<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_06_03_2228240</id>
	<title>Splash, Splatter, Sploosh, and Bloop!</title>
	<author>samzenpus</author>
	<datestamp>1244032380000</datestamp>
	<htmltext>Acoustic Bubble writes <i>"Researchers at Cornell University have developed the first algorithm for <a href="http://www.news.cornell.edu/stories/June09/SynthSounds.ws.html">synthesizing familiar bubble-based fluid sounds automatically</a> from 3D fluid simulations, e.g, for future virtual environments.  The research (entitled 'Harmonic Fluids') will appear at ACM SIGGRAPH 2009 in New Orleans in August 2009. Check out some <a href="http://www.cs.cornell.edu/projects/HarmonicFluids">videos of falling, pouring, splashing and babbling water simulations</a> (computed on a Linux cluster)."</i></htmltext>
<tokenext>Acoustic Bubble writes " Researchers at Cornell University have developed the first algorithm for synthesizing familiar bubble-based fluid sounds automatically from 3D fluid simulations , e.g , for future virtual environments .
The research ( entitled 'Harmonic Fluids ' ) will appear at ACM SIGGRAPH 2009 in New Orleans in August 2009 .
Check out some videos of falling , pouring , splashing and babbling water simulations ( computed on a Linux cluster ) .
"</tokentext>
<sentencetext>Acoustic Bubble writes "Researchers at Cornell University have developed the first algorithm for synthesizing familiar bubble-based fluid sounds automatically from 3D fluid simulations, e.g, for future virtual environments.
The research (entitled 'Harmonic Fluids') will appear at ACM SIGGRAPH 2009 in New Orleans in August 2009.
Check out some videos of falling, pouring, splashing and babbling water simulations (computed on a Linux cluster).
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28211953</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>Pictish Prince</author>
	<datestamp>1244140080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>That's what I was thinking.  If they can create such complex algorithms, why can't they encode a simple video and upload it.  The one they put up there is totally screwed.</htmltext>
<tokenext>That 's what I was thinking .
If they can create such complex algorithms , why ca n't they encode a simple video and upload it .
The one they put up there is totally screwed .</tokentext>
<sentencetext>That's what I was thinking.
If they can create such complex algorithms, why can't they encode a simple video and upload it.
The one they put up there is totally screwed.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204803</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>Brian Gordon</author>
	<datestamp>1244040900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I think that human hearing is very subjective and modelling sound accurately is more important than making flashy videos that sound perfect to you.</htmltext>
<tokenext>I think that human hearing is very subjective and modelling sound accurately is more important than making flashy videos that sound perfect to you .</tokentext>
<sentencetext>I think that human hearing is very subjective and modelling sound accurately is more important than making flashy videos that sound perfect to you.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28208057</id>
	<title>As usual, Slashdot, not first.</title>
	<author>Anonymous</author>
	<datestamp>1244123400000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Download the paper.  Check the citations.  Right there, several previous papers on the topic of liquid sound synthesis.</p><p>For example, this one from 2004 which I'd read previously is cited:</p><p><a href="http://www.cs.ubc.ca/~kvdoel/publications/prep04.pdf" title="cs.ubc.ca" rel="nofollow">http://www.cs.ubc.ca/~kvdoel/publications/prep04.pdf</a> [cs.ubc.ca]</p><p>I'm sure this is awesome research.  Don't ruin it by surrounding it in claims that are not true.</p><p>(It seems it's just the Slashdot summary saying this, I don't see any claims of "first" in the article or the paper..)</p></htmltext>
<tokenext>Download the paper .
Check the citations .
Right there , several previous papers on the topic of liquid sound synthesis.For example , this one from 2004 which I 'd read previously is cited : http : //www.cs.ubc.ca/ ~ kvdoel/publications/prep04.pdf [ cs.ubc.ca ] I 'm sure this is awesome research .
Do n't ruin it by surrounding it in claims that are not true .
( It seems it 's just the Slashdot summary saying this , I do n't see any claims of " first " in the article or the paper.. )</tokentext>
<sentencetext>Download the paper.
Check the citations.
Right there, several previous papers on the topic of liquid sound synthesis.For example, this one from 2004 which I'd read previously is cited:http://www.cs.ubc.ca/~kvdoel/publications/prep04.pdf [cs.ubc.ca]I'm sure this is awesome research.
Don't ruin it by surrounding it in claims that are not true.
(It seems it's just the Slashdot summary saying this, I don't see any claims of "first" in the article or the paper..)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204655</id>
	<title>Re:How long until this is realtime?</title>
	<author>sharkey</author>
	<datestamp>1244039700000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p> <em>I want a simulation program where I can move around rocks and pools and have a water hose. </em> </p><p>
We are going to flood the world, General Disarray!  Muahahahaah!</p></htmltext>
<tokenext>I want a simulation program where I can move around rocks and pools and have a water hose .
We are going to flood the world , General Disarray !
Muahahahaah !</tokentext>
<sentencetext> I want a simulation program where I can move around rocks and pools and have a water hose.
We are going to flood the world, General Disarray!
Muahahahaah!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204235</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205697</id>
	<title>Wonder how they got the idea?</title>
	<author>Comen</author>
	<datestamp>1244050020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Might have been sitting around smoking on a bong and thought hmmmmm</p></htmltext>
<tokenext>Might have been sitting around smoking on a bong and thought hmmmmm</tokentext>
<sentencetext>Might have been sitting around smoking on a bong and thought hmmmmm</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204465</id>
	<title>Virtual real time pooping</title>
	<author>Anonymous</author>
	<datestamp>1244038260000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>4 words: Virtual real time pooping</p></htmltext>
<tokenext>4 words : Virtual real time pooping</tokentext>
<sentencetext>4 words: Virtual real time pooping</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204737</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>phantomfive</author>
	<datestamp>1244040360000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext>Yeah, I agree.  In all honesty the sounds are about as good as the animations.  Recognizable, but clearly not real.  I think they would have done better if they had just gotten a microphone and sampled some real water.<br> <br>
On the other hand, maybe someone with a good ear can come along and adjust the algorithms until they really DO sound good.  Much like computer visual art isn't all that great unless someone with artistic talent is deploying it.</htmltext>
<tokenext>Yeah , I agree .
In all honesty the sounds are about as good as the animations .
Recognizable , but clearly not real .
I think they would have done better if they had just gotten a microphone and sampled some real water .
On the other hand , maybe someone with a good ear can come along and adjust the algorithms until they really DO sound good .
Much like computer visual art is n't all that great unless someone with artistic talent is deploying it .</tokentext>
<sentencetext>Yeah, I agree.
In all honesty the sounds are about as good as the animations.
Recognizable, but clearly not real.
I think they would have done better if they had just gotten a microphone and sampled some real water.
On the other hand, maybe someone with a good ear can come along and adjust the algorithms until they really DO sound good.
Much like computer visual art isn't all that great unless someone with artistic talent is deploying it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206377</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>ephraimX</author>
	<datestamp>1244146500000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>Er... You're kind of missing the point, I think, which is that it's really neat to be able to get it <i>that</i> good entirely by synthesis. <i>Without</i> doing any sampling.</htmltext>
<tokenext>Er... You 're kind of missing the point , I think , which is that it 's really neat to be able to get it that good entirely by synthesis .
Without doing any sampling .</tokentext>
<sentencetext>Er... You're kind of missing the point, I think, which is that it's really neat to be able to get it that good entirely by synthesis.
Without doing any sampling.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204737</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205663</id>
	<title>Why spend time on this?</title>
	<author>jerrydel</author>
	<datestamp>1244049480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It's technically impressive and all, but what's the point?  For games you can just record the real thing, and what other use is there?</htmltext>
<tokenext>It 's technically impressive and all , but what 's the point ?
For games you can just record the real thing , and what other use is there ?</tokentext>
<sentencetext>It's technically impressive and all, but what's the point?
For games you can just record the real thing, and what other use is there?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207785</id>
	<title>Re:What we've all been waiting for</title>
	<author>Anonymous</author>
	<datestamp>1244121480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Bukkake is pleasant? What kind of sicko are you!?!?</p></htmltext>
<tokenext>Bukkake is pleasant ?
What kind of sicko are you ! ? !
?</tokentext>
<sentencetext>Bukkake is pleasant?
What kind of sicko are you!?!
?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204283</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204923</id>
	<title>Re:Graphical Adventures</title>
	<author>weirdcrashingnoises</author>
	<datestamp>1244041980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>it depends. in modern games you have for the most part fixed and predictable levels and design.</p><p>Imagine in the future games where the game world (environment) is truly active and/or deformable. a bit of an extreme example, but imagine setting off a large number of high explosives at the top of a waterfall, physically changing the land over which the water flows. with this kind of system, the flow of water would change, and as a result the sound would change.</p><p>or maybe imagine blowing up part of a riverbed, or causing a massive land slide that changes the shape or course of a river. And i'm talking about 100\% player based decisions, with a realistic game world reaction, not some pre-scripted event in the game.</p><p>for the most part it probably wouldn't matter, and recordings would work well and probably be easier. but it would be cool anyways, at least in my mind.</p></htmltext>
<tokenext>it depends .
in modern games you have for the most part fixed and predictable levels and design.Imagine in the future games where the game world ( environment ) is truly active and/or deformable .
a bit of an extreme example , but imagine setting off a large number of high explosives at the top of a waterfall , physically changing the land over which the water flows .
with this kind of system , the flow of water would change , and as a result the sound would change.or maybe imagine blowing up part of a riverbed , or causing a massive land slide that changes the shape or course of a river .
And i 'm talking about 100 \ % player based decisions , with a realistic game world reaction , not some pre-scripted event in the game.for the most part it probably would n't matter , and recordings would work well and probably be easier .
but it would be cool anyways , at least in my mind .</tokentext>
<sentencetext>it depends.
in modern games you have for the most part fixed and predictable levels and design.Imagine in the future games where the game world (environment) is truly active and/or deformable.
a bit of an extreme example, but imagine setting off a large number of high explosives at the top of a waterfall, physically changing the land over which the water flows.
with this kind of system, the flow of water would change, and as a result the sound would change.or maybe imagine blowing up part of a riverbed, or causing a massive land slide that changes the shape or course of a river.
And i'm talking about 100\% player based decisions, with a realistic game world reaction, not some pre-scripted event in the game.for the most part it probably wouldn't matter, and recordings would work well and probably be easier.
but it would be cool anyways, at least in my mind.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204755</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204235</id>
	<title>How long until this is realtime?</title>
	<author>Sowelu</author>
	<datestamp>1244036460000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>I want a simulation program where I can move around rocks and pools and have a water hose.  Used to do this all the time in the backyard as a kid, it would be nice to do it without getting wet or wasting water.  Wonder how long until this is realtime?

My kids, of course, won't get to play with it.  They need to play in the REAL backyard.</htmltext>
<tokenext>I want a simulation program where I can move around rocks and pools and have a water hose .
Used to do this all the time in the backyard as a kid , it would be nice to do it without getting wet or wasting water .
Wonder how long until this is realtime ?
My kids , of course , wo n't get to play with it .
They need to play in the REAL backyard .</tokentext>
<sentencetext>I want a simulation program where I can move around rocks and pools and have a water hose.
Used to do this all the time in the backyard as a kid, it would be nice to do it without getting wet or wasting water.
Wonder how long until this is realtime?
My kids, of course, won't get to play with it.
They need to play in the REAL backyard.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28218111</id>
	<title>I hate when</title>
	<author>professorflipwig</author>
	<datestamp>1244132940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>people start the comment in the title.</htmltext>
<tokenext>people start the comment in the title .</tokentext>
<sentencetext>people start the comment in the title.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204255</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207477</id>
	<title>Re:Why spend time on this?</title>
	<author>PenisLands</author>
	<datestamp>1244118720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Why not?</p></htmltext>
<tokenext>Why not ?</tokentext>
<sentencetext>Why not?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205663</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28208423</id>
	<title>Sploosh</title>
	<author>HomelessInLaJolla</author>
	<datestamp>1244125260000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Sploosh was the name of a popular IRC channel bot coded by Joe Ciccone for use with the Linuxfromscratch IRC community.  More information <a href="http://www.crazyeyesoft.com/index.php?page=sploosh" title="crazyeyesoft.com" rel="nofollow">here</a> [crazyeyesoft.com].</p><p>Sometimes I really miss those days filled with IRC chat on multiple servers, endless hours of compiling (on 400 MHz P2 and K6-3 processor based systems), bug reporting, troubleshooting, cooking, brewing tea, tracking CNN, watching SciFi, and trying to manage a corporate career and still enjoy life.</p></htmltext>
<tokenext>Sploosh was the name of a popular IRC channel bot coded by Joe Ciccone for use with the Linuxfromscratch IRC community .
More information here [ crazyeyesoft.com ] .Sometimes I really miss those days filled with IRC chat on multiple servers , endless hours of compiling ( on 400 MHz P2 and K6-3 processor based systems ) , bug reporting , troubleshooting , cooking , brewing tea , tracking CNN , watching SciFi , and trying to manage a corporate career and still enjoy life .</tokentext>
<sentencetext>Sploosh was the name of a popular IRC channel bot coded by Joe Ciccone for use with the Linuxfromscratch IRC community.
More information here [crazyeyesoft.com].Sometimes I really miss those days filled with IRC chat on multiple servers, endless hours of compiling (on 400 MHz P2 and K6-3 processor based systems), bug reporting, troubleshooting, cooking, brewing tea, tracking CNN, watching SciFi, and trying to manage a corporate career and still enjoy life.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204585</id>
	<title>Re:In other news...</title>
	<author>Anonymous</author>
	<datestamp>1244039100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>What, you never made something for fun? Never wrote a fun program just to see if you could? What the hell are you doing on slashdot?<br>I thought this was pretty fucking awesome.</p></htmltext>
<tokenext>What , you never made something for fun ?
Never wrote a fun program just to see if you could ?
What the hell are you doing on slashdot ? I thought this was pretty fucking awesome .</tokentext>
<sentencetext>What, you never made something for fun?
Never wrote a fun program just to see if you could?
What the hell are you doing on slashdot?I thought this was pretty fucking awesome.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206763</id>
	<title>Re:Graphical Adventures</title>
	<author>ihavnoid</author>
	<datestamp>1244108340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Of course, it is cheaper to just use the record right now.  However, it isn't that simple.</p><p>What I find, is that the situation is similar to animated videos.  You can draw some cartoonish character, a few cuts manually, and send the whole stuff to some country with massive number of people drawing all the in-between scenes *manually*.  Just like 'The Simpsons' or 'South Park' or whatsoever.</p><p>On the other side, you can just generate everything using your computer.  Create some 3D model of some character, create a virtual world, and then make it act.  Examples are those stuff from Pixar or Dreamworks.</p><p>The problem isn't just whether it is realistic or not.  Another aspect of this stuff is productivity.  For example, if you are playing some kind of MMORPG and you want to have every character to have some kind of voice, good luck hiring a horde of voice actors for a gazillion number of lines.  Instead, you can write some kind of 'voice simulator' which does text-to-speech remarkably well, and let it create all the recordings.  No actors, just computers.  Much cheaper.</p><p>Actually, recording realistic sound effects are really difficult, because it isn't just 'stick the microphone to the stuff that emits the sound'.  Recording the perfect sound effect actually takes a lot of engineering and trial-and-error, which can be really expensive if you want to take a lot of sound effects.</p><p>In conclusion, real-time synthesis - probably not yet.  Content generation - definitely yes.</p></htmltext>
<tokenext>Of course , it is cheaper to just use the record right now .
However , it is n't that simple.What I find , is that the situation is similar to animated videos .
You can draw some cartoonish character , a few cuts manually , and send the whole stuff to some country with massive number of people drawing all the in-between scenes * manually * .
Just like 'The Simpsons ' or 'South Park ' or whatsoever.On the other side , you can just generate everything using your computer .
Create some 3D model of some character , create a virtual world , and then make it act .
Examples are those stuff from Pixar or Dreamworks.The problem is n't just whether it is realistic or not .
Another aspect of this stuff is productivity .
For example , if you are playing some kind of MMORPG and you want to have every character to have some kind of voice , good luck hiring a horde of voice actors for a gazillion number of lines .
Instead , you can write some kind of 'voice simulator ' which does text-to-speech remarkably well , and let it create all the recordings .
No actors , just computers .
Much cheaper.Actually , recording realistic sound effects are really difficult , because it is n't just 'stick the microphone to the stuff that emits the sound' .
Recording the perfect sound effect actually takes a lot of engineering and trial-and-error , which can be really expensive if you want to take a lot of sound effects.In conclusion , real-time synthesis - probably not yet .
Content generation - definitely yes .</tokentext>
<sentencetext>Of course, it is cheaper to just use the record right now.
However, it isn't that simple.What I find, is that the situation is similar to animated videos.
You can draw some cartoonish character, a few cuts manually, and send the whole stuff to some country with massive number of people drawing all the in-between scenes *manually*.
Just like 'The Simpsons' or 'South Park' or whatsoever.On the other side, you can just generate everything using your computer.
Create some 3D model of some character, create a virtual world, and then make it act.
Examples are those stuff from Pixar or Dreamworks.The problem isn't just whether it is realistic or not.
Another aspect of this stuff is productivity.
For example, if you are playing some kind of MMORPG and you want to have every character to have some kind of voice, good luck hiring a horde of voice actors for a gazillion number of lines.
Instead, you can write some kind of 'voice simulator' which does text-to-speech remarkably well, and let it create all the recordings.
No actors, just computers.
Much cheaper.Actually, recording realistic sound effects are really difficult, because it isn't just 'stick the microphone to the stuff that emits the sound'.
Recording the perfect sound effect actually takes a lot of engineering and trial-and-error, which can be really expensive if you want to take a lot of sound effects.In conclusion, real-time synthesis - probably not yet.
Content generation - definitely yes.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204755</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204533</id>
	<title>What is going on here?</title>
	<author>Anonymous</author>
	<datestamp>1244038740000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>It's WOULD. And ONOMATOPOEIA.</p><p>I want a refund!</p></htmltext>
<tokenext>It 's WOULD .
And ONOMATOPOEIA.I want a refund !</tokentext>
<sentencetext>It's WOULD.
And ONOMATOPOEIA.I want a refund!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204969</id>
	<title>Re:Graphical Adventures</title>
	<author>Junior J. Junior III</author>
	<datestamp>1244042400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I can't wait to play this as yet undeveloped game.  The procedurally generated splashing noises should greatly enhance gameplay... uh, wait can't they just make fun games that don't require a cluster worth of processing just to procedurally simulate the sounds of fluids?</p></htmltext>
<tokenext>I ca n't wait to play this as yet undeveloped game .
The procedurally generated splashing noises should greatly enhance gameplay... uh , wait ca n't they just make fun games that do n't require a cluster worth of processing just to procedurally simulate the sounds of fluids ?</tokentext>
<sentencetext>I can't wait to play this as yet undeveloped game.
The procedurally generated splashing noises should greatly enhance gameplay... uh, wait can't they just make fun games that don't require a cluster worth of processing just to procedurally simulate the sounds of fluids?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205269</id>
	<title>Re:Need to do a blind comparison</title>
	<author>Anonymous</author>
	<datestamp>1244045040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Mod parent up for sig.</p></htmltext>
<tokenext>Mod parent up for sig .</tokentext>
<sentencetext>Mod parent up for sig.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204777</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207473</id>
	<title>Procedural generation</title>
	<author>ledow</author>
	<datestamp>1244118660000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Looks like PC gaming is likely to be heading more and more towards procedural generation of the universe.  Real-time shadows, dynamic lighting and now, dynamic sounds.</p><p>It'll all make it more realistic (but at a high CPU cost!) - being able to not have "splish, splosh, splish, splosh" when wading through water but a full-on sound relative to individual parts - bullet shells, limbs, objects in the water, etc.  We won't see it *practically* for years, but gaming is getting closer and closer to that dream of "virtual reality", where you won't be able to tell the difference between a real scene and a computer generated one without touching it.</p><p>I think you can make uses of it in gaming too, extending the basic science to a consumer level - skim stones across water that sound like they're being skimmed (and with proper fluid physics similar to that which we already have, individual sploshes and waves etc. affecting that stone) - or be able to throw a coin into water behind an enemy and see if you can use it to distract him.  Maybe even, the bubbles that you breath underwater hitting the surface with their true sounds, thus giving your position away if you were hoping that holding your breath would let that enemy walk past you without hearing you.</p><p>When you play games, you don't notice the "cheats" at first - the static sounds that just play on certain events, the pre-lit textures, the echoing of sounds generated inside a certain fixed area.  Even in things like HL2, boxes thrown into water either splosh or don't, splosh based on certain primitive criteria that provide a few levels of believability.  But as new technology comes along to make it possible to actually *create* that effect rather than script it, everything suddenly feels much more alive.</p><p>Dynamic sound has to be one of the next "big" areas - hitting a wall with an axe in a game used to give "Doink", then it gave a selection of "Doink, Donk, Doink, Donk" sounds each time.  Moving forwards, the only way is to actually determine exact angles, shapes of the wall (proper destructible objects for everything are, sadly, still only a dream) and to generate a simulation of the sound it would produce (how cool would it be that if you strike the axe slightly off, you get a reverberating axe coming back at you, with a horrible sound that tells you not to do it?.  Maybe even with the axe breaking on a critical point if you mis-use it too much, e.g. try and chop at a steel wall).</p><p>We already have proper echoing and other effects available and 7.1 surround can take away the whole "Where the hell did that come from?" effect if it's too clinically applied.  But having sounds *generated* by the interactions within an environment... wow.  Imagine Left4Dead-style atmosphere, but with proper echo effects... you walk towards a corner and from around it, a zombie stumbles into a puddle - suddenly the sound not only tells you there's something near, but the echoes from the corners confuse just as in real life, and the sound is only the tiniest little splish, and it may even be possible to determine the *type* of zombie around the corner by the type of splash it makes - something with a large flat foot would create an enormous popping bubble of a sound, something with stick-like appendages would generate barely a ripple.</p><p>This will have a small but critical effect on gaming and, I imagine, a million other uses.  But we're *years* away from seeing it used.</p></htmltext>
<tokenext>Looks like PC gaming is likely to be heading more and more towards procedural generation of the universe .
Real-time shadows , dynamic lighting and now , dynamic sounds.It 'll all make it more realistic ( but at a high CPU cost !
) - being able to not have " splish , splosh , splish , splosh " when wading through water but a full-on sound relative to individual parts - bullet shells , limbs , objects in the water , etc .
We wo n't see it * practically * for years , but gaming is getting closer and closer to that dream of " virtual reality " , where you wo n't be able to tell the difference between a real scene and a computer generated one without touching it.I think you can make uses of it in gaming too , extending the basic science to a consumer level - skim stones across water that sound like they 're being skimmed ( and with proper fluid physics similar to that which we already have , individual sploshes and waves etc .
affecting that stone ) - or be able to throw a coin into water behind an enemy and see if you can use it to distract him .
Maybe even , the bubbles that you breath underwater hitting the surface with their true sounds , thus giving your position away if you were hoping that holding your breath would let that enemy walk past you without hearing you.When you play games , you do n't notice the " cheats " at first - the static sounds that just play on certain events , the pre-lit textures , the echoing of sounds generated inside a certain fixed area .
Even in things like HL2 , boxes thrown into water either splosh or do n't , splosh based on certain primitive criteria that provide a few levels of believability .
But as new technology comes along to make it possible to actually * create * that effect rather than script it , everything suddenly feels much more alive.Dynamic sound has to be one of the next " big " areas - hitting a wall with an axe in a game used to give " Doink " , then it gave a selection of " Doink , Donk , Doink , Donk " sounds each time .
Moving forwards , the only way is to actually determine exact angles , shapes of the wall ( proper destructible objects for everything are , sadly , still only a dream ) and to generate a simulation of the sound it would produce ( how cool would it be that if you strike the axe slightly off , you get a reverberating axe coming back at you , with a horrible sound that tells you not to do it ? .
Maybe even with the axe breaking on a critical point if you mis-use it too much , e.g .
try and chop at a steel wall ) .We already have proper echoing and other effects available and 7.1 surround can take away the whole " Where the hell did that come from ?
" effect if it 's too clinically applied .
But having sounds * generated * by the interactions within an environment... wow. Imagine Left4Dead-style atmosphere , but with proper echo effects... you walk towards a corner and from around it , a zombie stumbles into a puddle - suddenly the sound not only tells you there 's something near , but the echoes from the corners confuse just as in real life , and the sound is only the tiniest little splish , and it may even be possible to determine the * type * of zombie around the corner by the type of splash it makes - something with a large flat foot would create an enormous popping bubble of a sound , something with stick-like appendages would generate barely a ripple.This will have a small but critical effect on gaming and , I imagine , a million other uses .
But we 're * years * away from seeing it used .</tokentext>
<sentencetext>Looks like PC gaming is likely to be heading more and more towards procedural generation of the universe.
Real-time shadows, dynamic lighting and now, dynamic sounds.It'll all make it more realistic (but at a high CPU cost!
) - being able to not have "splish, splosh, splish, splosh" when wading through water but a full-on sound relative to individual parts - bullet shells, limbs, objects in the water, etc.
We won't see it *practically* for years, but gaming is getting closer and closer to that dream of "virtual reality", where you won't be able to tell the difference between a real scene and a computer generated one without touching it.I think you can make uses of it in gaming too, extending the basic science to a consumer level - skim stones across water that sound like they're being skimmed (and with proper fluid physics similar to that which we already have, individual sploshes and waves etc.
affecting that stone) - or be able to throw a coin into water behind an enemy and see if you can use it to distract him.
Maybe even, the bubbles that you breath underwater hitting the surface with their true sounds, thus giving your position away if you were hoping that holding your breath would let that enemy walk past you without hearing you.When you play games, you don't notice the "cheats" at first - the static sounds that just play on certain events, the pre-lit textures, the echoing of sounds generated inside a certain fixed area.
Even in things like HL2, boxes thrown into water either splosh or don't, splosh based on certain primitive criteria that provide a few levels of believability.
But as new technology comes along to make it possible to actually *create* that effect rather than script it, everything suddenly feels much more alive.Dynamic sound has to be one of the next "big" areas - hitting a wall with an axe in a game used to give "Doink", then it gave a selection of "Doink, Donk, Doink, Donk" sounds each time.
Moving forwards, the only way is to actually determine exact angles, shapes of the wall (proper destructible objects for everything are, sadly, still only a dream) and to generate a simulation of the sound it would produce (how cool would it be that if you strike the axe slightly off, you get a reverberating axe coming back at you, with a horrible sound that tells you not to do it?.
Maybe even with the axe breaking on a critical point if you mis-use it too much, e.g.
try and chop at a steel wall).We already have proper echoing and other effects available and 7.1 surround can take away the whole "Where the hell did that come from?
" effect if it's too clinically applied.
But having sounds *generated* by the interactions within an environment... wow.  Imagine Left4Dead-style atmosphere, but with proper echo effects... you walk towards a corner and from around it, a zombie stumbles into a puddle - suddenly the sound not only tells you there's something near, but the echoes from the corners confuse just as in real life, and the sound is only the tiniest little splish, and it may even be possible to determine the *type* of zombie around the corner by the type of splash it makes - something with a large flat foot would create an enormous popping bubble of a sound, something with stick-like appendages would generate barely a ripple.This will have a small but critical effect on gaming and, I imagine, a million other uses.
But we're *years* away from seeing it used.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205759</id>
	<title>Poop</title>
	<author>Anonymous</author>
	<datestamp>1244050560000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Pooping?</htmltext>
<tokenext>Pooping ?</tokentext>
<sentencetext>Pooping?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</id>
	<title>The simulation sounded muffled.</title>
	<author>Ungrounded Lightning</author>
	<datestamp>1244038140000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>The simulation sounded somewhat muffled, like the high frequency components weren't right or weren't of sufficient amplitude.</p><p>Can some of the rest of you listen and tell me if it sounds muffled to you too?  (I want to be sure it's not my machine or earphones.)</p><p>Might be the CODEC used with flash rather than the original simulation itself...</p></htmltext>
<tokenext>The simulation sounded somewhat muffled , like the high frequency components were n't right or were n't of sufficient amplitude.Can some of the rest of you listen and tell me if it sounds muffled to you too ?
( I want to be sure it 's not my machine or earphones .
) Might be the CODEC used with flash rather than the original simulation itself.. .</tokentext>
<sentencetext>The simulation sounded somewhat muffled, like the high frequency components weren't right or weren't of sufficient amplitude.Can some of the rest of you listen and tell me if it sounds muffled to you too?
(I want to be sure it's not my machine or earphones.
)Might be the CODEC used with flash rather than the original simulation itself...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207119</id>
	<title>Am I the only one...</title>
	<author>hedleyroos</author>
	<datestamp>1244113620000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>who thought that those are the names of new social networking sites?</p></htmltext>
<tokenext>who thought that those are the names of new social networking sites ?</tokentext>
<sentencetext>who thought that those are the names of new social networking sites?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28209817</id>
	<title>The driving force behind most new technology</title>
	<author>Anonymous</author>
	<datestamp>1244131080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>That was close to my first thought: the overdubs for pornos are going to have a lot more realistic sounds effects now!</p></htmltext>
<tokenext>That was close to my first thought : the overdubs for pornos are going to have a lot more realistic sounds effects now !</tokentext>
<sentencetext>That was close to my first thought: the overdubs for pornos are going to have a lot more realistic sounds effects now!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205613</id>
	<title>What about splorp!?</title>
	<author>splorp!</author>
	<datestamp>1244048940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I've always enjoyed utilizing an onomatopoetic nickname.</htmltext>
<tokenext>I 've always enjoyed utilizing an onomatopoetic nickname .</tokentext>
<sentencetext>I've always enjoyed utilizing an onomatopoetic nickname.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206057</id>
	<title>News?</title>
	<author>Anonymous</author>
	<datestamp>1244055180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I thought sending "Bring me a bottle of beer buttler Bob" through any text-to-speach did exactly that.</p></htmltext>
<tokenext>I thought sending " Bring me a bottle of beer buttler Bob " through any text-to-speach did exactly that .</tokentext>
<sentencetext>I thought sending "Bring me a bottle of beer buttler Bob" through any text-to-speach did exactly that.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204199</id>
	<title>Thanks</title>
	<author>Anonymous</author>
	<datestamp>1244036220000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>now i gotta go pee...</p></htmltext>
<tokenext>now i got ta go pee.. .</tokentext>
<sentencetext>now i gotta go pee...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205583</id>
	<title>Re:Hmm.</title>
	<author>Stile 65</author>
	<datestamp>1244048520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Was I the only one who immediately thought of a cumshot upon reading the title?</p></div><p>Nope. First thing I thought of was the sound of beer as it's being poured. My mind goes to a totally different gutter.<nobr> <wbr></nobr>:(</p></div>
	</htmltext>
<tokenext>Was I the only one who immediately thought of a cumshot upon reading the title ? Nope .
First thing I thought of was the sound of beer as it 's being poured .
My mind goes to a totally different gutter .
: (</tokentext>
<sentencetext>Was I the only one who immediately thought of a cumshot upon reading the title?Nope.
First thing I thought of was the sound of beer as it's being poured.
My mind goes to a totally different gutter.
:(
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</id>
	<title>Hmm.</title>
	<author>Anonymous</author>
	<datestamp>1244036100000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>Was I the only one who immediately thought of a cumshot upon reading the title?</p></htmltext>
<tokenext>Was I the only one who immediately thought of a cumshot upon reading the title ?</tokentext>
<sentencetext>Was I the only one who immediately thought of a cumshot upon reading the title?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204733</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>Anonymous</author>
	<datestamp>1244040360000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>Can some of the rest of you listen and tell me if it sounds muffled to you too?</p></div><p>sounded great to me, but i the parts with the pipe did not include the high-frequency noise of water streaming through the pipe.</p></div>
	</htmltext>
<tokenext>Can some of the rest of you listen and tell me if it sounds muffled to you too ? sounded great to me , but i the parts with the pipe did not include the high-frequency noise of water streaming through the pipe .</tokentext>
<sentencetext>Can some of the rest of you listen and tell me if it sounds muffled to you too?sounded great to me, but i the parts with the pipe did not include the high-frequency noise of water streaming through the pipe.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204255</id>
	<title>Can they</title>
	<author>schrodingers\_rabbit</author>
	<datestamp>1244036580000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>1</modscore>
	<htmltext>simulate real systems yet, or just computer-generated ones? Better simulations of the relationships between fluid and sound would be fascinating if applied to superfluids (Ahhh, the soothing sound of superhot plasma).</htmltext>
<tokenext>simulate real systems yet , or just computer-generated ones ?
Better simulations of the relationships between fluid and sound would be fascinating if applied to superfluids ( Ahhh , the soothing sound of superhot plasma ) .</tokentext>
<sentencetext>simulate real systems yet, or just computer-generated ones?
Better simulations of the relationships between fluid and sound would be fascinating if applied to superfluids (Ahhh, the soothing sound of superhot plasma).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28208309</id>
	<title>Yes but...</title>
	<author>IceCreamGuy</author>
	<datestamp>1244124660000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>  Check out some videos of falling, pouring, splashing and babbling water simulations. (computed on a Linux cluster).</p> </div><p>Yes but does it run on a beow... oh. Sweet.</p></div>
	</htmltext>
<tokenext>Check out some videos of falling , pouring , splashing and babbling water simulations .
( computed on a Linux cluster ) .
Yes but does it run on a beow... oh. Sweet .</tokentext>
<sentencetext>  Check out some videos of falling, pouring, splashing and babbling water simulations.
(computed on a Linux cluster).
Yes but does it run on a beow... oh. Sweet.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204755</id>
	<title>Re:Graphical Adventures</title>
	<author>Brian Gordon</author>
	<datestamp>1244040540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>You're sure? Well <i>I'm</i> sure that it's much easier to just record the sound of water than simulate it in real time to get the same sound. We'll see it eventually (maybe when it's even remotely feasible?) but nobody's in a hurry to start measuring their games in seconds-per-frame.. well, maybe CryTek.</htmltext>
<tokenext>You 're sure ?
Well I 'm sure that it 's much easier to just record the sound of water than simulate it in real time to get the same sound .
We 'll see it eventually ( maybe when it 's even remotely feasible ?
) but nobody 's in a hurry to start measuring their games in seconds-per-frame.. well , maybe CryTek .</tokentext>
<sentencetext>You're sure?
Well I'm sure that it's much easier to just record the sound of water than simulate it in real time to get the same sound.
We'll see it eventually (maybe when it's even remotely feasible?
) but nobody's in a hurry to start measuring their games in seconds-per-frame.. well, maybe CryTek.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28208861</id>
	<title>Not new by a long shot</title>
	<author>Anonymous</author>
	<datestamp>1244127300000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>This is by no means the first bubble algorithm. D. Keller published work in the '90's on granular synthesis of natural sounds that includes water drops, splashes and filling sounds. There's been a lot work done in physical modeling (Perry Cook et al.) on water sounds. Nothing new here.</p></htmltext>
<tokenext>This is by no means the first bubble algorithm .
D. Keller published work in the '90 's on granular synthesis of natural sounds that includes water drops , splashes and filling sounds .
There 's been a lot work done in physical modeling ( Perry Cook et al .
) on water sounds .
Nothing new here .</tokentext>
<sentencetext>This is by no means the first bubble algorithm.
D. Keller published work in the '90's on granular synthesis of natural sounds that includes water drops, splashes and filling sounds.
There's been a lot work done in physical modeling (Perry Cook et al.
) on water sounds.
Nothing new here.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207427</id>
	<title>Re:The simulation sounded muffled.</title>
	<author>TropicalCoder</author>
	<datestamp>1244118120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It is not your machine or earphones, or the codec that is attenuating hi frequencies. Look carefully at the spectrogram accompanying the image. You can expand the image to hi resolution to examine it more carefully. You will note that the peak amplitudes of the frequencies generated cluster from around 500 Hz to 1500 Hz, with much lower amplitudes outside of that range.</htmltext>
<tokenext>It is not your machine or earphones , or the codec that is attenuating hi frequencies .
Look carefully at the spectrogram accompanying the image .
You can expand the image to hi resolution to examine it more carefully .
You will note that the peak amplitudes of the frequencies generated cluster from around 500 Hz to 1500 Hz , with much lower amplitudes outside of that range .</tokentext>
<sentencetext>It is not your machine or earphones, or the codec that is attenuating hi frequencies.
Look carefully at the spectrogram accompanying the image.
You can expand the image to hi resolution to examine it more carefully.
You will note that the peak amplitudes of the frequencies generated cluster from around 500 Hz to 1500 Hz, with much lower amplitudes outside of that range.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311</id>
	<title>In other news...</title>
	<author>Anonymous</author>
	<datestamp>1244036880000</datestamp>
	<modclass>Funny</modclass>
	<modscore>4</modscore>
	<htmltext><p>In other news from the overpriced useless ressearch dept... the research has found an unexpected application... generating fart sounds from facial expressions... thus giving speech to farts. a student called in for volunteer testing of the system said, "amazing! it actually sounds like me... I was always embarassed because my farts didnt make any sound... now I know wether it is a pzzzt or a plrrrrt or a puffff.... Thank you"</p><p>Privacy right groups caution against wide use of the system, "We got to preserve the right to privacy while farting... imagine if these devices were everywhere? our privacy would be gone like the wind"</p></htmltext>
<tokenext>In other news from the overpriced useless ressearch dept... the research has found an unexpected application... generating fart sounds from facial expressions... thus giving speech to farts .
a student called in for volunteer testing of the system said , " amazing !
it actually sounds like me... I was always embarassed because my farts didnt make any sound... now I know wether it is a pzzzt or a plrrrrt or a puffff.... Thank you " Privacy right groups caution against wide use of the system , " We got to preserve the right to privacy while farting... imagine if these devices were everywhere ?
our privacy would be gone like the wind "</tokentext>
<sentencetext>In other news from the overpriced useless ressearch dept... the research has found an unexpected application... generating fart sounds from facial expressions... thus giving speech to farts.
a student called in for volunteer testing of the system said, "amazing!
it actually sounds like me... I was always embarassed because my farts didnt make any sound... now I know wether it is a pzzzt or a plrrrrt or a puffff.... Thank you"Privacy right groups caution against wide use of the system, "We got to preserve the right to privacy while farting... imagine if these devices were everywhere?
our privacy would be gone like the wind"</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204283</id>
	<title>What we've all been waiting for</title>
	<author>Anonymous</author>
	<datestamp>1244036820000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p>Finally bukakke (and less<nobr> <wbr></nobr>... pleasant) hentai anime with realistic sound. Yay.</p><p>What? What did YOU think this is for?</p></htmltext>
<tokenext>Finally bukakke ( and less ... pleasant ) hentai anime with realistic sound .
Yay.What ? What did YOU think this is for ?</tokentext>
<sentencetext>Finally bukakke (and less ... pleasant) hentai anime with realistic sound.
Yay.What? What did YOU think this is for?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204543</id>
	<title>Re:Hmm.</title>
	<author>Anonymous</author>
	<datestamp>1244038800000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>I'm pretty stodgy. All I could think of was the Brownian motion poem:</p><p>Big whorls have little whorls<br>Which feed on their velocity.<br>And little whorls have lesser whorls,<br>And so on to viscosity...</p></htmltext>
<tokenext>I 'm pretty stodgy .
All I could think of was the Brownian motion poem : Big whorls have little whorlsWhich feed on their velocity.And little whorls have lesser whorls,And so on to viscosity.. .</tokentext>
<sentencetext>I'm pretty stodgy.
All I could think of was the Brownian motion poem:Big whorls have little whorlsWhich feed on their velocity.And little whorls have lesser whorls,And so on to viscosity...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205029</id>
	<title>Re:What we've all been waiting for</title>
	<author>Anonymous</author>
	<datestamp>1244042820000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>You aren't alone in thinking that, especially now CGI porn is starting to look pretty real, or so they tell me<nobr> <wbr></nobr>;)</htmltext>
<tokenext>You are n't alone in thinking that , especially now CGI porn is starting to look pretty real , or so they tell me ; )</tokentext>
<sentencetext>You aren't alone in thinking that, especially now CGI porn is starting to look pretty real, or so they tell me ;)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204283</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203</id>
	<title>Graphical Adventures</title>
	<author>Celeste R</author>
	<datestamp>1244036220000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>This is a simulation physicist's wet dream, and I'm sure it'll be somewhere in a graphical adventure soon.</p><p>My bet is that the FPS genre will like this too.</p></htmltext>
<tokenext>This is a simulation physicist 's wet dream , and I 'm sure it 'll be somewhere in a graphical adventure soon.My bet is that the FPS genre will like this too .</tokentext>
<sentencetext>This is a simulation physicist's wet dream, and I'm sure it'll be somewhere in a graphical adventure soon.My bet is that the FPS genre will like this too.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204777</id>
	<title>Need to do a blind comparison</title>
	<author>istartedi</author>
	<datestamp>1244040720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>They sound too "chirpy" and "sharp" to me.  It seems like there should be more noise in them.  I wonder if this is just because I know
they are synthesized.  We need to do a blind comparison to see if it's good enough.</p></htmltext>
<tokenext>They sound too " chirpy " and " sharp " to me .
It seems like there should be more noise in them .
I wonder if this is just because I know they are synthesized .
We need to do a blind comparison to see if it 's good enough .</tokentext>
<sentencetext>They sound too "chirpy" and "sharp" to me.
It seems like there should be more noise in them.
I wonder if this is just because I know
they are synthesized.
We need to do a blind comparison to see if it's good enough.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206129</id>
	<title>I've been waiting for this for years</title>
	<author>MattMooreSucks</author>
	<datestamp>1244056560000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>I've been thinking about this type of thing for a while now - getting to a more basic level of sound reproduction, like we've been doing the last few years with graphics.

Compare this to lighting in the Quake era, compared to today.  Before, we had pre-rendered lighting in the<nobr> <wbr></nobr>.bsp, or worse (painting it on the texture).  Now's it's simulated at a more basic (read: realistic) level, like a lower level emulator, with real-time lighting.

And just as Doom 3's lighting was innovative but not terribly practical for many uses, so is this beginning of low-level synthesized sound.  I hope we make large strides at both.

For the record, this is my first (evar) post on slashdot.  After reading for years.  How do I line-break exactly?</htmltext>
<tokenext>I 've been thinking about this type of thing for a while now - getting to a more basic level of sound reproduction , like we 've been doing the last few years with graphics .
Compare this to lighting in the Quake era , compared to today .
Before , we had pre-rendered lighting in the .bsp , or worse ( painting it on the texture ) .
Now 's it 's simulated at a more basic ( read : realistic ) level , like a lower level emulator , with real-time lighting .
And just as Doom 3 's lighting was innovative but not terribly practical for many uses , so is this beginning of low-level synthesized sound .
I hope we make large strides at both .
For the record , this is my first ( evar ) post on slashdot .
After reading for years .
How do I line-break exactly ?</tokentext>
<sentencetext>I've been thinking about this type of thing for a while now - getting to a more basic level of sound reproduction, like we've been doing the last few years with graphics.
Compare this to lighting in the Quake era, compared to today.
Before, we had pre-rendered lighting in the .bsp, or worse (painting it on the texture).
Now's it's simulated at a more basic (read: realistic) level, like a lower level emulator, with real-time lighting.
And just as Doom 3's lighting was innovative but not terribly practical for many uses, so is this beginning of low-level synthesized sound.
I hope we make large strides at both.
For the record, this is my first (evar) post on slashdot.
After reading for years.
How do I line-break exactly?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205867</id>
	<title>Linux is mainstream now in science</title>
	<author>tsa</author>
	<datestamp>1244052060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Do we really need to know the sounds were calculated using a Linux cluster? Linux is popular enough in science now to leave that away.<br>
&nbsp; <br>And I'm sorry, but only the stone that was thrown in the water sounded convincing. I did like how they could add water to the already full container without it overflowing, though!</p></htmltext>
<tokenext>Do we really need to know the sounds were calculated using a Linux cluster ?
Linux is popular enough in science now to leave that away .
  And I 'm sorry , but only the stone that was thrown in the water sounded convincing .
I did like how they could add water to the already full container without it overflowing , though !</tokentext>
<sentencetext>Do we really need to know the sounds were calculated using a Linux cluster?
Linux is popular enough in science now to leave that away.
  And I'm sorry, but only the stone that was thrown in the water sounded convincing.
I did like how they could add water to the already full container without it overflowing, though!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207823</id>
	<title>Re:Graphical Adventures</title>
	<author>dkleinsc</author>
	<datestamp>1244121780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>This is a simulation physicist's wet dream</p></div><p>Since this is going to be happening in New Orleans, I'd say it's an extremely wet dream. Like up to your attic wet. Particularly with all those splash and sploosh noises.</p></div>
	</htmltext>
<tokenext>This is a simulation physicist 's wet dreamSince this is going to be happening in New Orleans , I 'd say it 's an extremely wet dream .
Like up to your attic wet .
Particularly with all those splash and sploosh noises .</tokentext>
<sentencetext>This is a simulation physicist's wet dreamSince this is going to be happening in New Orleans, I'd say it's an extremely wet dream.
Like up to your attic wet.
Particularly with all those splash and sploosh noises.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205139</id>
	<title>hundreds of millions have no clean water</title>
	<author>Anonymous</author>
	<datestamp>1244043840000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>but we are hard at work simulating it!!!</p><p>(lets not even talk about the computer factories in china that pollute the water table there)</p></htmltext>
<tokenext>but we are hard at work simulating it ! ! !
( lets not even talk about the computer factories in china that pollute the water table there )</tokentext>
<sentencetext>but we are hard at work simulating it!!!
(lets not even talk about the computer factories in china that pollute the water table there)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205405</id>
	<title>Re:Finally!</title>
	<author>TapeCutter</author>
	<datestamp>1244046420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>The "generic algorithim" in physical simulations is called "finite element analysis". All they would need to do is swap some constants in the formula for other liquids. For solids they may have to change the formula but the algorithim would still be the same.
<br> <br>
The same algorithim is used in everthing from climate simulation to casting simulations for engine blocks to simulating the trajectory of space probes. The technique is not new but supercomuters have used it to quietly revolutionise science and engineering over the last 50yrs or so.</htmltext>
<tokenext>The " generic algorithim " in physical simulations is called " finite element analysis " .
All they would need to do is swap some constants in the formula for other liquids .
For solids they may have to change the formula but the algorithim would still be the same .
The same algorithim is used in everthing from climate simulation to casting simulations for engine blocks to simulating the trajectory of space probes .
The technique is not new but supercomuters have used it to quietly revolutionise science and engineering over the last 50yrs or so .</tokentext>
<sentencetext>The "generic algorithim" in physical simulations is called "finite element analysis".
All they would need to do is swap some constants in the formula for other liquids.
For solids they may have to change the formula but the algorithim would still be the same.
The same algorithim is used in everthing from climate simulation to casting simulations for engine blocks to simulating the trajectory of space probes.
The technique is not new but supercomuters have used it to quietly revolutionise science and engineering over the last 50yrs or so.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204333</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204333</id>
	<title>Finally!</title>
	<author>Extremus</author>
	<datestamp>1244037060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Why did they take so much time to develop this? Now, they need to develop a more generic algorithm, for other kinds of materials.</htmltext>
<tokenext>Why did they take so much time to develop this ?
Now , they need to develop a more generic algorithm , for other kinds of materials .</tokentext>
<sentencetext>Why did they take so much time to develop this?
Now, they need to develop a more generic algorithm, for other kinds of materials.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207589</id>
	<title>Re:I've been waiting for this for years</title>
	<author>TropicalCoder</author>
	<datestamp>1244119980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I've been working on this backwards. I developed this wonderful <a href="http://www.tropicalcoder.com/Autocord.htm" title="tropicalcoder.com">spectrum analyser</a> [tropicalcoder.com] and now would like to stick it into a graphic environment where various visual events are generated from analysis of the audio. Download it and load in a wav file or mp3 and you will see the display. Individual musical notes are displayed. Then you could control a graphic based on the flow of the music, for example. Of course, it has all been done before, but I don't believe I have seen this level of resolution done in real time before. Ideas?</p></htmltext>
<tokenext>I 've been working on this backwards .
I developed this wonderful spectrum analyser [ tropicalcoder.com ] and now would like to stick it into a graphic environment where various visual events are generated from analysis of the audio .
Download it and load in a wav file or mp3 and you will see the display .
Individual musical notes are displayed .
Then you could control a graphic based on the flow of the music , for example .
Of course , it has all been done before , but I do n't believe I have seen this level of resolution done in real time before .
Ideas ?</tokentext>
<sentencetext>I've been working on this backwards.
I developed this wonderful spectrum analyser [tropicalcoder.com] and now would like to stick it into a graphic environment where various visual events are generated from analysis of the audio.
Download it and load in a wav file or mp3 and you will see the display.
Individual musical notes are displayed.
Then you could control a graphic based on the flow of the music, for example.
Of course, it has all been done before, but I don't believe I have seen this level of resolution done in real time before.
Ideas?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206129</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205367</id>
	<title>Should be in Blender</title>
	<author>Trebawa</author>
	<datestamp>1244046060000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>This needs to be in Blender, NOW.  This would add a whole new degree of realism to the fluidsims.</htmltext>
<tokenext>This needs to be in Blender , NOW .
This would add a whole new degree of realism to the fluidsims .</tokentext>
<sentencetext>This needs to be in Blender, NOW.
This would add a whole new degree of realism to the fluidsims.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28211711</id>
	<title>Re:Thanks</title>
	<author>Anonymous</author>
	<datestamp>1244138880000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I think I just wet myself</p></htmltext>
<tokenext>I think I just wet myself</tokentext>
<sentencetext>I think I just wet myself</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204199</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205027</id>
	<title>Re:In other news...</title>
	<author>Anonymous</author>
	<datestamp>1244042820000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>In other news from the overpriced useless ressearch dept...</p></div><p>Not sure if this is overpriced useless research. The research can help in designing items that interact with fluid, do so quietly. Submarines, landscape design, washing machines and hydroelectricity fit the bill but there must be plenty more.</p></div>
	</htmltext>
<tokenext>In other news from the overpriced useless ressearch dept...Not sure if this is overpriced useless research .
The research can help in designing items that interact with fluid , do so quietly .
Submarines , landscape design , washing machines and hydroelectricity fit the bill but there must be plenty more .</tokentext>
<sentencetext>In other news from the overpriced useless ressearch dept...Not sure if this is overpriced useless research.
The research can help in designing items that interact with fluid, do so quietly.
Submarines, landscape design, washing machines and hydroelectricity fit the bill but there must be plenty more.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204761</id>
	<title>brilliant work</title>
	<author>junglebeast</author>
	<datestamp>1244040540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Sounds amazingly good for a first paper on the subject, I'm sure the kinks will get worked out as more researchers ply their talent</htmltext>
<tokenext>Sounds amazingly good for a first paper on the subject , I 'm sure the kinks will get worked out as more researchers ply their talent</tokentext>
<sentencetext>Sounds amazingly good for a first paper on the subject, I'm sure the kinks will get worked out as more researchers ply their talent</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207065</id>
	<title>Re:Hmm.</title>
	<author>SeaFox</author>
	<datestamp>1244112720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Actually, I thought of Alka-Selter.</p><p>And for the record, I'm still in my 20's.</p></htmltext>
<tokenext>Actually , I thought of Alka-Selter.And for the record , I 'm still in my 20 's .</tokentext>
<sentencetext>Actually, I thought of Alka-Selter.And for the record, I'm still in my 20's.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204385</id>
	<title>Re:Graphical Adventures</title>
	<author>weirdcrashingnoises</author>
	<datestamp>1244037420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>wet dream</p></div><p>pun intended?</p></div>
	</htmltext>
<tokenext>wet dreampun intended ?</tokentext>
<sentencetext>wet dreampun intended?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207511</id>
	<title>Re:I've been waiting for this for years</title>
	<author>imakemusic</author>
	<datestamp>1244119200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Doom 3 had lighting??<br> <br>

You line break with html: &lt;br<nobr> <wbr></nobr>/&gt;</htmltext>
<tokenext>Doom 3 had lighting ? ?
You line break with html : / &gt;</tokentext>
<sentencetext>Doom 3 had lighting??
You line break with html:  /&gt;</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206129</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204741</id>
	<title>Re:Hmm.</title>
	<author>KudyardRipling</author>
	<datestamp>1244040360000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>1</modscore>
	<htmltext><p>It could be the sound usually described with the word "PBBBT-BWECK!"used prominently in the 1960's Hanna-Barbera animated cartoons. It could also be the sound effect used in the Tom &amp; Jerry cartoons throughout the 1950's approximated by "THFFFWWRK!" representing an impacting into mud, tar, uncured concrete, <b>manure</b>, etc.</p></htmltext>
<tokenext>It could be the sound usually described with the word " PBBBT-BWECK !
" used prominently in the 1960 's Hanna-Barbera animated cartoons .
It could also be the sound effect used in the Tom &amp; Jerry cartoons throughout the 1950 's approximated by " THFFFWWRK !
" representing an impacting into mud , tar , uncured concrete , manure , etc .</tokentext>
<sentencetext>It could be the sound usually described with the word "PBBBT-BWECK!
"used prominently in the 1960's Hanna-Barbera animated cartoons.
It could also be the sound effect used in the Tom &amp; Jerry cartoons throughout the 1950's approximated by "THFFFWWRK!
" representing an impacting into mud, tar, uncured concrete, manure, etc.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204189</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207367</id>
	<title>Re:In other news...</title>
	<author>Tony-A</author>
	<datestamp>1244117280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Hmmm....<br>is the passed tense of "Bing"<nobr> <wbr></nobr>..... "Bung"?</p></htmltext>
<tokenext>Hmmm....is the passed tense of " Bing " ..... " Bung " ?</tokentext>
<sentencetext>Hmmm....is the passed tense of "Bing" ..... "Bung"?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311</parent>
</comment>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_24</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28211953
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204453
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_21</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207511
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28206129
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_1</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207367
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_15</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28218111
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204255
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_25</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207477
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205663
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_19</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204655
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204235
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_2</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28205027
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204311
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_06_03_2228240_13</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28207823
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_03_2228240.28204203
</commentlist>
</thread>
<thread>
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