BTW, as soon as xml3d.org is up again, we will release a version of xml3d.js that will contain the new format handling API that allows for asychronous loading of data blocks. As an example, we'll add a OpenCTM loader that exploits WebWorkers for asychnronous decoding. Best, Kristian Am 11.11.2013 09:00, schrieb Kristian Sons: > Hi, > > yes, we have a very lean scene representation that we use to store > accumulated matrices, lights, resolved shader information and such. > This structure is synchronized with the DOM via adapters. > > Setting data values efficiently is documented here: > https://github.com/xml3d/xml3d.js/wiki/How-to-efficiently-set-Xflow-input-with-TypedArrays > > Hope that helps, > Kristian > > >> bleh sorry I apparently misunderstood a key part: >> >> On 09 Nov 2013, at 11:41, Toni Alatalo <toni at playsign.net >> <mailto:toni at playsign.net>> wrote: >>> https://github.com/xml3d/xml3d.js/blob/develop/src/renderer/scene/scene.js#L125 >>> leads to -> >>> https://github.com/xml3d/xml3d.js/blob/develop/src/renderer/scene/rendernode.js#L45 >>> So there's no internal representation for the full scene (apart from >>> how it proxies access to the DOM) >> >> RenderNode does say: >> this.children = []; >> in >> https://github.com/xml3d/xml3d.js/blob/develop/src/renderer/scene/rendernode.js#L23 >> >> So actually there is a JS list internally for the full scene where >> all the scene nodes are as JS RenderNode objects etc --- so the DOM >> is not used as the internal structure for the scene, and the whole >> system resembles what we have in WebTundra's as well --- or? >> >> In Chiru-Webclient the corresponding collection of JS objects for the >> scene is >> https://github.com/Chiru/Chiru-WebClient/blob/master/src/ecmodel/ECManager.js#L24 >> (that's not the three.js scene, the SceneManager there own both the >> ECManager instance and the three scene). >> >> ~Toni >> >>> About setting object positions, upon the root node creation scene >>> itself does this to set to initialise the position: >>> root.setLocalMatrix(XML3D.math.mat4.create()); >>> in >>> https://github.com/xml3d/xml3d.js/blob/develop/src/renderer/scene/scene.js#L100 >>> >>> That seems to access the matrix directly in the 'page' which >>> apparently is the memory management system you've referred to, and >>> set the transform dirty flag: >>> https://github.com/xml3d/xml3d.js/blob/develop/src/renderer/scene/rendergroup.js#L35 >>> >>> So that would be one way for the network code to move objects within >>> xml3d.js. I suppose the same setLocalMatrix is called also when it >>> is manipulated via the DOM, but as these direct JS calls are what >>> xml3d.js scene code itself uses for it, perhaps it would be the way >>> for e.g. network code too? Or should it just go via DOM? >>> >>> I'm afraid that the xml3d.js JS API is not documented at all --- at >>> least I've been unable to find anything about it via >>> https://github.com/xml3d/xml3d.js/wiki >>> >>> ~Toni >>> >>> >>> On 09 Nov 2013, at 08:51, Philipp Slusallek >>> <Philipp.Slusallek at dfki.de <mailto:Philipp.Slusallek at dfki.de>> wrote: >>> >>>> Hi, >>>> >>>> Since many of us a traveling, let me take a stab at your questions. >>>> Kristian, Torsten, please correct any technical errors. >>>> >>>> Xflow (which Kristian refers to) is used for realtime animation of >>>> characters and such operations. We have shown real-time animation >>>> of more then 25 characters with skeletal animation and skinning >>>> completely running in JS (without HW acceleration yet). This should >>>> show that XML3D can well be used for real-time changes even for >>>> things like geometry. >>>> >>>> Xflow works on the internal data representation of XML3D which is >>>> tailored for fast rendering through WebGL (typed arrays and such). >>>> This internal data structures are similar to what three.js >>>> maintains. There is actually not much difference at this layer. >>>> When a frame needs to rendered, both renderers simply go through >>>> this "display list" as efficiently as possible. >>>> >>>> What Kristian refers to regarding memory management is the issues >>>> that we encountered with garbage collection in JS implementations. >>>> As a result we allocate large arrays once and manage the data >>>> within those arrays ourselves. This has turned out to avoid quite >>>> frequent rendering stalls whenever the JS garbage collector kicked in. >>>> >>>> Each of the XML3D elements (e.g. mesh, data) offers JS APIs (should >>>> be documented in the Wiki, I hope) to access these internal data >>>> structures directly and so other JS code can have equally good >>>> access to these data structures. You can (but should not) also go >>>> through the text based DOM attributes but this will be slow for >>>> large data (e.g. vertices). I believe its is till fine to use these >>>> interfaces for small things like changing the time for an animation >>>> or such. >>>> >>>> One thing where you have to go through the DOM is creating the DOM >>>> objects themselves. There is little we can do about that. >>>> >>>> Of course, if your modifications are about things that can be well >>>> described by Xflow, you ideally should use xflow and eventually >>>> benefit from the HW acceleration that we are implementing, where >>>> potentially all the computations would happen on the GPU and not be >>>> touched by JS any more. I am not sure what the status of this task >>>> is, though. >>>> >>>> Hope this helps. Kristian, Torsten: Feel free to add more detail >>>> and corrections. >>>> >>>> >>>> Best, >>>> >>>> Philipp >>>> >>>> Am 06.11.2013 12:06, schrieb Toni Alatalo: >>>>> Hi returning to this as it's still unclear for me and we need to >>>>> implement this for integrating the client side of the synchronisation >>>>> (that Lasse is working on) & the rest of the client: >>>>> >>>>> On 03 Nov 2013, at 11:19, Philipp Slusallek >>>>> <Philipp.Slusallek at dfki.de <mailto:Philipp.Slusallek at dfki.de> >>>>> <mailto:Philipp.Slusallek at dfki.de>> wrote: >>>>>> No, we would still have to maintain the scene representation in the >>>>>> DOM. However, we can use the specialized access functions (not the >>>>>> string-valued attributes) to access the functionality of a >>>>>> (XML3D) DOM >>>>>> node much more efficiently than having to parse strings. Torstens >>>>>> example with the rotation is a good example of such a specialized >>>>>> interface of an (XML3D) DOM node. >>>>> >>>>> Yes I think everyone agrees that the representation is good to have >>>>> there (also) but the question is indeed about efficient ways of >>>>> modification. >>>>> >>>>> Question: are those specialised access functions the same thing to >>>>> what >>>>> Kristian refers to in this quote from September 2nd (Re: [Fiware-miwi] >>>>> massive DOM manipulation benchmark)? I think not as you & Torsten talk >>>>> about access to DOM elements whereas Kristian talks about >>>>> something not >>>>> in the DOM, or? >>>>> >>>>> "The DOM is meant as in interface to the user. That's how we designed >>>>> XML3D. All medium-range modification (a few hundereds per frame) are >>>>> okay. One must not forget that users will use jQuery etc, which can -- >>>>> used the wrong way -- slow down the whole application (not only for 3D >>>>> content). For all other operations, we have concept like Xflow, where >>>>> the calculation is hidden behind the DOM interface. Also the rendering >>>>> is also hidden behind the DOM structure. We even have our own memory >>>>> management to get a better JS performance." >>>>> >>>>> I'm referring to the parts about 'hidden behind the DOM', used by >>>>> XFlow >>>>> and rendering. >>>>> >>>>> Do those use and modify some non-DOM data structures which >>>>> xml3d.js has >>>>> for the scene internally? >>>>> >>>>> We are fine with reading existing docs or even just source code for >>>>> these things, you don't have to explain everything in the emails here, >>>>> but yes/no answers & pointers to more information (e.g. to >>>>> relevant code >>>>> files on github) would be very helpful. >>>>> >>>>> So now in particular I'm figuring out whether that kind of 'hidden' / >>>>> non-DOM interface would be the suitable one for network >>>>> synchronisation >>>>> to use. >>>>> >>>>> I know that changes coming over the net are not usually *that* much, >>>>> typically within the max hundreds (and usually much less) for which >>>>> Kristian states that going via DOM manipulation is fine, but there can >>>>> be quite large bursts (e.g. at login to create the whole scene, or >>>>> when >>>>> some logic changes a big part of it). And there are many consumers for >>>>> the cpu time available in the browser main thread so is perhaps >>>>> good to >>>>> avoid wasting even a little of it in continuous movement update >>>>> handling >>>>> etc. And in any case it's good for us to know and understand how >>>>> the DOM >>>>> interfacing works --- even if it turns out the efficient >>>>> alternative is >>>>> not necessary for networking. >>>>> >>>>> In the current WebTundras we have the same structure as in the native >>>>> Tundra, i.e. there are normal software objects (non-DOM) for the >>>>> entity-system level entities & components, and the 3d visual ones of >>>>> those are proxies for the concrete implementations of scene nodes and >>>>> meshes etc. in Three.js / Ogre respectively. And the experimental >>>>> DOM-integration that Jonne made in WebRocket then mirrors that JS EC >>>>> structure to the DOM periodically. >>>>> >>>>> These two old client architecture sketch diagrams illustrate the >>>>> options: >>>>> >>>>> a) net sync updates DOM, rendering gets updates via DOM: >>>>> https://rawgithub.com/realXtend/doc/master/dom/rexdom.svg >>>>> >>>>> b) net sync updates JS objects, optimised batched sync updates DOM: >>>>> https://rawgithub.com/realXtend/doc/master/dom/rexdom-dom_as_ui.svg >>>>> >>>>> Until now I thought that we settled on b) back then in early September >>>>> as I understood that it's what you also do & recommend (and that's >>>>> what >>>>> WebTundras have been doing so far). >>>>> >>>>>> Philipp >>>>> >>>>> ~Toni >>>>> >>>>>> Am 31.10.2013 10:42, schrieb Toni Alatalo: >>>>>>> On 31 Oct 2013, at 11:23, Torsten Spieldenner >>>>>>> <torsten.spieldenner at dfki.de <mailto:torsten.spieldenner at dfki.de> >>>>>>> <mailto:torsten.spieldenner at dfki.de><mailto:torsten.spieldenner at dfki.de>> >>>>>>> wrote: >>>>>>>> On top the capabilities of the DOM API and additional powers of >>>>>>>> sophisticated JavaScript-libraries, XML3D introduces an API >>>>>>>> extension >>>>>>>> by its own to provide a convenient way to access the DOM >>>>>>>> elements as >>>>>>>> XML3D-Elements, for example retrieving translation as XML3DVec3 or >>>>>>>> Rotation as XML3DRotation (for example, to retrieve the >>>>>>>> rotation part >>>>>>>> of an XML3D transformation, you can do this by using jQuery to >>>>>>>> query >>>>>>>> the transformation node from the DOM, and access the rotation there >>>>>>>> then: var r = $("#my_transformation").rotation). >>>>>>> >>>>>>> What confuses me here is: >>>>>>> >>>>>>> earlier it was concluded that 'the DOM is the UI', I understood >>>>>>> meaning >>>>>>> how it works for people to >>>>>>> >>>>>>> a) author apps --- e.g. declare that oulu3d scene and reX avatar >>>>>>> & chat >>>>>>> apps are used in my html, along this nice christmas themed thing >>>>>>> I just >>>>>>> created (like txml is used in reX now) >>>>>>> >>>>>>> b) see and manipulate the state in the browser view-source & >>>>>>> developer / >>>>>>> debugger DOM views (like the Scene Structure editor in Tundra) >>>>>>> >>>>>>> c) (something else that escaped me now) >>>>>>> >>>>>>> Anyhow the point being that intensive manipulations such as >>>>>>> creating and >>>>>>> manipulating tens of thousands of entities are not done via it. >>>>>>> This was >>>>>>> the response to our initial 'massive dom manipulation' perf test. >>>>>>> Manipulating transformation is a typical example where that >>>>>>> happens --- I >>>>>>> know that declarative ways can often be a good way to deal with e.g. >>>>>>> moving objects, like the PhysicsMotor in Tundra and I think what >>>>>>> XFlow >>>>>>> (targets to) cover(s) too, but not always nor for everything so >>>>>>> I think >>>>>>> the point is still valid. >>>>>>> >>>>>>> So do you use a different API for heavy tasks and the DOM for other >>>>>>> things or how does it go? >>>>>>> >>>>>>> ~Toni >>>>>>> >>>>>>>>> If we think that XML3D (or the DOM and XML3D acts on those >>>>>>>>> manipulations) >>>>>>>>> is already this perfect API I'm not sure what we are even >>>>>>>>> trying to >>>>>>>>> accomplish here? If we are not building a nice to use 3D SDK >>>>>>>>> whats the >>>>>>>>> target here? >>>>>>>> I totally agree that we still need to build this easily >>>>>>>> programmable >>>>>>>> 3D SDK. But XML3D makes it very simple to maintain the 3D scene >>>>>>>> in the >>>>>>>> DOM according to the scene state of the application. >>>>>>>> You may want to have a look at our example web client for our FiVES >>>>>>>> server (https://github.com/rryk/FiVES). Although I admit that >>>>>>>> the code >>>>>>>> needs some refactoring, the example of how entities are created >>>>>>>> shows >>>>>>>> this nicely : As soon as you create a new Entity object, the DOM >>>>>>>> representation of its scenegraph and its transformations are >>>>>>>> created >>>>>>>> automatically and maintained as View of the entity model. As >>>>>>>> developer, you only need to operate on the client application's >>>>>>>> API. >>>>>>>> This could be an example, of how an SDK could operate on the XML3D >>>>>>>> representation of the scene. >>>>>>>> >>>>>>>> >>>>>>>> ~ Torsten >>>>>>>> >>>>>>>>> On Wed, Oct 30, 2013 at 11:35 PM, Philipp Slusallek < >>>>>>>>> Philipp.Slusallek at dfki.de >>>>>>>>> <mailto:Philipp.Slusallek at dfki.de><mailto:Philipp.Slusallek at dfki.de>> >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>>> Hi Jonne, all, >>>>>>>>>> >>>>>>>>>> I am not sure that applying the Tudra API in the Web context is >>>>>>>>>> really the >>>>>>>>>> right approach. One of the key differences is that we already >>>>>>>>>> have a >>>>>>>>>> central "scene" data structure and it already handles rendering >>>>>>>>>> and input >>>>>>>>>> (DOM events), and other aspects. Also an API oriented >>>>>>>>>> approach may >>>>>>>>>> not be >>>>>>>>>> the best option in this declarative context either (even though I >>>>>>>>>> understands that it feels more natural when coming from C++, >>>>>>>>>> I had >>>>>>>>>> the same >>>>>>>>>> issues). >>>>>>>>>> >>>>>>>>>> So let me be a bit more specific: >>>>>>>>>> >>>>>>>>>> -- Network: So, yes we need a network module. It's not >>>>>>>>>> something that >>>>>>>>>> "lives" in the DOM but rather watches it and sends updates to the >>>>>>>>>> server to >>>>>>>>>> achieve sync. >>>>>>>>>> >>>>>>>>>> -- Renderer: Why do we need an object here. Its part of the DOM >>>>>>>>>> model. The >>>>>>>>>> only aspect is that we may want to set renderer-specific >>>>>>>>>> parameters. We >>>>>>>>>> currently do so through the <xml3d> DOM element, which seems like >>>>>>>>>> a good >>>>>>>>>> approach. The issues to be discussed here is what would be the >>>>>>>>>> advantages >>>>>>>>>> of a three.js based renderer and implement it of really needed. >>>>>>>>>> >>>>>>>>>> -- Scene: This can be done in the DOM nicely and with >>>>>>>>>> WebComponents its >>>>>>>>>> even more elegant. The scene objects are simple part of the same >>>>>>>>>> DOM but >>>>>>>>>> only some of them get rendered. I am not even sure that we need >>>>>>>>>> here in >>>>>>>>>> addition to the DOM and suitable mappings for the components. >>>>>>>>>> >>>>>>>>>> -- Asset: As you say this is already built-into the XML3D DOM. I >>>>>>>>>> see it a >>>>>>>>>> bit like the network system in that it watches missing resources >>>>>>>>>> in the DOM >>>>>>>>>> (plus attributes on priotity and such?) and implements a sort of >>>>>>>>>> scheduler >>>>>>>>>> excutes requests in some priority order. A version that only >>>>>>>>>> loads >>>>>>>>>> missing >>>>>>>>>> resources if is already available, one that goes even further and >>>>>>>>>> deletes >>>>>>>>>> unneeded resources could probably be ported from your resource >>>>>>>>>> manager. >>>>>>>>>> >>>>>>>>>> -- UI: That is why we are building on top of HTML, which is a >>>>>>>>>> pretty good >>>>>>>>>> UI layer in many requests. We have the 2D-UI GE to look into >>>>>>>>>> missing >>>>>>>>>> functionality >>>>>>>>>> >>>>>>>>>> -- Input: This also is already built in as the DOM as events >>>>>>>>>> traverse the >>>>>>>>>> DOM. It is widely used in all WEB based UIs and has proven quite >>>>>>>>>> useful >>>>>>>>>> there. Here we can nicely combine it with the 3D scene model >>>>>>>>>> where >>>>>>>>>> events >>>>>>>>>> are not only delivered to the 3D graphics elements but can be >>>>>>>>>> handled by >>>>>>>>>> the elements or components even before that. >>>>>>>>>> >>>>>>>>>> But maybe I am missunderstanding you here? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Best, >>>>>>>>>> >>>>>>>>>> Philipp >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Am 30.10.2013 14:31, schrieb Jonne Nauha: >>>>>>>>>> >>>>>>>>>>> var client = >>>>>>>>>>> { >>>>>>>>>>> network : Object, // Network sync, connect, disconnect >>>>>>>>>>> etc. >>>>>>>>>>> functionality. >>>>>>>>>>> // Implemented by scene sync GE (Ludocraft). >>>>>>>>>>> >>>>>>>>>>> renderer : Object, // API for 3D rendering engine access, >>>>>>>>>>> creating >>>>>>>>>>> scene nodes, updating their transforms, raycasting etc. >>>>>>>>>>> // Implemented by 3D UI (Playsign). >>>>>>>>>>> >>>>>>>>>>> scene : Object, // API for accessing the >>>>>>>>>>> Entity-Component-Attribute model. >>>>>>>>>>> // Implemented by ??? >>>>>>>>>>> >>>>>>>>>>> asset : Object, // Not strictly necessary for xml3d as >>>>>>>>>>> it does >>>>>>>>>>> asset requests for us, but for three.js this is pretty much >>>>>>>>>>> needed. >>>>>>>>>>> // Implemented by ??? >>>>>>>>>>> >>>>>>>>>>> ui : Object, // API to add/remove widgets correctly >>>>>>>>>>> on top >>>>>>>>>>> of the 3D rendering canvas element, window resize events etc. >>>>>>>>>>> // Implemented by 2D/Input GE >>>>>>>>>>> (Adminotech). >>>>>>>>>>> >>>>>>>>>>> input : Object // API to hook to input events occurring >>>>>>>>>>> on top >>>>>>>>>>> of the 3D scene. >>>>>>>>>>> // Implemented by 2D/Input GE (Adminotech). >>>>>>>>>>> }; >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Best regards, >>>>>>>>>>> Jonne Nauha >>>>>>>>>>> Meshmoon developer at Adminotech Ltd. >>>>>>>>>>> www.meshmoon.com <http://www.meshmoon.com/> >>>>>>>>>>> <http://www.meshmoon.com/> <http://www.meshmoon.com >>>>>>>>>>> <http://www.meshmoon.com/> >>>>>>>>>>> <http://www.meshmoon.com/>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Wed, Oct 30, 2013 at 9:51 AM, Toni Alatalo >>>>>>>>>>> <toni at playsign.net <mailto:toni at playsign.net> >>>>>>>>>>> <mailto:toni at playsign.net> >>>>>>>>>>> <mailto:toni at playsign.net>> wrote: >>>>>>>>>>> >>>>>>>>>>> Hi again, >>>>>>>>>>> new angle here: calling devs *outside* the 3D UI GE: POIs, >>>>>>>>>>> real-virtual interaction, interface designer, virtual >>>>>>>>>>> characters, 3d >>>>>>>>>>> capture, synchronization etc. >>>>>>>>>>> I think we need to proceed rapidly with integration now and >>>>>>>>>>> propose >>>>>>>>>>> that one next step towards that is to analyze the interfaces >>>>>>>>>>> between >>>>>>>>>>> 3D UI and other GEs. This is because it seems to be a central >>>>>>>>>>> part >>>>>>>>>>> with which many others interface: that is evident in the old >>>>>>>>>>> 'arch.png' where we analyzed GE/Epic interdependencies: is >>>>>>>>>>> embedded >>>>>>>>>>> in section 2 in the Winterthur arch discussion notes which >>>>>>>>>>> hopefully >>>>>>>>>>> works for everyone to see, >>>>>>>>>>> https://docs.google.com/**document/d/**1Sr4rg44yGxK8jj6yBsayCwfitZTq5 >>>>>>>>>>> **Cdyyb_xC25vhhE/edit<https://docs.google.com/document/d/1Sr4rg44yGxK8jj6yBsayCwfitZTq5Cdyyb_xC25vhhE/edit> >>>>>>>>>>> I propose a process where we go through the usage patterns >>>>>>>>>>> case by >>>>>>>>>>> case. For example so that me & Erno visit the other devs to >>>>>>>>>>> discuss >>>>>>>>>>> it. I think a good goal for those sessions is to define and >>>>>>>>>>> plan the >>>>>>>>>>> implementation of first tests / minimal use cases where >>>>>>>>>>> the other >>>>>>>>>>> GEs are used together with 3D UI to show something. I'd >>>>>>>>>>> like this >>>>>>>>>>> first pass to happen quickly so that within 2 weeks from the >>>>>>>>>>> planning the first case is implemented. So if we get to >>>>>>>>>>> have the >>>>>>>>>>> sessions within 2 weeks from now, in a month we'd have >>>>>>>>>>> demos with >>>>>>>>>>> all parts. >>>>>>>>>>> Let's organize this so that those who think this applies >>>>>>>>>>> to their >>>>>>>>>>> work contact me with private email (to not spam the list), we >>>>>>>>>>> meet >>>>>>>>>>> and collect the notes to the wiki and inform this list about >>>>>>>>>>> that. >>>>>>>>>>> One question of particular interest to me here is: can the >>>>>>>>>>> users of >>>>>>>>>>> 3D UI do what they need well on the entity system level (for >>>>>>>>>>> example >>>>>>>>>>> just add and configure mesh components), or do they need >>>>>>>>>>> deeper >>>>>>>>>>> access to the 3d scene and rendering (spatial queries, >>>>>>>>>>> somehow >>>>>>>>>>> affect the rendering pipeline etc). With Tundra we have the >>>>>>>>>>> Scene API and the (Ogre)World API(s) to support the latter, >>>>>>>>>>> and also >>>>>>>>>>> access to the renderer directly. OTOH the entity system >>>>>>>>>>> level is >>>>>>>>>>> renderer independent. >>>>>>>>>>> Synchronization is a special case which requires good two-way >>>>>>>>>>> integration with 3D UI. Luckily it's something that we and >>>>>>>>>>> especially Lasse himself knows already from how it works in >>>>>>>>>>> Tundra >>>>>>>>>>> (and in WebTundras). Definitely to be discussed and planned >>>>>>>>>>> now too >>>>>>>>>>> of course. >>>>>>>>>>> So please if you agree that this is a good process do >>>>>>>>>>> raise hands >>>>>>>>>>> and let's start working on it! We can discuss this in the >>>>>>>>>>> weekly too >>>>>>>>>>> if needed. >>>>>>>>>>> Cheers, >>>>>>>>>>> ~Toni >>>>>>>>>>> >>>>>>>>>>> ______________________________**_________________ >>>>>>>>>>> Fiware-miwi mailing list >>>>>>>>>>> Fiware-miwi at lists.fi-ware.eu >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-**ware.eu <http://ware.eu/> >>>>>>>>>>> <http://ware.eu >>>>>>>>>>> <http://ware.eu/>><Fiware-miwi at lists.fi-ware.eu >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu>> >>>>>>>>>>> https://lists.fi-ware.eu/**listinfo/fiware-miwi<https://lists.fi-ware.eu/listinfo/fiware-miwi> >>>>>>>>>>> <https://lists.fi-ware.eu/**listinfo/fiware-miwi%3Chttps://lists.fi-ware.eu/listinfo/fiware-miwi%3E> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ______________________________**_________________ >>>>>>>>>>> Fiware-miwi mailing list >>>>>>>>>>> Fiware-miwi at lists.fi-ware.eu >>>>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu><mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>>>>> https://lists.fi-ware.eu/**listinfo/fiware-miwi<https://lists.fi-ware.eu/listinfo/fiware-miwi> >>>>>>>>>>> <https://lists.fi-ware.eu/**listinfo/fiware-miwi%3Chttps://lists.fi-ware.eu/listinfo/fiware-miwi%3E> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> -- >>>>>>>>>> >>>>>>>>>> ------------------------------**------------------------------** >>>>>>>>>> ------------- >>>>>>>>>> Deutsches Forschungszentrum für Künstliche Intelligenz (DFKI) >>>>>>>>>> GmbH >>>>>>>>>> Trippstadter Strasse 122, D-67663 Kaiserslautern >>>>>>>>>> >>>>>>>>>> Geschäftsführung: >>>>>>>>>> Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) >>>>>>>>>> Dr. Walter Olthoff >>>>>>>>>> Vorsitzender des Aufsichtsrats: >>>>>>>>>> Prof. Dr. h.c. Hans A. Aukes >>>>>>>>>> >>>>>>>>>> Sitz der Gesellschaft: Kaiserslautern (HRB 2313) >>>>>>>>>> USt-Id.Nr.: DE 148646973, Steuernummer: 19/673/0060/3 >>>>>>>>>> ------------------------------**------------------------------** >>>>>>>>>> --------------- >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> Fiware-miwi mailing list >>>>>>>>> Fiware-miwi at lists.fi-ware.eu >>>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu><mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>>> https://lists.fi-ware.eu/listinfo/fiware-miwi >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> Fiware-miwi mailing list >>>>>>>> Fiware-miwi at lists.fi-ware.eu <mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu><mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>>> https://lists.fi-ware.eu/listinfo/fiware-miwi >>>>>>> >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> Fiware-miwi mailing list >>>>>>> Fiware-miwi at lists.fi-ware.eu >>>>>>> <mailto:Fiware-miwi at lists.fi-ware.eu><mailto:Fiware-miwi at lists.fi-ware.eu> >>>>>>> https://lists.fi-ware.eu/listinfo/fiware-miwi >>>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> >>>>>> ------------------------------------------------------------------------- >>>>>> Deutsches Forschungszentrum für Künstliche Intelligenz (DFKI) GmbH >>>>>> Trippstadter Strasse 122, D-67663 Kaiserslautern >>>>>> >>>>>> Geschäftsführung: >>>>>> Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) >>>>>> Dr. Walter Olthoff >>>>>> Vorsitzender des Aufsichtsrats: >>>>>> Prof. Dr. h.c. Hans A. Aukes >>>>>> >>>>>> Sitz der Gesellschaft: Kaiserslautern (HRB 2313) >>>>>> USt-Id.Nr.: DE 148646973, Steuernummer: 19/673/0060/3 >>>>>> --------------------------------------------------------------------------- >>>>>> <slusallek.vcf> >>>>> >>>> >>>> >>>> -- >>>> >>>> ------------------------------------------------------------------------- >>>> Deutsches Forschungszentrum für Künstliche Intelligenz (DFKI) GmbH >>>> Trippstadter Strasse 122, D-67663 Kaiserslautern >>>> >>>> Geschäftsführung: >>>> Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) >>>> Dr. Walter Olthoff >>>> Vorsitzender des Aufsichtsrats: >>>> Prof. Dr. h.c. Hans A. Aukes >>>> >>>> Sitz der Gesellschaft: Kaiserslautern (HRB 2313) >>>> USt-Id.Nr.: DE 148646973, Steuernummer: 19/673/0060/3 >>>> --------------------------------------------------------------------------- >>>> <slusallek.vcf> >>> >> >> >> >> _______________________________________________ >> Fiware-miwi mailing list >> Fiware-miwi at lists.fi-ware.eu >> https://lists.fi-ware.eu/listinfo/fiware-miwi > > > -- > _______________________________________________________________________________ > > Kristian Sons > Deutsches Forschungszentrum für Künstliche Intelligenz GmbH, DFKI > Agenten und Simulierte Realität > Campus, Geb. D 3 2, Raum 0.77 > 66123 Saarbrücken, Germany > > Phone: +49 681 85775-3833 > Phone: +49 681 302-3833 > Fax: +49 681 85775--2235 > kristian.sons at dfki.de > http://www.xml3d.org > > Geschäftsführung: Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) > Dr. Walter Olthoff > > Vorsitzender des Aufsichtsrats: Prof. Dr. h.c. Hans A. Aukes > Amtsgericht Kaiserslautern, HRB 2313 > _______________________________________________________________________________ > > > _______________________________________________ > Fiware-miwi mailing list > Fiware-miwi at lists.fi-ware.eu > https://lists.fi-ware.eu/listinfo/fiware-miwi -- _______________________________________________________________________________ Kristian Sons Deutsches Forschungszentrum für Künstliche Intelligenz GmbH, DFKI Agenten und Simulierte Realität Campus, Geb. D 3 2, Raum 0.77 66123 Saarbrücken, Germany Phone: +49 681 85775-3833 Phone: +49 681 302-3833 Fax: +49 681 85775--2235 kristian.sons at dfki.de http://www.xml3d.org Geschäftsführung: Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender) Dr. Walter Olthoff Vorsitzender des Aufsichtsrats: Prof. Dr. h.c. Hans A. 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