qualitative semantics based on the popular... more
    ABSTRACT Various semantics have been used for conditionals in the area of knowledge representation and reasoning. In this paper, we study similarities and differences between a purely qualitative semantics based on the popular system-of-spheres semantics of Lewis, ...
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    We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user- specified strokes. Paper is represented by a height-field tex- ture, and a crayon is modelled with a 2D mask that evolves as it... more
    We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of user- specified strokes. Paper is represented by a height-field tex- ture, and a crayon is modelled with a 2D mask that evolves as it interacts with the paper. The amount of wax deposition is computed based on the crayon contact profile, contact force, and friction. Previously
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    The activity of sorting like objects into classes without any help from an omniscient supervisor is known as unsupervised classification. In artificial intelligence both symbolic and connectionist approaches have been used to study... more
    The activity of sorting like objects into classes without any help from an omniscient supervisor is known as unsupervised classification.  In artificial intelligence both symbolic and connectionist approaches have been used to study classification.  The statistical classifiers such as, Autoclass and Snob search for the theory that can best explain the distribution of given data , whereas neural network classifies such as Kohonen's networks and ART2 use the vector quantization principle for classifying data.  Previous studies have compared supervised classification algorithms but the more challenging problem of comparing unsupervised classfiers has largely been ingored.  This paper performed an empirical comparison of ART2, Autoclass, and Snob.  It hightlights the strengths and weaknesses of various classifiers.  Overall, statistical classifiers, especially Snob, perform better than their neural-net counterpart ART2.
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