Journal articles on the topic 'Computer animation – Data processing'

To see the other types of publications on this topic, follow the link: Computer animation – Data processing.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Computer animation – Data processing.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Gao, Quansheng. "Design and Implementation of 3D Animation Data Processing Development Platform Based on Artificial Intelligence." Computational Intelligence and Neuroscience 2022 (May 30, 2022): 1–7. http://dx.doi.org/10.1155/2022/1518331.

Full text
Abstract:
Based on the whole process of computer-aided technology, a 3D animation data processing development platform based on artificial intelligence is designed and implemented. A random forest model for animation data processing and development is designed to mine the experience that can guide animation generation from the accumulated animation data. Based on the design goal and implementation principle of animation data processing and development platform, the attributes and categories of random forest model are abstracted. After standardizing a large number of historical data, the training sample set is obtained, and the random forest model is obtained after training. The parameters of the random forest model are continuously optimized by experiments, so that the learning model can better guide the dynamic animation data processing and development platform to generate animation to the satisfaction of users. The designed three-dimensional animation data processing and development platform interacts with the animation generation module, users, and system administrators. It can continuously receive the sample data of the animation generation module, automatically expand the number of training samples, analyze the status of the sample database, and put forward suggestions to the system administrator to update the learning model, so as to realize the initiative of learning. The experimental results show that the designed 3D animation data processing and development platform is effective and feasible.
APA, Harvard, Vancouver, ISO, and other styles
2

Bright, David S. "Basic image processing for the microscopist." Proceedings, annual meeting, Electron Microscopy Society of America 50, no. 2 (August 1992): 1786–87. http://dx.doi.org/10.1017/s0424820100133564.

Full text
Abstract:
Images are a rich source of easily interpreted information. Equipment capable of handling pictures in computer memory (digital images) is now commonplace, and imaging is becoming an integral part of scientific computing and data analysis. Today, desk top computers are capable of displaying images with no special equipment at all. For example, NIH Image runs on a standard MAC II, and provides tools for contrast enhancement, pseudocolor, sharpening, animation, labeling and particle counting. Scanners or video cameras to input gray level (or color) images are moderately priced, and scanning microscopes are coming equipped for digital data acquisition and control. This tutorial will review some of the basic principles of image processing using example micrographs, and will illustrate how to use some readily available image processing software.Digital images are pictures that reside in the computer as arrays of numbers, each number designating the brightness of an individual picture element or pixel.
APA, Harvard, Vancouver, ISO, and other styles
3

Li, Zhiwei. "Task Image Setting of 3D Animation Based on Virtual Reality and Artificial Intelligence." Mobile Information Systems 2022 (September 7, 2022): 1–8. http://dx.doi.org/10.1155/2022/5233362.

Full text
Abstract:
In order to make the expression and action of animated virtual characters more realistic, this paper proposes a virtual character expression and action system based on 3D animation. The system hardware module is used to complete the collection and processing of image data and human bone data. Then, the positioning of human skeleton points and the mapping relationship between joint points and moving skeleton points are constructed, and finally the virtual character model is constructed. On this basis, this paper completes the correspondence of feature points through facial feature point mapping and completes the face model alignment by aligning the video face with the 3D animation virtual face. The Laplace coordinate recovery model is used to reconstruct the facial expression action, complete the simulation of 3D animation virtual character expression action and realize the design of the virtual character expression action system based on 3D animation. The experimental results show that in the aspect of expression movement, the system in this paper has a better effect than the real-time motion capture technology system and the 2D animation expression movement system with a 95.40% simulation degree. The fidelity of skin texture processing in this system is 97.60%. Conclusion. The designed system can effectively simulate the facial expression in the character image and integrate it into the three-dimensional animation to make the virtual character more vivid. After rendering and skin texture processing on the Unity3D platform of the system, the authenticity of the virtual character is enhanced.
APA, Harvard, Vancouver, ISO, and other styles
4

FILIPPINI, LUIGI. "METEOSAT IR IMAGE PROCESSING AND MPEG ANIMATION." International Journal of Modern Physics C 05, no. 05 (October 1994): 831–33. http://dx.doi.org/10.1142/s0129183194000957.

Full text
Abstract:
An HTML demo page, based on the results of a collaboration between CRS4 and CSP, is presented explaining some image processing of meteorogical data. Raw data, obtained every 30 minutes from the METEOSAT satellite, is processed to obtain colored high-contrast images, multiple images are then compressed using the MPEG video standard. The HTML page explains the details of the transformation process and contains links to sample images and the CRS4 MPEG wheather movies archive.
APA, Harvard, Vancouver, ISO, and other styles
5

Lee, Mun-yong, Sang-ha Lee, Kye-dong Jung, Seung-hyun Lee, and Soon-chul Kwon. "A Novel Preprocessing Method for Dynamic Point-Cloud Compression." Applied Sciences 11, no. 13 (June 26, 2021): 5941. http://dx.doi.org/10.3390/app11135941.

Full text
Abstract:
Computer-based data processing capabilities have evolved to handle a lot of information. As such, the complexity of three-dimensional (3D) models (e.g., animations or real-time voxels) containing large volumes of information has increased exponentially. This rapid increase in complexity has led to problems with recording and transmission. In this study, we propose a method of efficiently managing and compressing animation information stored in the 3D point-clouds sequence. A compressed point-cloud is created by reconfiguring the points based on their voxels. Compared with the original point-cloud, noise caused by errors is removed, and a preprocessing procedure that achieves high performance in a redundant processing algorithm is proposed. The results of experiments and rendering demonstrate an average file-size reduction of 40% using the proposed algorithm. Moreover, 13% of the over-lap data are extracted and removed, and the file size is further reduced.
APA, Harvard, Vancouver, ISO, and other styles
6

Wei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.

Full text
Abstract:
Virtools is a set of integrated 2D graphic images, 3D models, audio, video, and so a variety of file formats, interactive software itself has a wealth of interactive behavior module, 3D games can be created, virtual experiments simulation objects very strong interaction with the display and other three-dimensional product. This paper presents a virtual experiment based on 3D and Virtools technology, which is built with 3D experiments scenes, making 3D animation; with Virtools data processing, interactive control. The experiments show that this method has the authenticity, interactivity, simple and easy to implement features.
APA, Harvard, Vancouver, ISO, and other styles
7

Zhang, Qiang, Xiaoying Liang, and Xiaopeng Wei. "Scattered Data Processing Approach Based on Optical Facial Motion Capture." Applied Bionics and Biomechanics 10, no. 2-3 (2013): 75–87. http://dx.doi.org/10.1155/2013/463235.

Full text
Abstract:
In recent years, animation reconstruction of facial expressions has become a popular research field in computer science and motion capture-based facial expression reconstruction is now emerging in this field. Based on the facial motion data obtained using a passive optical motion capture system, we propose a scattered data processing approach, which aims to solve the common problems of missing data and noise. To recover missing data, given the nonlinear relationships among neighbors with the current missing marker, we propose an improved version of a previous method, where we use the motion of three muscles rather than one to recover the missing data. To reduce the noise, we initially apply preprocessing to eliminate impulsive noise, before our proposed three-order quasi-uniform B-spline-based fitting method is used to reduce the remaining noise. Our experiments showed that the principles that underlie this method are simple and straightforward, and it delivered acceptable precision during reconstruction.
APA, Harvard, Vancouver, ISO, and other styles
8

Abe, Shota, Akio Ishida, Jun Murakami, and Naoki Yamamoto. "Development of Online Learning Materials for Tensor Data Processing Exercises." International Journal of Information and Education Technology 12, no. 3 (2022): 194–202. http://dx.doi.org/10.18178/ijiet.2022.12.3.1604.

Full text
Abstract:
Tensor decomposition is used in a wide range of research fields; however, its theory is difficult to understand. Therefore, basic education is essential when using it in programming. Currently, there are few Japanese universities that provide education on tensor decomposition; however, some overseas universities have already conducted it, and online learning materials are also substantial. Therefore, in this paper, we have developed online learning materials for basics and programming exercises of higher-order singular value decomposition (HOSVD), which is one of tensor decomposition, for the purpose of increasing the learning materials for tensor decomposition education. Our learning material is created on Microsoft Teams, and students can access this material channel and work on exercises on demand while watching explanatory videos including CG animation. As a result of the trial of this learning material, it was found that the students who used it can generally understand the processes related to tensor decomposition and can perform basic programming of them.
APA, Harvard, Vancouver, ISO, and other styles
9

Hu, Zhen Yu. "Simulation Research on Video Tracking Based on Computer Dynamic Capturing Technology." Applied Mechanics and Materials 513-517 (February 2014): 2389–93. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2389.

Full text
Abstract:
Motion capture technology of computer is a new form of a new data acquisition in recent years. It relates to many subjects, such as mathematics, computer science, graphics, digital signal processing, image processing, data structure and so on. Through the combination of various disciplines, and mutual penetration, this new research field has been formed. The study of the motion capture technology not only increases the depth of theory, but also provides practical significance for the dynamic kinematics. At present, the motion capture technology of computer has been widely applied to the animation game production, medicine motion analysis sports and other fields. This article is mainly based on the combination of basketball technique and computer motion capture to provide a theoretical basis and practical experience for computer motion capture of basketball.
APA, Harvard, Vancouver, ISO, and other styles
10

Zhang, Ying, and Li Zhou. "Virtual Simulation of PCA Algorithm and Detection Technique of Capturing Fashion Show Movements." Applied Mechanics and Materials 651-653 (September 2014): 555–59. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.555.

Full text
Abstract:
3D animation technology is introduced into a virtual fashion show to design a new fashion show of show creation system in this paper. This system combines image processing and reconstruction technology and Matlab software, the two methods and tools. Through the change of frame vector data, it realizes the reconstruction of image. In order to improve the speed of image capture and reconstruction, PCA algorithm is adopted to reduce the dimensions of the vector data of each frame image. This system makes The three dimensional animation technology and performing choreography get together, which has achieved better artistic effect of show design, and has provided technical reference for the computer design of virtual fashion show in universities.
APA, Harvard, Vancouver, ISO, and other styles
11

Liu, Bing, Huiying Liu, and Vinh Phuc Dung. "3D Animation Graphic Enhancing Process Effect Simulation Analysis." Wireless Communications and Mobile Computing 2022 (July 22, 2022): 1–11. http://dx.doi.org/10.1155/2022/9208495.

Full text
Abstract:
Processing of graphics is the intermediate stage of an animated film. The adequacy of the preproduction preparation often requires the creators to repeatedly discuss a series of issues such as the story of the script, the structure of the play, the style of the art design and the setting of the scenes, the shape of the characters, and the style of the music. The study of the process of 3D animation graphics enhancing effect optimization can effectively improve the visual effect of images. The optimization of the effect of authenticity of 3D animation graphics requires the optimization of lighting of animation graphics, and the optimization of texture processing of images by extending the shadow map method to complete the optimization of the effect of authenticity of animation graphics. Image enhancement is a very important branch in the field of digital processing of graphics. It is a method of making some transformations to the information or data of an image by some strategy to make the region of interest more prominent in the image while suppressing the secondary information that does not need to be enhanced, with the ultimate goal of making the image conform to the visual response characteristics. It is in this context that this paper proposes to build a process of graphics simulation platform to simulate and analyze the effect of process of 3D animation graphics enhancing. The experimental results show that the enhancement of graphics reduces the running time by 16.5 s and 14.3 s compared to the CDD and FMM algorithms, respectively, and that the MSE and PSNR are both improved, indicating that the enhancement of graphics effectively improves the restoration effect while running quickly. Therefore, it is confirmed that the process of 3D animation graphics enhancing effect has a good balance to obtain a more desirable animation in 3D enhancement effect.
APA, Harvard, Vancouver, ISO, and other styles
12

Wiegand, David A., Robert B. Page, and David S. Channin. "The Surgical Workstation: Surgical Planning Using Generic Software." Otolaryngology–Head and Neck Surgery 109, no. 3 (September 1993): 434–40. http://dx.doi.org/10.1177/019459989310900308.

Full text
Abstract:
Computer software for rendering and display of three-dimensional data is becoming readily available for all types of computers. Such programs typically accept data from any source, compute a three-dimensional volume of data, and display it with a variety of rendering options. Although not specifically designed for medical image processing, these programs can provide very detailed and finely rendered images that are useful for surgical planning. We use one such program to display data from standard computed tomography scans, which gives us a photorealistic three-dimensional view of patient anatomy. This view can be modified to render tissues transparent, translucent, or opaque, and thus allows the surgeon to selectively enhance bony architecture, tumors, or other details. Images can be rotated, sliced, and displayed in the surgical position. Image animation can be added to facilitate the display of complex anatomic relationships. Our experience with this technology suggests that such programs can provide the basis for personal surgical workstations for medical image analysis and surgical planning. Further development of such generic imaging systems should allow this useful technology to become widely available for surgical planning and education. We discuss our experience with a typical generic imaging workstation. (OTOLARYNGOL HEAD NECK SURG 1993;109:434-40.)
APA, Harvard, Vancouver, ISO, and other styles
13

Chen, Xiaozhong. "Multimedia teaching system based on art interaction technology." Computer Science and Information Systems, no. 00 (2022): 26. http://dx.doi.org/10.2298/csis220405026c.

Full text
Abstract:
With the development of the times, traditional classroom education has gradually failed to meet the needs of teaching. Now, with the application of computers in modern education, hybrid learning has developed rapidly in the field of education. How to promote the better development of hybrid learning has become a new research hot spot. Therefore, this paper aims at improving the MOOC platform, which is the largest application of hybrid learning. It integrates animation technology and multimedia technology, and designs a multimedia-teaching platform based on art interaction technology, which effectively improves the attraction of MOOC platform to learners. Firstly, this paper introduces multimedia technology, animation technology and interactive animation technology in detail, and applies them to MOOC platform. Secondly, according to the analysis of the research results of teaching platform requirements, the design principles and system framework of this paper are given. Finally, the information processing system of B/S architecture mode is built to make the improved platform have high response speed and data processing ability. In addition, this paper constructs a small-scale multimedia hybrid learning platform for testing, and finds that the multimedia teaching platform based on art interactive technology designed in this paper can well promote students' autonomous learning and improve the effect of students' learning.
APA, Harvard, Vancouver, ISO, and other styles
14

Hara, Yuki, and Tomonori Kawano. "Run-Length Encoding Graphic Rules Applied to DNA-Coded Images and Animation Editable by Polymerase Chain Reactions." Journal of Advanced Computational Intelligence and Intelligent Informatics 19, no. 1 (January 20, 2015): 5–10. http://dx.doi.org/10.20965/jaciii.2015.p0005.

Full text
Abstract:
We previously proposed novel designs for artificial genes as media for storing digitally compressed image data, specifically for biocomputing by analogy to natural genes mainly used to encode proteins. A run-length encoding (RLE) rule had been applied in DNA-based image data processing, to form coding regions, and noncoding regions were created as space for designing biochemical editing. In the present study, we apply the RLE-based image-coding rule to creation of DNAbased animation. This article consisted of three parts: (i) a theoretical review of RLE-based image coding by DNA, (ii) a technical proposal for biochemical editing of DNA-coded images using the polymerase chain reaction, and (iii) a minimal demonstration of DNAbased animation using simple model images encoded on short DNA molecules.
APA, Harvard, Vancouver, ISO, and other styles
15

Maciel, Anderson, Carla M. Dal Sasso Freitas, and Luciana Nedel. "Visualization, Interaction and Simulation Lab at UFRGS." Comunicações em Informática 4, no. 2 (November 9, 2020): 54–57. http://dx.doi.org/10.22478/ufpb.2595-0622.2020v4n2.54664.

Full text
Abstract:
The Visualization, Interaction and Simulation Laboratory (VISLab) is part of the Computer Graphics, Image Processing and Interaction research group, which started its activities in 1978 developing projects mainly on rendering and animation. Along the years, as new researchers joined the group, new research fields such as image acquisition and analysis, virtual reality, non-conventional interaction, and visualization of complex data started to be investigated. Within this group, VISLab is majorly concerned with research on human-computer interaction, with emphasis on non-conventional, 3D interaction and haptics, and immersive visualization in the context of virtual and augmented reality applications. In this paper, we present the research of the VISLab and the strategy being used to achieve its main goal: to enhance the human with computers, extending the perception capabilities and improving the human power of action in a natural way.
APA, Harvard, Vancouver, ISO, and other styles
16

Barth, Anna, Leif Karlstrom, Benjamin K. Holtzman, Arthur Paté, and Avinash Nayak. "Sonification and Animation of Multivariate Data to Illuminate Dynamics of Geyser Eruptions." Computer Music Journal 44, no. 1 (2020): 35–50. http://dx.doi.org/10.1162/comj_a_00551.

Full text
Abstract:
Abstract Sonification of time series data in natural science has gained increasing attention as an observational and educational tool. Sound is a direct representation for oscillatory data, but for most phenomena, less direct representational methods are necessary. Coupled with animated visual representations of the same data, the visual and auditory systems can work together to identify complex patterns quickly. We developed a multivariate data sonification and visualization approach to explore and convey patterns in a complex dynamic system, Lone Star Geyser in Yellowstone National Park. This geyser has erupted regularly for at least 100 years, with remarkable consistency in the interval between eruptions (three hours) but with significant variations in smaller scale patterns between each eruptive cycle. From a scientific standpoint, the ability to hear structures evolving over time in multiparameter data permits the rapid identification of relationships that might otherwise be overlooked or require significant processing to find. The human auditory system is adept at physical interpretation of call-and-response or causality in polyphonic sounds. Methods developed here for oscillatory and nonstationary data have great potential as scientific observational and educational tools, for data-driven composition with scientific and artistic intent, and towards the development of machine learning tools for pattern identification in complex data.
APA, Harvard, Vancouver, ISO, and other styles
17

Xiao, Boxiang, Sheng Wu, and Xinyu Guo. "A physics-based approach to motion capture data processing for virtual plant modeling and simulation." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 03 (May 24, 2018): 1840005. http://dx.doi.org/10.1142/s1793962318400056.

Full text
Abstract:
Dynamic virtual plant simulation is an attractive research issue in both botany and computer graphics. Data-driven method is an efficient way for motion analysis and animation synthesis. As a widely used tool, motion capture has been used in plant motion data acquisition and analysis. The most prominent and important problem in motion capture for plants is primary data processing such as missing markers reconstruction. This paper presents a novel physics-based approach to motion capture data processing of plants. Firstly, a physics-based mechanics model is found by Lagrangian mechanics for a motion captured plant organ such as a leaf, and then its dynamic mechanical properties are analyzed and relevant model parameters are evaluated. Further, by using the physical model with evaluated parameters, we can calculate the next positions of a maker to reconstruct the missing makers in motion capture sequence. We take an example of a maize leaf and pachira leaf to examine the proposed approach, and the results show that the physics-based method is feasible and effective for plant motion data processing.
APA, Harvard, Vancouver, ISO, and other styles
18

Lan, Xingyu, Yang Shi, Yanqiu Wu, Xiaohan Jiao, and Nan Cao. "Kineticharts: Augmenting Affective Expressiveness of Charts in Data Stories with Animation Design." IEEE Transactions on Visualization and Computer Graphics 28, no. 1 (January 2022): 933–43. http://dx.doi.org/10.1109/tvcg.2021.3114775.

Full text
APA, Harvard, Vancouver, ISO, and other styles
19

Jin, Wei. "Design of Intelligent Perception Module Based on Wireless Sensor Network and Basketball Sports Attitude." Wireless Communications and Mobile Computing 2022 (February 24, 2022): 1–11. http://dx.doi.org/10.1155/2022/8227604.

Full text
Abstract:
In recent years, along with microelectromechanical (MEMS) technique and wireless body area network (WBAN), wearable health monitoring systems have emerged. With sustainability posture detection technique, people pay more and more attention to mankind posture detection. Human posture detection technique has been widely used in medical, film and television, industry, sports, and other fields. Motion capture is a technique for measuring the motion of moving objects in three-dimensional space with great accuracy. It is the most efficient method for producing computer 3D animation and collecting human motion data. The use of motion capture systems in animation is becoming increasingly common. The problem of a single sensor having a large error in monitoring human motion and attitude is addressed. The use of multisensor data fusion technology is used to propose a human motion pattern recognition method based on data fusion of accelerometer and gyroscope. The system must effectively integrate the information of various sensors in order to achieve the goal of accuracy, timeliness, and reliability processing, and multisensor information fusion systems for various complex application objects are constantly emerging.
APA, Harvard, Vancouver, ISO, and other styles
20

Sahardevi, Zaskia Wiedya, Oky Dwi Nurhayati, and Kurniawan Teguh Martono. "Perancangan Dan Implementasi Teknologi Virtual Reality Modelling Language 3 Dimensi Pada Pengenalan Perangkat Keras Komputer Berbasis Website." Jurnal Teknologi dan Sistem Komputer 3, no. 1 (January 30, 2015): 147–53. http://dx.doi.org/10.14710/jtsiskom.3.1.2015.147-153.

Full text
Abstract:
The purpose of this research is to design and implement the technology of Virtual Reality Modeling Language (VRML) 3D) on the introduction of computer hardware websites based. Steps design of multimedia applications for learning media computer hardware is done by performing data collection, literature review, analysis and system design followed by implementation and testing of the system. In this research using a black-box test method, where the acknowledgment is made to test the success of the exist functions. The result of the design of this application is a web based interactive applications in the desktop containing material computer hardware and visualized in 3D VRML form of a variety of input devices, output, processing, and storage devices. In addition, the animation demo mode petrified to get to know more computer hardware.
APA, Harvard, Vancouver, ISO, and other styles
21

Liu, Jing, Qixing Chen, and Xiaoying Tian. "3D Virtual Animation Instant Network Communication System Design." Wireless Communications and Mobile Computing 2021 (June 28, 2021): 1–11. http://dx.doi.org/10.1155/2021/9999113.

Full text
Abstract:
This project uses Openfire to implement a virtual 3D animation instant messaging system, which is easier to use and more expandable. The main work of the client is to implement the Extensible Messaging and Presence Protocol (XMPP) and use XMPP to transmit data to the server side and receive data from the server side, while Openfire is built by the server side to use. To address the problem that the current mainstream face key point localization model is less robust to complex environments, this project adopts a deep learning-based approach to design and implement the face key point localization model, through data preprocessing, model design, and model training, to achieve a robust model that can locate 68 face key points and complete the migration of the model to mobile. The current video communication often suffers from delay and lag, so this project uses face key point data instead of video stream data transmission to reduce the pressure on the network. This topic also uses voice coding and decoding, noise reduction, echo cancellation, and other processing to solve the problems of noise interference and echo interference in voice transmission. This paper also introduces the creation, import, and loading of 3D virtual models, and explains how to use face key point association to drive 3D animation models, how to make the drive smoother and more natural, and using individual face key points as an example.
APA, Harvard, Vancouver, ISO, and other styles
22

Wu, Siwei, Shan Xiao, Yihua Di, and Cheng Di. "3D Film Animation Image Acquisition and Feature Processing Based on the Latest Virtual Reconstruction Technology." Complexity 2021 (June 14, 2021): 1–11. http://dx.doi.org/10.1155/2021/2331306.

Full text
Abstract:
In this paper, the latest virtual reconstruction technology is used to conduct in-depth research on 3D movie animation image acquisition and feature processing. This paper firstly proposes a time-division multiplexing method based on subpixel multiplexing technology to improve the resolution of integrated imaging reconstruction images. By studying the degradation effect of the reconstruction process of the 3D integrated imaging system, it is proposed to improve the display resolution by increasing the pixel point information of fixed display array units. According to the subpixel multiplexing, an algorithm to realize the reuse of pixel point information of 3D scene element image gets the element image array with new information; then, through the high frame rate light emitting diode (LED) large screen fast output of the element image array, the human eye temporary retention effect is used, so that this group of element image array information go through a plane display, to increase the limited display array information capacity thus improving the reconstructed image. In this way, the information capacity of the finite display array is increased and the display resolution of the reconstructed image is improved. In this paper, we first use the classification algorithm to determine the gender and expression attributes of the face in the input image and filter the corresponding 3D face data subset in the database according to the gender and expression attributes, then use the sparse representation theory to filter the prototype face like the target face in the data subset, then use the filtered prototype face samples to construct the sparse deformation model, and finally use the target faces. Finally, the target 3D face is reconstructed using the feature points of the target face for model matching. The experimental results show that the algorithm reconstructs faces with high realism and accuracy, and the algorithm can reconstruct expression faces.
APA, Harvard, Vancouver, ISO, and other styles
23

Soroko, N. V., and M. A. Shynenko. "Monitoring electronic educational and scientific resources using Google Analytics." CTE Workshop Proceedings 1 (March 21, 2013): 95–96. http://dx.doi.org/10.55056/cte.144.

Full text
Abstract:
Currently, many scientific resources are created electronically. Such resources include: documents; electronic publications; electronic catalogs; pictures and images in different formats; audio, video, animation; digital maps and cartographic materials; computer programs, etc. It becomes important to analyze their relevance and the need for the development of science and education. Therefore, the problem of monitoring these resources arises.Google Analytics is a product of Google, which is part of the services called "cloud computing" (Cloud Computing).Cloud Computing is a data processing technology in which a software tool is provided to the user as an Internet service. For example, Google Analytics is a free service offered to create detailed statistics of website visitors.
APA, Harvard, Vancouver, ISO, and other styles
24

Dai, Hongyang, and Jonghan Lee. "Research on Discourse Reconstruction Effect of Animated Film Cross-Cultural Communication Based on Machine Learning." Wireless Communications and Mobile Computing 2022 (June 23, 2022): 1–10. http://dx.doi.org/10.1155/2022/2343328.

Full text
Abstract:
Animated films are an important carrier of cultural dissemination, a way of conveying national culture and displaying regional culture in film and television, and an important medium for constructing national image and cultural form in the process of cross-cultural dissemination. The special film language expression of emotion in animated films also highlights its unique charm, status, and cultural communication role in the field of communication and at the same time reflects the unique value of the flash point in the ever-changing modern society. This paper starts with the related concepts of machine learning models, analyzes machine learning characteristics and model quality factors, and builds a model evaluation index system based on this and then proposes machine learning model evaluation implementation and index data processing methods. In building the corresponding evaluation experiment, the training model and animation film sentiment classification analysis need big data animation film culture data; the existing open source experimental data is very small and not suitable for the experiment of this paper. The principle of support vector machine is mainly introduced. And an improved machine learning model for animated film cultural sentiment classification is built. Experiments show that the performance of each index of the improved machine learning model is better than that of the support vector machine classifier.
APA, Harvard, Vancouver, ISO, and other styles
25

Li, Jiahang. "Research on Interactive System of Movie Subtitle Speech Based on Machine Learning Technology." Frontiers in Computing and Intelligent Systems 2, no. 2 (December 26, 2022): 22–24. http://dx.doi.org/10.54097/fcis.v2i2.3744.

Full text
Abstract:
The composition elements of subtitles, from the early single text, have developed into the present text, graphics, colors, animation, special effects and other combinations. With the development of speech technology and natural language understanding, speech interaction system has become a hot research field. Different from the traditional data interaction between keyboard, mouse and display, using hearing to transmit data makes the interactive system of movie subtitles more anthropomorphic and intelligent. It is the most natural and convenient means for human beings to exchange information with intelligent systems by incorporating machines and equipment with voice information processing capabilities into human voice interactive objects and endowing movie subtitle interactive systems with biological language recognition functions. A machine learning-based movie subtitle voice interactive system is constructed, which can well expand the application of voice interactive system and improve the user experience. In this paper, a movie subtitle voice interactive system based on machine learning technology is proposed, so as to better and effectively realize human-computer voice interaction.
APA, Harvard, Vancouver, ISO, and other styles
26

Wuttidittachotti, Pongpisit, and Pornsak Preelakha. "An asymmetric encryption method for 3D mesh model using elgamal with elliptic curve cryptography." Indonesian Journal of Electrical Engineering and Computer Science 27, no. 2 (August 1, 2022): 959. http://dx.doi.org/10.11591/ijeecs.v27.i2.pp959-969.

Full text
Abstract:
The 3D mesh <span lang="EN-US">(Polygon mesh) model has been widely used in multiple computer technology fields such as computer graphic design and modern 3D animation. 3D mesh repositories were created to support the contribution of many 3D artist-designers and have become an important data source. This research is aimed at introducing asymmetric encryption for a 3D mesh model to improve encryption using elgamal elliptic curve cryptography with Fischer-Yates shuffling. The researchers evaluated the performance of the proposed model using Entropy, mean squared error (MSE), and peak signal noise ratio (PSNR) as evaluation matrices. The results of a decrypted model using our approach with a double-precision floating point showed zero means squared error and infinite value of PSNR</span>.
APA, Harvard, Vancouver, ISO, and other styles
27

Schnitzer, Julia. "Generative Design For Creators – The Impact Of Data Driven Visualization And Processing In The Field Of Creative Business." Electronic Imaging 2021, no. 3 (June 18, 2021): 22–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.3.mobmu-022.

Full text
Abstract:
In how far can algorithms take care of your creative work? Generative design is currently changing our conventional understanding of design in its basic principles. For decades, design was a handmade issue and postproduction a job for highly specialized professionals. Generative Design nowadays has become a popular instrument for creating artwork, models and animations with programmed algorithms. By using simple languages such as JavaScript’s p5.js and Processing based on Java, artists and makers can create everything from interactive typography and textiles to 3D-printed products to complex infographics. Computers are not only able to provide images, but also generate variations and templates in a professional quality. Pictures are being pre-optimized, processed and issued by algorithms. The profession of a designers will become more and more that of a director or conductor at the human-computer-interface. What effects does generative design have on the future creative field of designers? To find an answer to this complex field we analyze several examples of projects from a range of international designers and fine arts as well as commercial projects. In an exercise I will guide you step-by-step through a tutorial for creating your own visual experiments that explore possibilities in color, form and images.
APA, Harvard, Vancouver, ISO, and other styles
28

He, Zhiyuan. "Automatic Quality Assessment of Speech-Driven Synthesized Gestures." International Journal of Computer Games Technology 2022 (March 16, 2022): 1–11. http://dx.doi.org/10.1155/2022/1828293.

Full text
Abstract:
The automatic synthesis of realistic gestures has the ability to change the fields of animation, avatars, and communication agents. Although speech-driven synthetic gesture generation methods have been proposed and optimized, the evaluation system of synthetic gestures is still lacking. The current evaluation method still needs manual participation, but it is inefficient in the industry of synthetic gestures and has the interference of human factors. So we need a model that can construct an automatic and objective quantitative quality assessment of the synthesized gesture video. We noticed that recurrent neural networks (RNN) have advantages in modeling advanced spatiotemporal feature sequences, which are very suitable for use in the processing of synthetic gesture video data. Therefore, to build an automatic quality assessment system, we propose in our work a model based on Bi-LSTM and make a little adjustment on the attention mechanism in it. Also, the evaluation method is proposed and experiments are designed to prove that the improved model of the algorithm can complete the quantitative evaluation of synthetic gestures. At the same time, in terms of performance, the model has an improvement of about 20% compared to before the algorithm adjustment.
APA, Harvard, Vancouver, ISO, and other styles
29

Panourgia, Eleni Ira, Finbar Wheelaghan, and Xue Yang. "Digital interactions." Airea: Arts and Interdisciplinary Research, no. 1 (June 13, 2018): 3–10. http://dx.doi.org/10.2218/airea.2732.

Full text
Abstract:
This article discusses a prototype that explores the simultaneous manipulation of three-dimensional digital forms and sound. Our multi-media study examines the aesthetic affordances of tight parameter couplings between digital three-dimensional objects and sound objects based on notions of process and user-machine interaction. It investigates how effective cohesion between visual, spatial and sonic might be established through changes perceived in parallel; what Michel Chion refers to as 'synchresis'. Drawing from Mike Blow's work On the Simultaneous Perception of Sound and Three-Dimensional Objects and processual art, this prototype uses computer technology for forming and mediating a creative practice involving 3D animation, sound synthesis, digital signal processing and programming. Our practice-based approach entails the rendering of a three-dimensional digital object in Processing whose form changes over time according to specific actions. Spatial data is sent via Open Sound Control (OSC) to Max MSP in real time, where sound is synthesized and then manipulated. Sonic parameters such as amplitude, spectral density/width and timbre are controlled by select spatial parameters from the three-dimensional object. Sound processing is realized based on the changing of the three-dimensional object in time through basic actions such as splitting, distorting, cutting, shattering and rotating. We use digital technology to look beyond basic synchronisation of sound and vision to a more complex cohesion of percepts, based on changes to myriad sonic and visual parameters experienced concurrently.
APA, Harvard, Vancouver, ISO, and other styles
30

Zhang, Fengquan, Jiaojiao Guo, Jianfei Wan, and Junli Qin. "Efficient Culling Criteria for Continues Collision Detection Using a Fast Statistical Analysis Method." Open Mechanical Engineering Journal 9, no. 1 (September 10, 2015): 569–73. http://dx.doi.org/10.2174/1874155x01509010569.

Full text
Abstract:
Continuous Collision Detection (CCD) between deforming triangle mesh elements in 3D is significant in many computer and graphics applications, such as virtual surgery, simulation and animation. Although CCD is more accurate than discrete methods, its application is limited mainly due to its time-consuming nature. To accelerate computation, we present an efficient CCD method to perform both inter-object and intra-object collision queries of triangle mesh models. Given a model set of different poses as training data, our method uses Statistic Analysis (SA) to make regression on a deformation subspace and also on collision detection conditions in a pre-processing stage, under a uniform framework. A data-driven training process selects a set of “key points” and produces a credible subspace representation, from which a plug-in type of collision culling certificate can be then obtained by regression process. At runtime, our certificate can be easily added to the classic BVH traversal procedure, as a sufficient condition of collision free cases, providing efficient culling in overlapping test and reducing hierarchy updates frequency. In the end, we describe performance and quality of our method using different experiments.
APA, Harvard, Vancouver, ISO, and other styles
31

Knyaz, V. A. "SCALABLE PHOTOGRAMMETRIC MOTION CAPTURE SYSTEM “MOSCA”: DEVELOPMENT AND APPLICATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5/W6 (May 18, 2015): 43–49. http://dx.doi.org/10.5194/isprsarchives-xl-5-w6-43-2015.

Full text
Abstract:
Wide variety of applications (from industrial to entertainment) has a need for reliable and accurate 3D information about motion of an object and its parts. Very often the process of movement is rather fast as in cases of vehicle movement, sport biomechanics, animation of cartoon characters. Motion capture systems based on different physical principles are used for these purposes. The great potential for obtaining high accuracy and high degree of automation has vision-based system due to progress in image processing and analysis. Scalable inexpensive motion capture system is developed as a convenient and flexible tool for solving various tasks requiring 3D motion analysis. It is based on photogrammetric techniques of 3D measurements and provides high speed image acquisition, high accuracy of 3D measurements and highly automated processing of captured data. Depending on the application the system can be easily modified for different working areas from 100 mm to 10 m. The developed motion capture system uses from 2 to 4 technical vision cameras for video sequences of object motion acquisition. All cameras work in synchronization mode at frame rate up to 100 frames per second under the control of personal computer providing the possibility for accurate calculation of 3D coordinates of interest points. The system was used for a set of different applications fields and demonstrated high accuracy and high level of automation.
APA, Harvard, Vancouver, ISO, and other styles
32

KIM, JUNG-YUP, and YOUNG-SEOG KIM. "DEVELOPMENT OF MOTION CAPTURE SYSTEM USING DUAL VIDEO CAMERAS FOR THE GAIT DESIGN OF A BIPED ROBOT." International Journal of Humanoid Robotics 08, no. 02 (June 2011): 275–99. http://dx.doi.org/10.1142/s0219843611002502.

Full text
Abstract:
This paper, describes the development of a motion capture system with novel features for biped robots. In general, motion capture is effectively utilized in the field of computer animation. In the field of humanoid robotics, the number of studies attempting to design human-like gaits by using expensive optical motion capture systems is increasing. The optical motion capture systems used in these studies have involved a large number of cameras because such systems use small-sized ball markers; hence the position accuracy of the markers and the system calibration are very significant. However, since the human walking gait is a simple periodic motion rather than a complex motion, we have developed a specialized motion capture system for this study using dual video cameras and large band-type markers without high-level system calibration in order to capture the human walking gait. In addition to its lower complexity, the proposed capture method requires only a low-cost system and has high space efficiency. An image processing algorithm is also proposed for deriving the human gait data. Finally, we verify the reliability and accuracy of our system by comparing a zero moment point (ZMP) trajectory calculated by the motion captured data with a ZMP trajectory measured by foot force sensors.
APA, Harvard, Vancouver, ISO, and other styles
33

Meng, Gang. "Application of Digital Image Processing Technology in the Remote Interactive Art Teaching System." Security and Communication Networks 2022 (March 17, 2022): 1–12. http://dx.doi.org/10.1155/2022/6419117.

Full text
Abstract:
Modern distance teaching activities have occupied an important position in current education and teaching activities. This research mainly discusses the application of digital image processing technology in remote interactive art teaching systems. In order to avoid complicated calculation and a huge amount of calculation, reduce the difficulty of calculation, and improve the correction speed of distorted image and for qualitative recognition and correction of a large background and small target (or medium and small target) digital images (video is regarded as a special form of continuous image, method-like) that appear in a large number of remote teaching activities, this paper proposes a direct look-up method based on coordinate interpolation, that is, to establish the approximate correspondence between the image coordinate positions before and after the distortion and build a reference model for comparing the two image coordinates through experimental data. The system design includes overall design, functional module design, and database design. To realize the function of distance education, it must have characteristics different from ordinary networks and the most important thing is that its transmission bandwidth should be large. Because the distance education platform needs to be able to transmit the teaching text, hear the teacher’s voice, see the teacher’s teaching image content, and even see the carefully designed animation, the distance education system must have a very wide bandwidth. The database tables are designed using entity attribute diagrams and E-R diagrams. E-R diagram is also called entity-connection diagram, which provides a way to express entity types, attributes, and connections. It is used to describe the conceptual model of the real world. Remote online test management includes test content perform operations such as addition. The art teaching management system designed in the article will make teachers and students no longer be restricted by time and place and can inquire about students’ information, choose courses freely, inquire about grades, and understand the teaching plan anytime and anywhere. This research helps to promote the development of remote interactive technology.
APA, Harvard, Vancouver, ISO, and other styles
34

Falih Kadhim, Mohammed, Adel Al-Janabi, Ahmed Hazim Alhilali, and Nabeel Salih Ali. "Security approach for instant messaging applications: viber as a case study." Indonesian Journal of Electrical Engineering and Computer Science 26, no. 2 (May 1, 2022): 1109. http://dx.doi.org/10.11591/ijeecs.v26.i2.pp1109-1115.

Full text
Abstract:
<span>A variety of internet-based applications are widely used in our animation activities because they provide free and useful services. These applications, such as Instant Messaging, can be run via the web, mobile, or computer-based devices. Therefore, the security and privacy of user data over these apps have been concerned in recent years because of sensitive and confidential information considerations. Consequently, many instant messaging applications, like Viber, have various security and privacy issues that need to be understood and resolved. Viber users reached 800 million, and they increased dramatically due to the efficient services that this app provides. Hence, a loophole in an application’s design may allow illegal access to the app and gain confidential and sensitive data. In this article, we proposed a security approach for Viber to safeguard user confidential data and sensitive information. The proposed approach involves two theoretical solutions: Short message service (SMS) authentication code and the physical hardware number to prevent illegal access to user data. Several scenarios are adopted to assess the proposed approach and achieve security and privacy for the user information.</span>
APA, Harvard, Vancouver, ISO, and other styles
35

Ku Abd. Rahim, Ku, I. Elamvazuthi, Lila Izhar, and Genci Capi. "Classification of Human Daily Activities Using Ensemble Methods Based on Smartphone Inertial Sensors." Sensors 18, no. 12 (November 26, 2018): 4132. http://dx.doi.org/10.3390/s18124132.

Full text
Abstract:
Increasing interest in analyzing human gait using various wearable sensors, which is known as Human Activity Recognition (HAR), can be found in recent research. Sensors such as accelerometers and gyroscopes are widely used in HAR. Recently, high interest has been shown in the use of wearable sensors in numerous applications such as rehabilitation, computer games, animation, filmmaking, and biomechanics. In this paper, classification of human daily activities using Ensemble Methods based on data acquired from smartphone inertial sensors involving about 30 subjects with six different activities is discussed. The six daily activities are walking, walking upstairs, walking downstairs, sitting, standing and lying. It involved three stages of activity recognition; namely, data signal processing (filtering and segmentation), feature extraction and classification. Five types of ensemble classifiers utilized are Bagging, Adaboost, Rotation forest, Ensembles of nested dichotomies (END) and Random subspace. These ensemble classifiers employed Support vector machine (SVM) and Random forest (RF) as the base learners of the ensemble classifiers. The data classification is evaluated with the holdout and 10-fold cross-validation evaluation methods. The performance of each human daily activity was measured in terms of precision, recall, F-measure, and receiver operating characteristic (ROC) curve. In addition, the performance is also measured based on the comparison of overall accuracy rate of classification between different ensemble classifiers and base learners. It was observed that overall, SVM produced better accuracy rate with 99.22% compared to RF with 97.91% based on a random subspace ensemble classifier.
APA, Harvard, Vancouver, ISO, and other styles
36

He, Aijun. "Application of Artificial Intelligence Elements and Multimedia Technology in the Optimization and Innovation of Teaching Mode of Animation Sound Production." Wireless Communications and Mobile Computing 2022 (February 27, 2022): 1–14. http://dx.doi.org/10.1155/2022/3686643.

Full text
Abstract:
Nowadays, with the rapid development of multimedia technology and computer information processing, the data of multimedia information presents explosive growth. At present, the method of using artificial recognition of sound materials is inefficient, and an automatic recognition and classification system of sound materials is needed. To improve the accuracy of sound recognition, two algorithm models are established to identify and compare the sound materials, which are the hidden Markov model (HMM) and back propagation neural network (BPNN) model. Firstly, HMM is established, and the sound material is randomly selected as the test sample. The comparison between the expected classification and the actual is tested, and the recognition rate of each classification is got. The final average recognition rate is 61%. The anti-interference characteristics of the training HMM are tested, and the identification rate of the training model is selected in 6 types of signal-to-noise ratio (SNR) environments. The recognition rate of the training model has an obvious downward trend with the decrease of the SNR. Secondly, the BPNN model is built, and 200 BPNN training experiments are conducted. The training model with the highest average recognition rate is selected as the experimental model. The average recognition rate of the final model is higher than 90%. The expression ability and stability of the trained model are simulated after the new sample is introduced, and the anti-interference performance of the model is tested in different environments of SNR. The results of performance test are good, and only the recognition rate of complex types of some sound sources decreased. Finally, the accuracy of the HMM in the experiment is not as high as that obtained by BPNN. Therefore, the training method of BPNN has a greater advantage in both recognition accuracy and recognition efficiency for the studied sound. It provides a reference for automatic recognition of sound materials.
APA, Harvard, Vancouver, ISO, and other styles
37

Yang, Yoonhee, Dongsun Yim, Wonjeong Park, Soo Jung Baek, and Min Ji Kang. "Exploring Real-Time Word Learning Skills and Its Related Factors in Preschool Children: An Eye-Tracking Study." Communication Sciences & Disorders 27, no. 3 (September 30, 2022): 468–82. http://dx.doi.org/10.12963/csd.22894.

Full text
Abstract:
Objectives: This study aimed to identify the real-time word learning processing aspects of children in each group by classifying groups according to their actual vocabulary acquisition performance (offline processing data) in QUIL (Quick incidental learning). We compared whether there was a significant difference between the QUIL offline and online processing data of the two groups, and finally we attempted to explore whether QUIL offline and online processing data had a significant correlation with children’s working memory. Methods: Thirty-three children [21 with TD (Typically developing children); and 12 with SLI (Children with specific language impairment)] aged 3- to 6-year-old participated in this study. K-mean cluster analysis was conducted to create new groups based on QUIL offline scores, and to examine children’s online word learning processing. To analyze the children’s word learning process with an eye-tracker, the animations recorded with narration were shown to the children through a computer with an eye-tracker attached. Results: There was a significant difference between the two clusters at the third exposure condition in online data (fixation duration). In addition, there was a significant correlation between QUIL online processing and linguistic WM (Working memory) in cluster 1, and between QUIL offline scores and nonlinguistic WM in cluster 2. Conclusion: When new vocabulary is exposed for cluster 2, it can be inferred that the efficiency of vocabulary acquisition will be improved if visual information is intensively combined with language information.
APA, Harvard, Vancouver, ISO, and other styles
38

Nikiel, Sławomir. "A Proposition of Mobile Fractal Image Decompression." International Journal of Applied Mathematics and Computer Science 17, no. 1 (March 1, 2007): 129–36. http://dx.doi.org/10.2478/v10006-007-0012-5.

Full text
Abstract:
A Proposition of Mobile Fractal Image DecompressionMultimedia are becoming one of the most important elements of the user interface with regard to the acceptance of modern mobile devices. The multimodal content that is delivered and available for a wide range of mobile telephony terminals is indispensable to bind users to a system and its services. Currently available mobile devices are equipped with multimedia capabilities and decent processing power and storage area. The most crucial factors are then the bandwidth and costs of media transfer. This is particularly visible in mobile gaming, where textures represent the bulk of binary data to be acquired from the content provider. Image textures have traditionally added visual realism to computer graphics. The realism increases with the resolution of textures. This represents a challenge to the limited bandwidth of mobile-oriented systems. The challenge is even more obvious in mobile gaming, where single image depicts a collection of shots or animation cycles for sprites and a backdrop scenery. In order to increase the efficiency of image and image texture transfer, a fractal based compression scheme is proposed. The main idea is to use an asymmetric server-client architecture. The resource demanding compression process is performed on the server side while the client part decompresses highly packed image data. The method offers a very high compression ratio for pictures representing image textures for natural scenes. It aims to minimize the transmission bandwidth that should speed up the downloading process and minimize the cost and time of data transfer. The paper focuses on the implementation of fractal decompression schemes suitable for most mobile devices, and opens a discussion on fractal image models for limited resource applications.
APA, Harvard, Vancouver, ISO, and other styles
39

Fang, Xianzhong, Mathieu Desbrun, Hujun Bao, and Jin Huang. "TopoCut." ACM Transactions on Graphics 41, no. 4 (July 2022): 1–15. http://dx.doi.org/10.1145/3528223.3530149.

Full text
Abstract:
Given a complex three-dimensional domain delimited by a closed and non-degenerate input triangle mesh without any self-intersection, a common geometry processing task consists in cutting up the domain into cells through a set of planar cuts, creating a "cut-cell mesh", i.e., a volumetric decomposition of the domain amenable to visualization (e.g., exploded views), animation (e.g., virtual surgery), or simulation (finite volume computations). A large number of methods have proposed either efficient or robust solutions, sometimes restricting the cuts to form a regular or adaptive grid for simplicity; yet, none can guarantee both properties, severely limiting their usefulness in practice. At the core of the difficulty is the determination of topological relationships among large numbers of vertices, edges, faces and cells in order to assemble a proper cut-cell mesh: while exact geometric computations provide a robust solution to this issue, their high computational cost has prompted a number of faster solutions based on, e.g., local floating-point angle sorting to significantly accelerate the process --- but losing robustness in doing so. In this paper, we introduce a new approach to planar cutting of 3D domains that substitutes topological inference for numerical ordering through a novel mesh data structure, and revert to exact numerical evaluations only in the few rare cases where it is strictly necessary. We show that our novel concept of topological cuts exploits the inherent structure of cut-cell mesh generation to save computational time while still guaranteeing exactness for, and robustness to, arbitrary cuts and surface geometry. We demonstrate the superiority of our approach over state-of-the-art methods on almost 10,000 meshes with a wide range of geometric and topological complexity. We also provide an open source implementation.
APA, Harvard, Vancouver, ISO, and other styles
40

Klimina, N. V. "An interdisciplinary approach to learning programming through the creation of electronic music in the sonic pi audio programming environment." Informatics in school, no. 2 (April 27, 2020): 5–18. http://dx.doi.org/10.32517/2221-1993-2020-19-2-5-18.

Full text
Abstract:
With the development of computer technologies, there is a rapid development of applied music based on computer technology: music for computer games, for advertising, for voicing household and other equipment, music in movies and animations, TV music, and academic music. This indicates the relevance of such an area of use of information technologies as program (algorithmic) sound synthesis, and the need for schoolchildren to familiarize themselves with this promising IT area. The fact that music and mathematics are interconnected has been known since ancient times. Now we can observe the close connection of music and informatics. And not just the processing of music in synthesis programs, but the programmatic creation of music using code. The article shows the relationship of musical art with the art of programming, considers the concept of the Sonic Pi audio programming environment, demonstrates the main features of this environment, language tools for programming algorithms, data structures and musical compositions in Ruby.
APA, Harvard, Vancouver, ISO, and other styles
41

Song, Bing, Meng Li, and Liping Lou. "Pose Estimation under Visual Sensing Technology and Its Application in Art Design." Journal of Sensors 2021 (November 22, 2021): 1–14. http://dx.doi.org/10.1155/2021/2255730.

Full text
Abstract:
The study is aimed at solving the problem of large measurement errors caused by the binocular camera in traditional 3D art design, which leads to inaccurate 3D information of the target. The contour information extraction in the process of human motion pose reconstruction is easily affected by the noise in the image. Therefore, a binocular stereo vision system is built first and it integrates image acquisition, camera calibration, and image processing. The dedistortion method is used to process the image because it can reduce errors. Second, a three-dimensional human motion pose reconstruction model is implemented, the Gaussian template is used to remove the noise in the image frame, and the change detection template (CDM) is used to solve the problem of background “exposure” and “occlusion.” Finally, simulation experiments are designed to verify the system and model designed. Since the research on the application of pose estimation based on visual sensing technology in art design is still blank, such research has great significance and provides a reference for the research in the field. The literature analysis is used to expound and analyze the application of pose estimation based on visual sensing technology in visual communication design and environmental art design: (1) although the binocular stereo vision system causes some errors in the measurement, the overall error is controlled within 2% and the accuracy is high, which proves that it can be applied to the acquisition of three-dimensional information of the target in art design; (2) there is a high degree of fitting between the video sequence data created by the three-dimensional human motion pose reconstruction model designed and the real motion data, which indicates that this method has high accuracy in processing image sequences and the feasibility of applying it to human pose reconstruction in three-dimensional art design is high; (3) through the analysis of the existing literature, it is found that most of the current visual-based attitude assessment studies are carried out by using network cameras combined with computers, and the quality of the obtained images is low. The combination of binocular stereo sensor and attitude estimation technology can be applied to the design of advertising, animation, games, and packaging, making the behavior of virtual characters in animation and games more vivid. The combination provides convenience for the collection of environmental spatial information and object attitude information, the formulation of a design scheme, and real-time monitoring of construction in environmental art design. The purpose of this study is to provide an important theoretical basis for the technical upgrading of art design.
APA, Harvard, Vancouver, ISO, and other styles
42

Liang, Zhihui, Yerlan Assembaiuly, and Sholpan Akbayeva. "Application of Art Activities in Colleges and Universities Based on BP Neural Network Algorithm." Wireless Communications and Mobile Computing 2022 (August 25, 2022): 1–10. http://dx.doi.org/10.1155/2022/7081645.

Full text
Abstract:
College education has also widely adopted new media technology, which has changed the previous single teaching method and enriched the teaching content. Art education plays an important role in higher education and is an indispensable part of our country’s quality education. The content, methods, and concepts of art education in colleges and universities are also changing with the advent of the new media era. New courses such as multimedia technology, network animation technology, and network advertising design have been added to the teaching curriculum system of colleges and universities for stimulating students’ interest in learning. The online network platform represented by WeChat has had a profound impact in the field of art education. Based on the technical characteristics of art works, this paper briefly classifies the characteristics of art works; the works perform the extraction of local data (picture elements); secondly, the texture feature parameters of each picture element are extracted by using the image histogram processing technology and the gray level co-occurrence matrix statistical analysis method; finally, a relatively mature machine learning model, BP, is introduced. The neural network algorithm learns the technical style characteristics of each part of the ink and wash work, so that on the whole, it can initially achieve the artistic style learning of the entire ink and wash painting.
APA, Harvard, Vancouver, ISO, and other styles
43

Korkmaz, Onur Erdem, Onder Aydemir, Emin Argun Oral, and Ibrahim Yucel Ozbek. "An efficient 3D column-only P300 speller paradigm utilizing few numbers of electrodes and flashings for practical BCI implementation." PLOS ONE 17, no. 4 (April 12, 2022): e0265904. http://dx.doi.org/10.1371/journal.pone.0265904.

Full text
Abstract:
The event related P300 potentials, positive waveforms in electroencephalography (EEG) signals, are often utilized in brain computer interfaces (BCI). Many studies have been carried out to improve the performance of P300 speller systems either by developing signal processing algorithms and classifiers with different architectures or by designing new paradigms. In this study, a new paradigm is proposed for this purpose. The proposed paradigm combines two remarkable properties of being a 3D animation and utilizing column-only flashings as opposed to classical paradigms which are based on row-column flashings in 2D manner. The new paradigm is utilized in a traditional two-layer artificial neural networks model with a single output neuron, and numerous experiments are conducted to evaluate and compare the performance of the proposed paradigm with that of the classical approach. The experimental results, including statistical significance tests, are presented for single and multiple EEG electrode usage combinations in 1, 3 and 15 flashing repetitions to detect P300 waves as well as to recognize target characters. Using the proposed paradigm, the best average classification accuracy rates on the test data are improved from 89.97% to 93.90% (an improvement of 4.36%) for 1 flashing, from 97.11% to 98.10% (an improvement of 1.01%) for 3 flashings and from 99.70% to 99.81% (an improvement of 0.11%) for 15 flashings when all electrodes, included in the study, are utilized. On the other hand, the accuracy rates are improved by 9.69% for 1 flashing, 4.72% for 3 flashings and 1.73% for 15 flashings when the proposed paradigm is utilized with a single EEG electrode (P8). It is observed that the proposed speller paradigm is especially useful in BCI systems designed for few EEG electrodes usage, and hence, it is more suitable for practical implementations. Moreover, all participants, given a subjective test, declared that the proposed paradigm is more user-friendly than classical ones.
APA, Harvard, Vancouver, ISO, and other styles
44

Park, Jisun, Yong Jin, Seoungjae Cho, Yunsick Sung, and Kyungeun Cho. "Advanced Machine Learning for Gesture Learning and Recognition Based on Intelligent Big Data of Heterogeneous Sensors." Symmetry 11, no. 7 (July 16, 2019): 929. http://dx.doi.org/10.3390/sym11070929.

Full text
Abstract:
With intelligent big data, a variety of gesture-based recognition systems have been developed to enable intuitive interaction by utilizing machine learning algorithms. Realizing a high gesture recognition accuracy is crucial, and current systems learn extensive gestures in advance to augment their recognition accuracies. However, the process of accurately recognizing gestures relies on identifying and editing numerous gestures collected from the actual end users of the system. This final end-user learning component remains troublesome for most existing gesture recognition systems. This paper proposes a method that facilitates end-user gesture learning and recognition by improving the editing process applied on intelligent big data, which is collected through end-user gestures. The proposed method realizes the recognition of more complex and precise gestures by merging gestures collected from multiple sensors and processing them as a single gesture. To evaluate the proposed method, it was used in a shadow puppet performance that could interact with on-screen animations. An average gesture recognition rate of 90% was achieved in the experimental evaluation, demonstrating the efficacy and intuitiveness of the proposed method for editing visualized learning gestures.
APA, Harvard, Vancouver, ISO, and other styles
45

Alarte, Julián, and Josep Silva. "Page-Level Main Content Extraction From Heterogeneous Webpages." ACM Transactions on Knowledge Discovery from Data 15, no. 6 (June 28, 2021): 1–105. http://dx.doi.org/10.1145/3451168.

Full text
Abstract:
The main content of a webpage is often surrounded by other boilerplate elements related to the template, such as menus, advertisements, copyright notices, and comments. For crawlers and indexers, isolating the main content from the template and other noisy information is an essential task, because processing and storing noisy information produce a waste of resources such as bandwidth, storage space, and computing time. Besides, the detection and extraction of the main content is useful in different areas, such as data mining, web summarization, and content adaptation to low resolutions. This work introduces a new technique for main content extraction. In contrast to most techniques, this technique not only extracts text, but also other types of content, such as images, and animations. It is a Document Object Model-based page-level technique, thus it only needs to load one single webpage to extract the main content. As a consequence, it is efficient enough as to be used online (in real-time). We have empirically evaluated the technique using a suite of real heterogeneous benchmarks producing very good results compared with other well-known content extraction techniques.
APA, Harvard, Vancouver, ISO, and other styles
46

Tu, Yan Qiong, and Guang Hua Ai. "Application of Computer Simulation to Mineral Processing of Shaking-Tables." Applied Mechanics and Materials 446-447 (November 2013): 1369–74. http://dx.doi.org/10.4028/www.scientific.net/amm.446-447.1369.

Full text
Abstract:
This article tells us how to use Auto CAD and 3DS MAX to design the procedure of 3D animation and the computer simulation in the mineral-separation procedure of shaking-tables. It introduces the essential factors of all parts modelling, animation parameterssetting,simulated connection and design in the mineral-separation procedure of shaking-tables. We can realize the animation and simulation of the mineral-separation procedure of shaking-tables .And we introduce the applying foreground and significance of the computer simulation technique in the Mineral processing.
APA, Harvard, Vancouver, ISO, and other styles
47

Weber, D., M. Spezialetti, and H. Barada. "VidNet: Distributed Processing Environment for Computer Generated Animation." Software: Practice and Experience 26, no. 2 (February 1996): 237–50. http://dx.doi.org/10.1002/(sici)1097-024x(199602)26:2<237::aid-spe13>3.0.co;2-g.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Gore, Joshua Andrew, and Stefan Peters. "Interactive web mapping of 90 Years of Fire History Across South Australia." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-97-2019.

Full text
Abstract:
<p><strong>Abstract.</strong> Fire is a significant part of South Australian history and integral to the state’s ecosystems. Small prescribed fires are an essential part of ecosystem management and health. However, large, uncontrollable bushfires during South Australia’s hot, dry summers often cause loss of property, damage to the environment and fatalities. An awareness of this fire history enables effective management and encourages residents to better prepare for catastrophic fire events. The South Australian Country Fire Service provides data on the burn extents of more than 5500 prescribed and accidental fire events across the state from 1931 to 2018. This work presents the development of an open-source interactive web mapping tool, allowing residents, managers, and other map users to intuitively explore the state’s fire history without the need for advanced software and skills. This web map application aims to clearly show the state’s complex fire history at any zoom level from the entire state to a medium sized rural property. To clearly symbolise areas with extensive fire history, events are shown as both polygons and centroid points. Points are symbolised using scale dependant clustering with cluster symbols including counts. This communicates both the number of fires and the extent of area burnt for regions of interest at all zoom levels. Statistics for the state’s fire districts are also portrayed using a choropleth symbology. Popups provide further information on all point and polygon data.</p><p> All processing is done by the browser, with GeoJSON polygon geometry simplified and tiled using the geojson-vt library to ensure a responsive experience. Whilst resulting in a large initial download and requiring a mid-range PC for display this approach means data can be freely provided on static hosting with very little pre-upload processing required. Fire data can thus easily be updated as new incidents occur.</p><p> To allow responsive filtering of the over 5500 fire features an index system is implemented, using indices calculated both when data is loaded and on the fly in response to interface changes. The unique IDs given features within the fire GeoJSON are assigned to their leaflet layer representation. Lists of IDs of all features returning true when toggles are set to true are created on data load using a combination of the filter and map functions. Similar lists are created on the fly based on the status of range inputs. Intersect, union and difference functions are implemented using the Set data type allowing fast comparisons between filter results, visible, and not visible features to determine specific features to be shown or hidden.</p><p> This index system is utilised to provide a time series animation and a range of dual handle slider and checkbox interface elements allowing comprehensive data exploration based on event type, size, season, and year. When data is filtered by individual decade a textual historic summary of the decade is also displayed. The visualisation performs well on mid to high end desktop computers and thus demonstrates the potential client-side web technology has for providing comprehensive and accessible data exploration.</p>
APA, Harvard, Vancouver, ISO, and other styles
49

Klasky, R. S. "Computer animation for visualizing terrain data." IEEE Computer Graphics and Applications 9, no. 3 (May 1989): 12–13. http://dx.doi.org/10.1109/38.28105.

Full text
APA, Harvard, Vancouver, ISO, and other styles
50

Ye, Fan. "Application of Photoshop Graphics and Image Processing in the Field of Animation." Journal of Sensors 2021 (October 18, 2021): 1–18. http://dx.doi.org/10.1155/2021/8677479.

Full text
Abstract:
With the rapid development of digital art and machine science and technology, the production form of modern animation tends to be diversified, and with the important role of animation color in the animation film foil and rendering, more and more attention was paid by the animation design industry. Computer graphic technology is a new type of artistic creation method, and its birth and development are closely related to computer technology. The purpose of this paper is to make some analysis and induction from the perspective of science and technology and culture and to explore the application of Photoshop graphics and image processing technology in the field of animation. First, the definition of “animation” and the extension of the animation category are introduced. Then, the main functions of Photoshop image processing technology are described in detail. According to the research content, this paper designs a self-made experimental short film “future city.” After the simulation of experimental animation film and the setting and positioning of the experimental scene, Photoshop software was used to show the animation scene. The experimental results show that the color changes in the short film “future city.” After the saturation of sunny scenery is reduced by 3 points and the brightness is reduced by 20 points and the filter, mode change, and color adjustment are carried out, a complete rainy scenery can be obtained. The self-made experimental short film has guiding significance for the creation and practice.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography