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Dive into the research topics where Marcos Fernández is active.

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Featured researches published by Marcos Fernández.


IEEE Transactions on Parallel and Distributed Systems | 2005

Improving the performance of distributed virtual environment systems

Pedro Morillo; Juan M. Orduña; Marcos Fernández; José Duato

The last years have witnessed a dramatic growth in the number as well as in the variety of distributed virtual environment systems. These systems allow multiple users, working on different client computers that are interconnected through different networks, to interact in a shared virtual world. One of the key issues in the design of scalable and cost-effective DVE systems is the partitioning problem. This problem consists of efficiently assigning the existing clients to the servers in the system and some techniques have been already proposed for solving it. This paper experimentally analyzes the correlation of the quality function proposed in the literature for solving the partitioning problem with the performance of DVE systems. Since the results show an absence of correlation, we also propose the experimental characterization of DVE systems. The results show that the reason for that absence of correlation is the nonlinear behavior of DVE systems with regard to the number of clients in the system. DVE systems reach saturation when any of the servers reaches 100 percent of CPU utilization. The system performance greatly decreases if this limit is exceeded in any server. Also, as a direct application of these results, we present a partitioning method that is targeted to keep all the servers in the system below a certain threshold value of CPU utilization, regardless of the amount of network traffic. Evaluation results show that the proposed partitioning method can improve DVE system performance, regardless of both the movement pattern of clients and the initial distribution of clients in the virtual world.


Communications of The ACM | 1996

Virtual reality for driving simulation

Salvador Bayarri; Marcos Fernández; Mariano Pérez

In this paper, the authors describe the data structure necessary to provide real time simulation and visualization of complex environments and situations. Through the SIRCA project, the development of driving oriented simulators, using Virtual Reality (VR) and evaluating it in comparison with convention technologies, has taken place. Focus is on some of the algorithms and data structure required to provide real time simulation of the complex urban environment and its visualization under the conditions of VR devices.


international conference on human computer interaction | 2011

Augmented mirror: interactive augmented reality system based on kinect

Lucía Vera; Jesús Gimeno; Inmaculada Coma; Marcos Fernández

In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to manage avatar emotions.


european conference on parallel processing | 2003

On the Characterization of Distributed Virtual Environment Systems

Pedro Morillo; Juan M. Orduña; Marcos Fernández; José Duato

Distributed Virtual Environment systems have experienced a spectacular growth last years. One of the key issues in the design of scalable and cost-effective DVE systems is the partitioning problem. This problem consists of efficiently assigning clients (3-D avatars) to the servers in the system, and some techniques have been already proposed for solving it.


Computers in Industry | 2013

A new AR authoring tool using depth maps for industrial procedures

Jesús Gimeno; Pedro Morillo; Juan M. Orduña; Marcos Fernández

Several augmented reality systems have been proposed for different target fields such as medical, cultural heritage and military. However, most of the current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. In this paper, we propose an AR authoring tool which provides advanced visual effect, such as occlusion or media contents. This tool allows non-programming users to develop low-cost AR applications, specially oriented to on-site assembly and maintenance/repair tasks. A new 3D edition interface is proposed, using photos and Kinect depth information to improve 3D scenes composition. In order to validate our AR authoring tool, two evaluations have been performed, to test the authoring process and the task execution using AR. The evaluation results show that overlaying 3D instructions on the actual work pieces reduces the error rate for an assembly task by more than a 75%, particularly diminishing cumulative errors common in sequential procedures. Also, the results show how the new edition interface proposed, improves the 3D authoring process making possible create more accurate AR scenarios and 70% faster.


Lecture Notes in Computer Science | 2004

A Grid Representation for Distributed Virtual Environments

Pedro Morillo; Marcos Fernández; Nuria Pelechano

Fast Internet connections and the widespread use of high performance graphic cards are making Distributed Virtual Environments (DVE) very common nowadays. The architecture and behavior of these systems are very similar to new grid computing applications where concepts such as sharing and high scalability are extremely exploited. However, there are several key issues in these systems that should still be improved in order to design a scalable and cost-effective DVE system. One of these key issues is the partitioning problem. This problem consists of efficiently assigning clients (3-D avatars) to the arbiters (servers) in the system. As an alternative to the ad-hoc heuristic proposed in the literature, this paper presents a comparison study of two evolutionary heuristics for solving the partitioning problem in DVE systems. Performance evaluation results show that heuristic methods can greatly improve the performance of the partitioning method, particularly for large DVE systems. In this way, efficiency and scalability of DVE systems can be significantly improved.


Simulation Modelling Practice and Theory | 2016

Towards a simulation-based tuning of motion cueing algorithms

Sergio Casas; Inmaculada Coma; Cristina Portalés; Marcos Fernández

Abstract This paper deals with the problem of finding the best values for the parameters of Motion Cueing Algorithms (MCA). MCA are responsible for controlling the movements of robotic motion platforms used to generate the gravito-inertial cues of vehicle simulators. The values of their multiple parameters, or coefficients, are hard to establish and they dramatically change the behaviour of MCA. The problem has been traditionally addressed in a subjective, partially non-systematic, iterative, time-consuming way, by seeking pilot/driver feedback on the generated motion cues. The aim of this paper is to introduce a different approach to solve the problem of MCA tuning, by making use of a simulated motion platform; a series of (human-based) objective metrics relating to the performance of MCA are measured using this simulated device. This simulation-based approach allows for automatic tuning of the MCA, by using a genetic algorithm that is proposed to analyse the results obtained from multiple simulations of the MCA with different parameters. This algorithm is designed to efficiently optimize the simulated MCA parameter space. The proposed solution is assessed with the classical washout MCA, performing a series of tests to validate the correctness of this approach and the suitability of the proposed method to the solution of the MCA tuning problem. Results show that this approach can be an alternative to the traditional subjective tuning method in certain situations, mainly because it provides suitable values for the MCA parameters in a shorter time period, albeit subjective tuning is preferred when time to perform the MCA tuning is not an issue.


international conference on computational science and its applications | 2003

A comparison study of modern heuristics for solving the partitioning problem in distributed virtual environment systems

Pedro Morillo; Marcos Fernández; Juan M. Orduña

Fast Internet connections and the widespread use of high performance graphic cards are making Distributed Virtual Environment (DVE) systems very common nowadays. However, there are several key issues in these systems that should still be improved in order to design a scalable and cost-effective system. One of these key issues is the partitioning problem. This problem consists of efficiently assigning clients (3-D avatars) to the servers in the system. In this paper, we present a comparison study of different modern heuristics for solving the partitioning problem in DVE systems, as an alternative to the ad-hoc heuristic proposed in the literature. Performance evaluation results show that some of the heuristic methods can greatly improve the performance of the partitioning method, particularly for large DVE systems. In this way, efficiency and scalability of DVE systems can be significantly improved.


eurographics | 2003

On the characterization of avatars in Distributed Virtual Worlds

Pedro Morillo; Marcos Fernández; Juan M. Orduña

Abstract In a Distributed Virtual Environment system several users connected from different computers can share the same virtual world. Current DVE systems run simulations based on a server-network architecture, where the population of avatars should be properly assigned to the servers in the DVE. This goal, called partitioning problem, is a hot research problem in the field of networked 3D real time graphics. Some approaches have been proposed for resolving this problem, all of them based on a very basic model which describes the behaviour of an avatar in a virtual world. This model estimates the workload gener-ated by an avatar to the server where is allocated as an independent and static value. In order to design scalable and accurate partitioning schemes we propose a new characterization of the workload generated by the avatars in the system. In our model this behaviour has been successfully correlated with the move-ment rate of the avatars and a new parameter proposed, called factor of presence, which measures the density of avatar in a virtual scene.


Human Factors | 2015

Motion-cuing algorithms: characterization of users' perception.

Sergio Casas; Inmaculada Coma; José V. Riera; Marcos Fernández

Objective: The aim of this study was to characterize the human response to motion-cuing algorithms (MCAs) by comparing users’ perception to several proposed objective indicators. Background: Other researchers have proposed several MCAs, but few improvements have been achieved lately. One of the reasons for this lack of progress is that fair comparisons between different algorithms are hard to achieve, for their evaluation needs to be performed with humans and the tuning process is slow. Method: This characterization is performed by means of a comparison of the subjective perception of vehicle simulation users (90 participants) against several proposed objective indicators that try to measure MCA performance. Two motion platforms (3 and 6 degrees of freedom [DoF]) and two vehicle simulators (a driving simulator and a speedboat simulator) were tested using the classical washout algorithm, considered to be the main reference in MCA literature. Results: Results show that users are more sensitive to correlation and delay with respect to the expected motion rather than its magnitude and that specific force is more of a factor than angular speed in the driving simulator. The opposite happens in the speedboat simulator. Conclusions: Human drivers’ reaction to MCA is mainly characterized by the normalized Pearson correlation between output and input signals of the algorithm. This finding validates the main MCA strategy that consists of downscaling the signals and slightly distorting their frequency spectrum. The 6-DoF simulator is perceived as a modest improvement of the 3-DoF platform. Applications: These results set the basis for future automatic tuning, evaluation, and comparison of MCA in motion platforms.

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Pedro Morillo

University of East Anglia

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Lucía Vera

University of Valencia

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José Duato

Polytechnic University of Valencia

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