Academic literature on the topic 'Computer Generated Objects'

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Journal articles on the topic "Computer Generated Objects"

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Vedenov, A. A. "Computer generated three-dimensional representations of objects." Uspekhi Fizicheskih Nauk 164, no. 9 (1994): 967. http://dx.doi.org/10.3367/ufnr.0164.199409d.0967.

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Frère, Christian, and Detlef Leseberg. "Large objects reconstructed from computer-generated holograms." Applied Optics 28, no. 12 (June 15, 1989): 2422. http://dx.doi.org/10.1364/ao.28.002422.

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Vedenov, A. A. "Computer generated three-dimensional representations of objects." Physics-Uspekhi 37, no. 9 (September 30, 1994): 889–99. http://dx.doi.org/10.1070/pu1994v037n09abeh000045.

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Ruiqiang, Zhang, Zeng Yu, and Jin Xin. "Optimization of Small Object detection based on Generative Adversarial Networks." E3S Web of Conferences 245 (2021): 03062. http://dx.doi.org/10.1051/e3sconf/202124503062.

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Small object detection is one of the fundamental problems in computer vision applications. Existing small object detection techniques usually focus on detecting small objects with multiple scale of features with low efficiency due to high computational cost. In this paper, we investigate small object detection problem based on generative adversarial architecture that utilizes features of small objects. We propose an Optimized Perceptual Generative Adversarial Network (OPGAN) to present more features of small objects. Specifically, the generator of OPGAN learns to present the low-resolution features of the small objects to highly resolved features similar to large objects as input image of the discriminator model. After then, the discriminator of OPGAN computes the generated feature and generates a new perceptual requirement parameter into the model to train the model iteratively. Extensive experiments on the challenging benchmark data sets demonstrate the effectiveness of OPGAN in detecting small objects.
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Zerov, Kostiantyn. "Review of the theoretical approaches regarding the legal protection of objects generated by artificial intelligence systems in the field of copyright and related rights." Theory and Practice of Intellectual Property, no. 6 (December 27, 2021): 25–37. http://dx.doi.org/10.33731/62021.248986.

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Keywords: artificial intelligence, copyright, related rights, sui generis The publication provides a descriptive review of existingtheoretical approaches regarding the legal protection of objects generated byartificial intelligence systems in the field of copyright and related rights, namely.1) The inexpediency of legal protection of computer-generated objects. It is concludedthat the absence of legal regulation and free circulation of generated objects isconsidered the easiest option. Still, hardly fair and justified, as the creation of artificialintelligence systems requires large and significant investments in their development.2) The possibility of protecting computer-generated objects by copyright as originalworks. It has been established that extending the concept of «originality» to computergeneratedobjects seems unjustifiable.3) The introduction of the latest iteration of the fiction theory and establishing aspecial legal status for artificial intelligence systems. It is noted that such an approachseems premature because the existing artificial intelligence systems are amanifestation of «narrow» or «weak» artificial intelligence and not artificial generalintelligence.4) Protection of specific generated objects through related rights. It is concludedthat the objects generated by AI systems may be protected in Ukraine through theprism of related rights, under the condition that the relevant object can be attributedto a phonogram, videogram, or broadcast (program) of broadcasters respectively.5) Protection of generated objects through a special legal regime under copyrightlaw. It is described that this approach cannot be considered a universal example forimitating the legal protection of objects generated by computer programs because itsapplication leaves more questions and inconsistencies than solving the problem onthe merits.6) Protection of generated objects through sui generis law. It is assumed that applyingsuch an approach to the protection of objects generated by computer programswill not lead to significant changes in copyright and will protect the interests and investmentsof developers of artificial intelligence systems.
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Dijaya, Rohman, Noor Mayaminiy Maulidah, and Dahlan Abdullah. "Flashcard computer generated imagery medicinal plant for orthopedagogic education." MATEC Web of Conferences 197 (2018): 15005. http://dx.doi.org/10.1051/matecconf/201819715005.

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The Indonesia natural wealth of tropical forest store various plants such as ornamental plants, fruits, vegetables, spices and medicinal plants. Medicinal plants are a variety of plants that are recognized as plants for medicines. However, due to the lack of community knowledge about medicinal plants. So it takes the application of learning about the benefits of medicinal plants to the community, especially to children. Orthopedagogic Orthodontic Objects are exceptional children, who have abnormalities that require special educator services. Learning media associated with motor censorship can overcome the limitations of deaf and tuneless children who can improve the motor skills of the child. Because children with hearing impairment and speech have a lack of understanding of spoken and written language. Development of Computer Science technology today, thus encouraging the educational process to be more interesting and applicable in order to improve the quality of education media and learning interests of learners. Augmented Reality (AR) learning media is a technique of displaying objects directly by directing the camera to a real (marker) object. The aim of current developd application are to show 3 Dimensional interactive learning media using a marker of flashcards about medicinal plants as many as 20 types of medicinal plants. This is intended to facilitate the user especially on orthopedagogic education in recognizing the types of plants that are efficacious for treatment.
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Blinder, David, Takashi Nishitsuji, Takashi Kakue, Tomoyoshi Shimobaba, Tomoyoshi Ito, and Peter Schelkens. "Analytic computation of line-drawn objects in computer generated holography." Optics Express 28, no. 21 (October 2, 2020): 31226. http://dx.doi.org/10.1364/oe.405179.

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Grigoryev, Andrey, and Dmitry Ulitovsky. "Computer modeling of ship combined propulsion plants." E3S Web of Conferences 244 (2021): 08004. http://dx.doi.org/10.1051/e3sconf/202124408004.

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Combined propulsion plants (CPP) are increasingly being used on modern ships of foreign and domestic construction. A feature of such plants is that the energy for the movement of the vessel is generated in them in two (or more) different types of ship engines - heat and electric ones, working on a common propulsor. Combined plants are complex electromechanical systems designed to provide propulsion in various modes of ship operation and generate electricity in a cruising mode or during a lay-up. CPP combine the advantages of traditional propulsion plant with heat main engines and electric propulsion plants. The study of the physical properties and the principle of operation of CPP without a comprehensive study of the object using the model is impossible. Computer models and computer modeling are widely used to study the properties of complex objects. Nowadays, personal digital computers are widely used for computer modeling. Standard packages and programs are used as programs and packages for computer modeling.
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Ario, Takahiro, and Ikuo Mizuuchi. "Planning the Shortest Carrying Trajectory Including Path and Attitude Change Considering Gripping Constraints." Journal of Robotics and Mechatronics 34, no. 3 (June 20, 2022): 607–14. http://dx.doi.org/10.20965/jrm.2022.p0607.

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Carrying gripped objects at high speed can lead to gripping failure owing to loads applied to the gripper by its acceleration. When carrying an object at high speed, it is important to carry it with accelerations at which gripping is maintained. Previously proposed methods generated the shortest carrying trajectory for a predetermined trajectory path. In this study, focusing on the object-carrying trajectory and the hand attitude of the gripper, we propose a method to generate the shortest carrying trajectory by varying the state quantities. The proposed method considers the gripping force and the deformation of the gripper. During planning, we estimated the deformation volume of the gripper from its inputs and generated the shortest carrying trajectory with the allowable force and deformation values as constraints. Using the proposed method, we generated a trajectory capable of carrying objects in a shorter time (0.28 times) than in a straight-line trajectory and conducted experiments with a robot arm. The trajectory was generated while keeping the hand attitude unchanged. Through experiments, we have proved the effectiveness of keeping objects gripped on the generated shortest carrying trajectory. Compared with a success ratio of 0.47 in keeping objects gripped on the trajectory with the same time as the generated trajectory, the success ratio on the generated trajectory is as high as 1.0.
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Gang Li, Gang Li, Keehoon Hong Keehoon Hong, Jiwoon Yeom Jiwoon Yeom, Ni Chen Ni Chen, Jae-Hyeung Park Jae-Hyeung Park, Nam Kim Nam Kim, and Byoungho Lee Byoungho Lee. "Acceleration method for computer generated spherical hologram calculation of real objects using graphics processing unit (Invited Paper)." Chinese Optics Letters 12, no. 6 (2014): 060016–60020. http://dx.doi.org/10.3788/col201412.060016.

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Dissertations / Theses on the topic "Computer Generated Objects"

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Hale, Scott A. "Global connectivity, information diffusion, and the role of multilingual users in user-generated content platforms." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:3040a250-c526-4f10-aa9b-25117fd4dea2.

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Internet content and Internet users are becoming more linguistically diverse as more people speaking different languages come online and produce content on user-generated content platforms. Several platforms have emerged as truly global platforms with users speaking many different languages and coming from around the world. It is now possible to study human behavior on these platforms using the digital trace data the platforms make available about the content people are authoring. Network literature suggests that people cluster together by language, but also that there is a small average path length between any two people on most Internet platforms (including two speakers of different languages). If so, multilingual users may play critical roles as bridges or brokers on these platforms by connecting clusters of monolingual users together across languages. The large differences in the content available in different languages online underscores the importance of such roles. This thesis studies the roles of multilingual users and platform design on two large, user-generated content platforms: Wikipedia and Twitter. It finds that language has a strong role structuring each platform, that multilingual users do act as linguistic bridges subject to certain limitations, that the size of a language correlates with the roles its speakers play in cross-language connections, and that there is a correlation between activity and multilingualism. In contrast to the general understanding in linguistics of high levels of multilingualism offline, this thesis finds relatively low levels of multilingualism on Twitter (11%) and Wikipedia (15%). The findings have implications for both platform design and social network theory. The findings suggest design strategies to increase multilingualism online through the identification and promotion of multilingual starter tasks, the discovery of related other-language information, and the promotion of user choice in linguistic filtering. While weak-ties have received much attention in the social networks literature, cross-language ties are often not distinguished from same-language weak ties. This thesis finds that cross-language ties are similar to same-language weak ties in that both connect distant parts of the network, have limited bandwidth, and yet transfer a non-trivial amount of information when considered in aggregate. At the same time, cross-language ties are distinct from same-language weak ties for the purposes of information diffusion. In general cross-language ties are smaller in number than same-language ties, but each cross-language tie may convey more diverse information given the large differences in the content available in different languages and the relative ease with which a multilingual speaker may access content in multiple languages compared to a monolingual speaker.
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Foster, Mary Ellen. "Evaluating the impact of variation in automatically generated embodied object descriptions." Thesis, University of Edinburgh, 2007. http://hdl.handle.net/1842/2440.

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The primary task for any system that aims to automatically generate human-readable output is choice: the input to the system is usually well-specified, but there can be a wide range of options for creating a presentation based on that input. When designing such a system, an important decision is to select which aspects of the output are hard-wired and which allow for dynamic variation. Supporting dynamic choice requires additional representation and processing effort in the system, so it is important to ensure that incorporating variation has a positive effect on the generated output. In this thesis, we concentrate on two types of output generated by a multimodal dialogue system: linguistic descriptions of objects drawn from a database, and conversational facial displays of an embodied talking head. In a series of experiments, we add different types of variation to one of these types of output. The impact of each implementation is then assessed through a user evaluation in which human judges compare outputs generated by the basic version of the system to those generated by the modified version; in some cases, we also use automated metrics to compare the versions of the generated output. This series of implementations and evaluations allows us to address three related issues. First, we explore the circumstances under which users perceive and appreciate variation in generated output. Second, we compare two methods of including variation into the output of a corpus-based generation system. Third, we compare human judgements of output quality to the predictions of a range of automated metrics. The results of the thesis are as follows. The judges generally preferred output that incorporated variation, except for a small number of cases where other aspects of the output obscured it or the variation was not marked. In general, the output of systems that chose the majority option was judged worse than that of systems that chose from a wider range of outputs. However, the results for non-verbal displays were mixed: users mildly preferred agent outputs where the facial displays were generated using stochastic techniques to those where a simple rule was used, but the stochastic facial displays decreased users’ ability to identify contextual tailoring in speech while the rule-based displays did not. Finally, automated metrics based on simple corpus similarity favour generation strategies that do not diverge far from the average corpus examples, which are exactly the strategies that human judges tend to dislike. Automated metrics that measure other properties of the generated output correspond more closely to users’ preferences.
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Ericson, Anton. "Object Recognition Using Digitally Generated Images as Training Data." Thesis, Uppsala universitet, Bildanalys och människa-datorinteraktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-200158.

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Object recognition is a much studied computer vision problem, where the task is to find a given object in an image. This Master Thesis aims at doing a MATLAB implementation of an object recognition algorithm that finds three kinds of objects in images: electrical outlets, light switches and wall mounted air-conditioning controls. Visually, these three objects are quite similar and the aim is to be able to locate these objects in an image, as well as being able to distinguish them from one another. The object recognition was accomplished using Histogram of Oriented Gradients (HOG). During the training phase, the program was trained with images of the objects to be located, as well as reference images which did not contain the objects. A Support Vector Machine (SVM) was used in the classification phase. The performance was measured for two different setups, one where the training data consisted of photos and one where the training data consisted of digitally generated images created using a 3D modeling software, in addition to the photos. The results show that using digitally generated images as training images didn’t improve the accuracy in this case. The reason for this is probably that there is too little intraclass variability in the gradients in digitally generated images, they’re too synthetic in a sense, which makes them poor at reflecting reality for this specific approach. The result might have been different if a higher number of digitally generated images had been used.
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Alata, Romain. "Instrumentation pour l'astronomie et métrologie à l'aide de MOEMS." Thesis, Aix-Marseille, 2017. http://www.theses.fr/2017AIXM0367.

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Les systèmes micro-opto-électro-mécaniques (MOEMS) représentent un atout considérable pour les technologies de demain et démontrent régulièrement leur capacité d'innovation dans tous les domaines de recherches. L'astronomie en profite déjà à travers l'optique adaptative et leur versatilité a récemment permis de développer un nouveau spectro-imageur BATMAN qui verra sa première lumière au Telescopio Nazionale Galileo (TNG) à La Palma (Iles Canaries). Le code de contrôle du MOEMS permettant l'automatisation de l'acquisition des spectres a été le point de départ de mon travail au LAM.La partie principale de ce manuscrit traite d'une seconde application imaginée en associant les MOEMS à un matériau photochromique développé à Polytecnico di Milano (Italie) qui peut prendre deux états différenciés par leur transparence. Le MOEMS, initialement utilisé pour la projection d'image, permet de moduler la dose d'énergie lumineuse projeté sur la plaque photochromique qui répond en s'éclaircissant progressivement. Ce procédé permet donc d'enregistrer des images en niveau de gris sur la plaque et notamment des hologrammes générés par ordinateur (CGH) utilisés en métrologie optique. Actuellement, les CGHs utilisés sont binaires, mais notre procédure permet d'enregistrer des CGHs quantifiés en amplitude avec une résolution de 13,68 µm et une précision inférieure à 1% en terme de transparence malgré un éclairage peu homogène. La quantification des CGHs de type Fresnel et Fourier ont été calculés, réalisés et testés avec succès. Deux nouveaux algorithmes de Fourier ont étaient imaginés, réalisés et ont montrés des performances très supérieurs au code usuel de Lee qui est un codage binaire
Micro-opto-electro-mecanical systems (MOEMS) are primordial tools for future applications in several scientific fields as telecommunications or image display. Astronomy takes also advantage of their great adaptatbility thanks to the development of adaptative optics; a new spectro-imager called BATMAN has recently been develloped to be installed at Telescopio Nazionale Galileo (TNG) in the Canaries Islands. The control of the MOEMS allowing computerizing this processus has been the starting point of my work at the LAM.The main part of this manuscript deals with another application conceived thanks to the association of the characteristics of MOEMS and photosensitive materials developed at Politecnico di Milano (Italy). These materials can be put in two states differentiated by their transparency. The MOEMS, initially used to display images, allows controlling the dose of light projected on the photocrhomic plate which reacts by becoming more and more transparent. This process permit to record Computer Generated Holograms (CGHs) in grayscale which are used in optical metrology. Today, binary CGHs are used but our process allows to record amplitude quantified CGHs with a resolution of 13.68 µm and a precision better than 1% in term of transparency, even with a non homogeneous illumination beam. Comparative studies have shown advantages of quantified CGHs of Fresnel and Fourier families. Two new Fourier algorithms have been conceived thanks to use of the third dimension offered by the control of the transparency. They have been realized and tested succesfully, and have shown much better performances than the current binary coding, so called Lee algorithm
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Buzo, Amir. "Intelligent Data Layer: : An approach to generating data layer from normalized database model." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-22170.

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Model View Controller (MVC) software architecture is widely spread and commonly used in application’s development. Therefore generation of data layer for the database model is able to reduce cost and time. After research on current Object Relational Mapping (ORM) tools, it was discovered that there are generating tools like Data Access Object (DAO) and Hibernate, however their usage causes problems like inefficiency and slow performance due to many connections with database and set up time. Most of these tools are trying to solve specific problems rather than generating a data layer which is an important component and the bottom layer of database centred applications. The proposed solution to the problem is an engineering approach where we have designed a tool named Generated Intelligent Data Layer (GIDL). GIDL tool generates small models which create the main data layer of the system according to the Database Model. The goal of this tool is to enable and allow software developers to work only with object without deep knowledge in SQL. The problem of transaction and commit is solved by the tool. Also filter objects are constructed for filtering the database. GIDL tool reduced the number of connections and also have a cache where to store object lists and modify them. The tool is compared under the same environment with Hibernate and showed a better performance in terms of time evaluations for the same functions. GIDL tool is beneficial for software developers, because it generates the entire data layer.
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Fuks, Oleksandr. "Simple concurrent object - oriented programming : a generator based implementation /." 2004. http://wwwlib.umi.com/cr/yorku/fullcit?pMQ99309.

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Thesis (M.Sc.)--York University, 2004. Graduate Programme in Computer Science.
Typescript. Includes bibliographical references (leaves 134-136). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://wwwlib.umi.com/cr/yorku/fullcit?pMQ99309
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Books on the topic "Computer Generated Objects"

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Gasperini, Chiara, and Tommaso Rafanelli. SIMdisaster. Florence: Firenze University Press, 2007. http://dx.doi.org/10.36253/978-88-8453-616-7.

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SIMdisaster is a simulation software conceived to respond to the training needs of health operators managing aid in maxi-emergencies, since the reproduction of such events for didactic purposes proves to be both complex and costly. SimDisaster reconstructs the scenario of a catastrophe using photos and films manipulated using computer graphics and integrated with three-dimensional objects generated by the computer. An interactive interface makes it possible to assess the scenario and hence take decisions about the logistics of aid operations, the choice of auto-protection techniques, triage intervention and maintenance of the principal vital functions. The scenario then evolves in real time depending on the choices made by the user.
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Tasso, Anne. Apprendre à programmer en ActionScript 3. Paris: Eyrolles, 2008.

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Walley, Jonathan. Cinema Expanded. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938635.001.0001.

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Cinema Expanded: Avant-Garde Film in the Age of Intermedia is a comprehensive historical survey of expanded cinema from the mid-1960s to the present. It offers an historical and theoretical revision of the concept of expanded cinema, placing it in the context of avant-garde/experimental film history rather than the history of new media, intermedia, or multimedia. The book argues that while expanded cinema has taken an incredible variety of forms (including moving image installation, multi-screen films, live cinematic performance, light shows, shadow plays, computer-generated images, video art, sculptural objects, and texts), it is nonetheless best understood as an ongoing meditation by filmmakers on the nature of cinema, specifically, and on its relationship to the other arts. Cinema Expanded also extends its historical and theoretical scope to avant-garde film culture more generally, placing expanded cinema in that context while also considering what it has to tell us about the moving image in the art world and new media environment.
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Grossberg, Stephen. The Visual World as Illusion. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780199794607.003.0007.

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This chapter shows how visual illusions arise from neural processes that play an adaptive role in achieving the remarkable perceptual capabilities of advanced brains. It clarifies that many visual percepts are visual illusions, in the sense that they arise from active processes that reorganize and complete perceptual representations from the noisy data received by retinas. Some of these representations look illusory, whereas others look real. The chapter heuristically summarizes explanations of illusions that arise due to completion of perceptual groupings, filling-in of surface lightnesses and colors, transformation of ambiguous motion signals into coherent percepts of object motion direction and speed, and interactions between the form and motion cortical processing streams. A central theme is that the brain is organized into parallel processing streams with computationally complementary properties, that interstream interactions overcome these complementary deficiencies to compute effective representations of the world, and how these representations generate visual illusions.
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Speller, Susannah. A Materials Science Guide to Superconductors. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/oso/9780192858344.001.0001.

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Abstract Superconductors are amazing materials that capture the imagination with their seemingly magical properties that make it possible to levitate objects in mid-air and transport electricity for ‘free’. They can generate the vast magnetic fields needed to confine a nuclear fusion reaction ten time hotter than the surface of the sun, or bend the high energy proton beams that whizz around the Large Hadron Collider. Their utterly unique electromagnetic properties are exploited in the most sensitive detectors and are likely to be enabling technology for building practical quantum computers. This book explores the amazing variety of superconducting materials and the rich science behind optimising their performance for different applications. The central theme of materials science is communicated by explaining the importance of controlling everything from the atomic scale chemistry and bonding right up to the macroscopic scale of large machines. Along the way, key concepts are introduced in an accessible way and are linked to broader themes and applications beyond superconductivity in the ‘Wider View’ sections. The stand-alone ‘Under the Lens’ sections also provide a more in-depth and mathematical treatment to satisfy readers who want to challenge themselves.
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Book chapters on the topic "Computer Generated Objects"

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Wyvill, Brian, and Geoff Wyvill. "Using Soft Objects in Computer-Generated Character Animation." In Computers in Art, Design and Animation, 283–97. New York, NY: Springer New York, 1989. http://dx.doi.org/10.1007/978-1-4612-4538-4_23.

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Garg, Hitendra. "Watermarking in Computer Aided Design-Generated 3D Objects." In Algorithms for Intelligent Systems, 333–39. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4862-2_37.

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Chen, Xiaohong, Zhengyao Lin, Minh-Thai Trinh, and Grigore Roşu. "Towards a Trustworthy Semantics-Based Language Framework via Proof Generation." In Computer Aided Verification, 477–99. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81688-9_23.

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AbstractWe pursue the vision of an ideal language framework, where programming language designers only need to define the formal syntax and semantics of their languages, and all language tools are automatically generated by the framework. Due to the complexity of such a language framework, it is a big challenge to ensure its trustworthiness and to establish the correctness of the autogenerated language tools. In this paper, we propose an innovative approach based on proof generation. The key idea is to generate proof objects as correctness certificates for each individual task that the language tools conduct, on a case-by-case basis, and use a trustworthy proof checker to check the proof objects. This way, we avoid formally verifying the entire framework, which is practically impossible, and thus can make the language framework both practical and trustworthy. As a first step, we formalize program execution as mathematical proofs and generate their complete proof objects. The experimental result shows that the performance of our proof object generation and proof checking is very promising.
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Dozono, Hiroshi, Asami Tanaka, Shinya Nishijima, Hiroshi Tsukizi, and Masanori Nakakuni. "Mapping of the 3D Objects Using Computer Generated Hologram SOM." In Advances in Self-Organizing Maps, 348–56. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21566-7_35.

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Simon, Gilles, Vincent Lepetit, and Marie-Odile Berger. "Registration Methods for Harmonious Integration of Real World and Computer Generated Objects." In Confluence of Computer Vision and Computer Graphics, 285–306. Dordrecht: Springer Netherlands, 2000. http://dx.doi.org/10.1007/978-94-011-4321-9_16.

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Marín, Pablo, Ángel Lizana, Alba Peinado, Miguel Mora-Gonzalez, and Juan Campos. "Comparison of Two Methods to Design Computer Generated Holograms of Discrete Points Objects." In Fringe 2013, 563–66. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-36359-7_103.

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Koner, Rajat, Hang Li, Marcel Hildebrandt, Deepan Das, Volker Tresp, and Stephan Günnemann. "Graphhopper: Multi-hop Scene Graph Reasoning for Visual Question Answering." In The Semantic Web – ISWC 2021, 111–27. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88361-4_7.

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AbstractVisual Question Answering (VQA) is concerned with answering free-form questions about an image. Since it requires a deep semantic and linguistic understanding of the question and the ability to associate it with various objects that are present in the image, it is an ambitious task and requires multi-modal reasoning from both computer vision and natural language processing. We propose Graphhopper, a novel method that approaches the task by integrating knowledge graph reasoning, computer vision, and natural language processing techniques. Concretely, our method is based on performing context-driven, sequential reasoning based on the scene entities and their semantic and spatial relationships. As a first step, we derive a scene graph that describes the objects in the image, as well as their attributes and their mutual relationships. Subsequently, a reinforcement learning agent is trained to autonomously navigate in a multi-hop manner over the extracted scene graph to generate reasoning paths, which are the basis for deriving answers. We conduct an experimental study on the challenging dataset GQA, based on both manually curated and automatically generated scene graphs. Our results show that we keep up with human performance on manually curated scene graphs. Moreover, we find that Graphhopper outperforms another state-of-the-art scene graph reasoning model on both manually curated and automatically generated scene graphs by a significant margin.
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Sueda, Koh, Takashi Miyaki, and Jun Rekimoto. "Social Geoscape: Visualizing an Image of the City for Mobile UI Using User Generated Geo-Tagged Objects." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30973-1_1.

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Greifenberg, Timo, Katrin Hölldobler, Carsten Kolassa, Markus Look, Pedram Mir Seyed Nazari, Klaus Müller, Antonio Navarro Perez, et al. "Integration of Handwritten and Generated Object-Oriented Code." In Communications in Computer and Information Science, 112–32. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27869-8_7.

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Perner, Petra. "Verification of Hypotheses Generated by Case-Based Reasoning Object Matching." In Lecture Notes in Computer Science, 66–78. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59108-7_6.

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Conference papers on the topic "Computer Generated Objects"

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Fimia, Antonio, Maria T. Navarro, and Juan J. Egozcue. "Computer-generated holograms of diffused objects." In ECO4 (The Hague '91), edited by G. Michael Morris. SPIE, 1991. http://dx.doi.org/10.1117/12.47038.

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Leseberg, Detlef. "Computer-generated image holograms of 3D objects." In 15th Int'l Optics in Complex Sys. Garmisch, FRG, edited by F. Lanzl, H. J. Preuss, and G. Weigelt. SPIE, 1990. http://dx.doi.org/10.1117/12.22179.

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Li, Youzhi, David Abookasis, and Joseph Rosen. "Computer-generated holograms of three-dimensional real objects." In International Symposium on Optical Science and Technology, edited by Bahram Javidi and Demetri Psaltis. SPIE, 2001. http://dx.doi.org/10.1117/12.449357.

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Bayraktar, Muharrem, and Merig Ozcan. "A new method for computer generated holography of 3D objects." In 2009 24th International Symposium on Computer and Information Sciences (ISCIS). IEEE, 2009. http://dx.doi.org/10.1109/iscis.2009.5291919.

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Akşit, Kaan. "Realistic Image Reconstruction with Multiplane Computer-Generated Holography." In Frontiers in Optics. Washington, D.C.: Optica Publishing Group, 2022. http://dx.doi.org/10.1364/fio.2022.fm5a.2.

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Abstract:
Three-dimensional scenes reconstructed by Computer-Generated Holography (CGH) often have unintended ringing artifacts, especially within the boundaries of represented objects. This talk will overview our CGH algorithms to fix these imperfections in holographic displays.
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Abid, Mona, Matthieu Perreira Da Silva, and Patrik Le Callet. "On the usage of visual saliency models for computer generated objects." In 2019 IEEE 21st International Workshop on Multimedia Signal Processing (MMSP). IEEE, 2019. http://dx.doi.org/10.1109/mmsp.2019.8901782.

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Zhang, Xiaojie, Xu Liu, and Xiaoxi Chen. "Computer-generated holograms for 3D objects using the Fresnel zone plate." In Photonics Asia 2004, edited by Yunlong Sheng, Dahsiung Hsu, Chongxiu Yu, and Byoungho Lee. SPIE, 2005. http://dx.doi.org/10.1117/12.570412.

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Huang, Su-juan, Dao-jin Liu, and Jing-jing Zhao. "Computer generated holograms of 3D objects with reduced number of projections." In Photonics Asia 2010, edited by Yunlong Sheng, Chongxiu Yu, and Linsen Chen. SPIE, 2010. http://dx.doi.org/10.1117/12.870542.

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Sando, Yusuke, Masahide Itoh, and Toyohiko Yatagai. "Three-dimensional display of real existing objects using computer-generated holograms." In Electronic Imaging 2004, edited by Tung H. Jeong and Hans I. Bjelkhagen. SPIE, 2004. http://dx.doi.org/10.1117/12.526040.

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Phillips, Nicholas J., Colin D. Cameron, Adrian K. Dodd, Douglas A. Payne, David T. Sheerin, and Christopher W. Slinger. "Large-scale computer-generated absorption holograms of 3D objects: II. Practical methodology." In Electronic Imaging '99, edited by Stephen A. Benton. SPIE, 1999. http://dx.doi.org/10.1117/12.343784.

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