Journal articles on the topic 'Computer Generated Objects'

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1

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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2

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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4

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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Dinc, Niyazi Ulas, Joowon Lim, Eirini Kakkava, Christophe Moser, and Demetri Psaltis. "Computer generated optical volume elements by additive manufacturing." Nanophotonics 9, no. 13 (June 25, 2020): 4173–81. http://dx.doi.org/10.1515/nanoph-2020-0196.

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AbstractComputer generated optical volume elements have been investigated for information storage, spectral filtering, and imaging applications. Advancements in additive manufacturing (3D printing) allow the fabrication of multilayered diffractive volume elements in the micro-scale. For a micro-scale multilayer design, an optimization scheme is needed to calculate the layers. The conventional way is to optimize a stack of 2D phase distributions and implement them by translating the phase into thickness variation. Optimizing directly in 3D can improve field reconstruction accuracy. Here we propose an optimization method by inverting the intended use of Learning Tomography, which is a method to reconstruct 3D phase objects from experimental recordings of 2D projections of the 3D object. The forward model in the optimization is the beam propagation method (BPM). The iterative error reduction scheme and the multilayer structure of the BPM are similar to neural networks. Therefore, this method is referred to as Learning Tomography. Here, instead of imaging an object, we reconstruct the 3D structure that performs the desired task as defined by its input-output functionality. We present the optimization methodology, the comparison by simulation work and the experimental verification of the approach. We demonstrate an optical volume element that performs angular multiplexing of two plane waves to yield two linearly polarized fiber modes in a total volume of 128 μm by 128 μm by 170 μm.
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Kleiss, James A. "Properties of Computer-Generated Scenes Important for Simulating Low-Altitude Flight." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 1 (October 1993): 98–102. http://dx.doi.org/10.1177/154193129303700124.

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Previous research indicates two properties of real-world scenes are important to pilots for visual low-altitude flight: (a) vertical development mediated by presence or absence of hills and ridges, and (b) discrete objects exemplified by large objects or groups of objects. The present investigation sought to determine whether these scene properties can be represented with adequate perceptual fidelity in flight simulator visual scenes. The stimuli were sixteen computer-generated scenes exhibiting variation in both properties described above. Subjects rated the visual similarity of scenes with regard to properties useful for visual low-altitude flight. Ratings were analyzed using multidimensional scaling. A two-dimensional spatial configuration captured orderly variation in both scene properties. Unlike previous results using real-world scenes, discrete objects were relatively more important than vertical development in computer-generated scenes. Also, groups of trees were no more salient than randomly scattered trees in computer-generated scenes. Thus, properties important in real-world scenes can be effectively modeled in computer-generated scenes although some differences remain.
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13

Chen, Weiqin, and Richard Persen. "Recommending collaboratively generated knowledge." Computer Science and Information Systems 9, no. 2 (2012): 871–92. http://dx.doi.org/10.2298/csis111129017c.

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With the development and adoption of information technologies in education, learners become active producer of knowledge. There is an increasing amount of content generated by learners in their learning process. These emerging learning objects (ELOs) could potentially be valuable as learning resources as well as for assessment purpose. However, the potentials also give rise to new challenges for indexing, sharing, retrieval and recommendation of such learning objects. In this research we have developed a recommender system for emerging learning objects generated in a collaborative knowledge building process and studied the implications and added values of the recommendations. We conducted two evaluations with learners to assess and improve the system?s design and study the quality and effects of the recommendations. From the evaluations, we received generally positive feedback and the results confirm the added values of the recommendations for the knowledge building process.
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14

WANG, TAEHYUNG, and PHILLIP C. Y. SHEU. "AN OBJECT-ORIENTED APPROACH TO SHADOW GENERATION IN COMPUTER GRAPHICS." International Journal on Artificial Intelligence Tools 09, no. 03 (September 2000): 321–42. http://dx.doi.org/10.1142/s0218213000000215.

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This paper presents an object-oriented shadow generation algorithm for a large number of convex polyhedra (objects) in a 3-D scene. In the past, the shadow volume binary space partitioning (SVBSP) tree algorithm is known to be efficient in a static environment in which the point light source can be changed. However, if a scene consists of many objects and each object consists of many polygons, the time complexity for generating and traversing an SVBSP tree increases rapidly because the SVBSP tree algorithm only deals with polygons which are components of objects. Furthermore, the SVBSP tree algorithm suffers from polygon-splitting problems resulting in a high cost as the number of polygons increases. Our approach is object-oriented in the sense that an object is used as the basic logical unit instead of polygons. In the preprocessing stage the object ordering for shadow generation is determined for all possible light source positions. At the run time, the shadow detection algorithm is executed, and if necessary, shadow fragments are generated. We also present an approach to retrieving, updating, and displaying a 3-D static or dynamic world which consists of a large number of objects.
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15

Fan, Houxin, Bing Zhang, Yaping Zhang, Fan Wang, Wenlong Qin, Qingyang Fu, and Ting-Chung Poon. "Fast 3D Analytical Affine Transformation for Polygon-Based Computer-Generated Holograms." Applied Sciences 12, no. 14 (July 7, 2022): 6873. http://dx.doi.org/10.3390/app12146873.

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We present a fast 3D analytical affine transformation (F3DAAT) method to obtain polygon-based computer-generated holograms (CGHs). CGHs consisting of tens of thousands of triangles from 3D objects are obtained by this method. We have attempted a revised method based on previous 3D affine transformation methods. In order to improve computational efficiency, we have derived and analyzed our proposed affine transformation matrix. We show that we have further increased the computational efficiency compared with previous affine methods. We also have added flat shading to improve the reconstructed image quality. A 3D object from a 3D camera is reconstructed holographically by numerical and optical experiments.
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Nishitsuji, Takashi, David Blinder, Takashi Kakue, Tomoyoshi Shimobaba, Peter Schelkens, and Tomoyoshi Ito. "GPU-accelerated calculation of computer-generated holograms for line-drawn objects." Optics Express 29, no. 9 (April 12, 2021): 12849. http://dx.doi.org/10.1364/oe.421230.

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17

Hertzberg, Y., and G. Navon. "Bypassing absorbing objects in focused ultrasound using computer generated holographic technique." Medical Physics 38, no. 12 (November 10, 2011): 6407–15. http://dx.doi.org/10.1118/1.3651464.

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18

Frère, Ch, D. Leseberg, and O. Bryngdahl. "Computer-generated holograms of three-dimensional objects composed of line segments." Journal of the Optical Society of America A 3, no. 5 (May 1, 1986): 726. http://dx.doi.org/10.1364/josaa.3.000726.

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19

Doel, Kees van den, and Dinesh K. Pai. "The Sounds of Physical Shapes." Presence: Teleoperators and Virtual Environments 7, no. 4 (August 1998): 382–95. http://dx.doi.org/10.1162/105474698565794.

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We propose a general framework for the simulation of sounds produced by colliding physical objects in a virtual reality environment. The framework is based on the vibration dynamics of bodies. The computed sounds depend on the material of the body, its shape, and the location of the contact. This simulation of sounds allows the user to obtain important auditory clues about the objects in the simulation, as well as about the locations on the objects of the collisions. Specifically, we show how to compute (1) the spectral signature of each body (its natural frequencies), which depends on the material and the shape, (2) the “timbre” of the vibration (the relative amplitudes of the spectral components) generated by an impulsive force applied to the object at a grid of locations, (3) the decay rates of the various frequency components that correlate with the type of material, based on its internal friction parameter, and finally (4) the mapping of sounds onto the object's geometry for real-time rendering of the resulting sound. The framework has been implemented in a Sonic Explorer program which simulates a room with several objects such as a chair, tables, and rods. After a preprocessing stage, the user can hit the objects at different points to interactively produce realistic sounds.
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Miller, Jeremy A., and Garrett T. Kenyon. "Extracting Number-Selective Responses from Coherent Oscillations in a Computer Model." Neural Computation 19, no. 7 (July 2007): 1766–97. http://dx.doi.org/10.1162/neco.2007.19.7.1766.

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Cortical neurons selective for numerosity may underlie an innate number sense in both animals and humans. We hypothesize that the number- selective responses of cortical neurons may in part be extracted from coherent, object-specific oscillations . Here, indirect evidence for this hypothesis is obtained by analyzing the numerosity information encoded by coherent oscillations in artificially generated spikes trains. Several experiments report that gamma-band oscillations evoked by the same object remain coherent, whereas oscillations evoked by separate objects are uncorrelated. Because the oscillations arising from separate objects would add in random phase to the total power summed across all stimulated neurons, we postulated that the total gamma activity, normalized by the number of spikes, should fall roughly as the square root of the number of objects in the scene, thereby implicitly encoding numerosity. To test the hypothesis, we examined the normalized gamma activity in multiunit spike trains, 50 to 1000 msec in duration, produced by a model feedback circuit previously shown to generate realistic coherent oscillations. In response to images containing different numbers of objects, regardless of their shape, size, or shading, the normalized gamma activity followed a square-root-of-n rule as long as the separation between objects was sufficiently large and their relative size and contrast differences were not too great. Arrays of winner-take-all numerosity detectors, each responding to normalized gamma activity within a particular band, exhibited tuning curves consistent with behavioral data. We conclude that coherent oscillations in principle could contribute to the number-selective responses of cortical neurons, although many critical issues await experimental resolution.
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Xu, Xuewu, Sanjeev Solanki, Xinan Liang, Shuhong Xu, Ridwan Bin Adrian Tanjung, Yuechao Pan, Farzam Farbiz, Baoxi Xu, and Tow-Chong Chong. "Computer-Generated Holography for Dynamic Display of 3D Objects with Full Parallax." International Journal of Virtual Reality 8, no. 2 (January 1, 2009): 33–38. http://dx.doi.org/10.20870/ijvr.2009.8.2.2722.

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In this paper a new holographic three-dimensional (3D) display system based on computer-generated hologram (CGH) is developed for the reconstruction of 3D objects with full parallax. A new algorithm is also developed to reduce the hologram computation time and memory usage. The dynamic 3D objects are successfully reconstructed at video rates in both real and virtual spaces.
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Saha, Sourav, Sahibjot Kaur, Jayanta Basak, and Priya Ranjan Sinha Mahapatra. "A Computer Vision Framework for Automated Shape Retrieval." American Journal of Advanced Computing 1, no. 1 (January 1, 2020): 1–15. http://dx.doi.org/10.15864/ajac.1108.

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With the increasing number of images generated every day, textual annotation of images for image mining becomes impractical and inefficient. Thus, computer vision based image retrieval has received considerable interest in recent years. One of the fundamental characteristics of any image representation of an object is its shape which plays a vital role to recognize the object at primitive level. Keeping this view as the primary motivational focus, we propose a shape descriptive frame work using a multilevel tree structured representation called Hierarchical Convex Polygonal Decomposition (HCPD). Such a frame work explores different degrees of convexity of an object’s contour-segments in the course of its construction. The convex and non-convex segments of an object’s contour are discovered at every level of the HCPD-tree generation by repetitive convex-polygonal approximation of contour segments. We have also presented a novel shape-string-encoding scheme for representing the HCPD-tree which allows us touse the popular concept of string-edit distance to compute shape similarity score between two objects. The proposed framework when deployed for similar shape retrieval task demonstrates reasonably good performance in comparison with other popular shape-retrieval algorithms.
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Matsushima, Kyoji, and Kazumi Honjyo. "Computer-Generated Full-Parallax Holograms for Three-Dimensional Surface-Objects with Shading." Journal of the Institute of Image Information and Television Engineers 56, no. 6 (2002): 986–92. http://dx.doi.org/10.3169/itej.56.986.

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24

Leseberg, Detlef, and Christian Frère. "Computer-generated holograms of 3-D objects composed of tilted planar segments." Applied Optics 27, no. 14 (July 15, 1988): 3020. http://dx.doi.org/10.1364/ao.27.003020.

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Shi, Yile, Hui Wang, Yong Li, Hongzhen Jin, and Lihong Ma. "Practical method for color computer-generated rainbow holograms of real-existing objects." Applied Optics 48, no. 21 (July 16, 2009): 4219. http://dx.doi.org/10.1364/ao.48.004219.

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26

Nishitsuji, Takashi, Tomoyoshi Shimobaba, Takashi Kakue, and Tomoyoshi Ito. "Fast calculation of computer-generated hologram of line-drawn objects without FFT." Optics Express 28, no. 11 (May 13, 2020): 15907. http://dx.doi.org/10.1364/oe.389778.

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27

Matsushima, Kyoji. "Computer-generated holograms for three-dimensional surface objects with shade and texture." Applied Optics 44, no. 22 (August 1, 2005): 4607. http://dx.doi.org/10.1364/ao.44.004607.

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Li, Youzhi, David Abookasis, and Joseph Rosen. "Computer-generated holograms of three-dimensional realistic objects recorded without wave interference." Applied Optics 40, no. 17 (June 10, 2001): 2864. http://dx.doi.org/10.1364/ao.40.002864.

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Milutinovic, Milos, Zivko Bojovic, Aleksandra Labus, Zorica Bogdanovic, and Marijana Despotovic-Zrakic. "Ontology-based generated learning objects for mobile language learning." Computer Science and Information Systems 13, no. 2 (2016): 493–514. http://dx.doi.org/10.2298/csis141030004m.

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Adaptivity is an essential quality for any mobile learning process. When learning on the move, in short time intervals, the learning process is often limited, and content needs to be adapted in order to keep the interactions with the user simple, effective, and motivating. This paper presents a model for mobile adaptive language learning, with the main goal of improving the mobile language learning process using adaptive techniques. The presented model is designed in such a way to utilize unique opportunities for delivery of learning content in authentic learning situations. In order to allow adaptivity based on several parameters, an ontological framework is presented along with a format of lightweight learning objects for content delivery. A cloud and web-service based system for adaptation is envisioned on top of the ontological framework and presented, with some implementation suggestions and possibilities discussed.
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Martinez-Carranza, Juan, Tomasz Kozacki, Rafał Kukołowicz, Maksymilian Chlipala, and Moncy Sajeev Idicula. "Occlusion Culling for Wide-Angle Computer-Generated Holograms Using Phase Added Stereogram Technique." Photonics 8, no. 8 (July 27, 2021): 298. http://dx.doi.org/10.3390/photonics8080298.

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A computer-generated hologram (CGH) allows synthetizing view of 3D scene of real or virtual objects. Additionally, CGH with wide-angle view offers the possibility of having a 3D experience for large objects. An important feature to consider in the calculation of CGHs is occlusion between surfaces because it provides correct perception of encoded 3D scenes. Although there is a vast family of occlusion culling algorithms, none of these, at the best of our knowledge, consider occlusion when calculating CGHs with wide-angle view. For that reason, in this work we propose an occlusion culling algorithm for wide-angle CGHs that uses the Fourier-type phase added stereogram (PAS). It is shown that segmentation properties of the PAS can be used for setting efficient conditions for occlusion culling of hidden areas. The method is efficient because it enables processing of dense cloud of points. The investigated case has 24 million of point sources. Moreover, quality of the occluded wide-angle CGHs is tested by two propagation methods. The first propagation technique quantifies quality of point reproduction of calculated CGH, while the second method enables the quality assessment of the occlusion culling operation over an object of complex shape. Finally, the applicability of proposed occlusion PAS algorithm is tested by synthetizing wide-angle CGHs that are numerically and optically reconstructed.
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Pejic, Petar, Tashko Rizov, Sonja Krasic, and Risto Tashevski. "Presentation of Existing Architectural Objects Using Augmented Reality: Case study - Ada Bridge, Belgrade, Serbia." South East European Journal of Architecture and Design 2015 (December 30, 2015): 1–4. http://dx.doi.org/10.3889/seejad.2015.10011.

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The presentation of existing architectural objects is most often done because of its historic significance or design values. Contemporary methods of presentation imply the use of digital perspective images, videos, virtual reality or augmented reality. Augmented reality (AR) is computer technology where the perception of the user is enhanced by the seamless blending between real environment and computer-generated virtual objects coexisting in the same space. In this paper a case study of AR use for existing architectural object presentation for “Ada Bridge” across Sava River in Belgrade is presented.
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KUO, I.-SHENG, and LING-HWEI CHEN. "A HIGH VISUAL QUALITY SPRITE GENERATOR USING INTELLIGENT BLENDING WITHOUT SEGMENTATION MASKS." International Journal of Pattern Recognition and Artificial Intelligence 20, no. 08 (December 2006): 1139–58. http://dx.doi.org/10.1142/s0218001406005162.

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The sprite generator introduced in MPEG-4 blends frames by averaging, which will make places, that are always occupied by moving objects, look blurred. Thus, providing segmented masks for moving objects is suggested. Several researchers have employed automatic segmentation methods to produce moving object masks. Based on these masks, they used a reliability-based blending strategy to generate sprites. Since perfect segmentation is impossible, some ghost-like shadows will appear in the generated sprite. To treat this problem, in this paper, an intelligent blending strategy without needing segmentation masks is proposed. It is based on the fact that for each point in the generated sprite, the corresponding pixels in most frames belong to background and only few belong to moving objects. A counting schema is provided to make only background points participate in average blending. The experimental result shows that the visual quality of the generated sprite using the proposed blending strategy is close to that using manually segmented masks and is better than that generated by Lu-Gao-Wu method. No ghostlike shadows are produced. Furthermore, a uniform feature point extraction method is proposed to increase the precision of global motion estimation, the effectiveness of this part is presented by showing the comparison results with other existing method.
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Kudriashov, Volodymyr V., Artem Y. Garbar, Konstantin A. Lukin, Lukasz Maslikowski, Piotr Samczynski, and Krzysztof S. Kulpa. "Fusion of Images Generated by Radiometric and Active Noise SAR." Cybernetics and Information Technologies 15, no. 7 (December 1, 2015): 58–66. http://dx.doi.org/10.1515/cait-2015-0089.

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Abstract The work is devoted to fusion of radar and radiometer images. Noise waveform SAR generates radar images of reflective objects of its field of view. A bistatic radiometer with synthetic aperture estimates the thermal radio emissions of the objects along their angular coordinates and even range. The estimated brightness temperatures of rough and smooth surfaces are different, as well as the radar responses from them. Identification of the parameters of objects surfaces may be done using results of joint processing of images generated by both sensors. The optimum and quasi-optimum criteria for fusion of the images were obtained. The latter was experimentally checked. It approves the opportunity to fuse the images for further estimation of some parameters of objects surfaces. The results obtained may be used in environmental and security applications.
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Ringer, Ryan V., Allison M. Coy, Adam M. Larson, and Lester C. Loschky. "Investigating Visual Crowding of Objects in Complex Real-World Scenes." i-Perception 12, no. 2 (March 2021): 204166952199415. http://dx.doi.org/10.1177/2041669521994150.

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Visual crowding, the impairment of object recognition in peripheral vision due to flanking objects, has generally been studied using simple stimuli on blank backgrounds. While crowding is widely assumed to occur in natural scenes, it has not been shown rigorously yet. Given that scene contexts can facilitate object recognition, crowding effects may be dampened in real-world scenes. Therefore, this study investigated crowding using objects in computer-generated real-world scenes. In two experiments, target objects were presented with four flanker objects placed uniformly around the target. Previous research indicates that crowding occurs when the distance between the target and flanker is approximately less than half the retinal eccentricity of the target. In each image, the spacing between the target and flanker objects was varied considerably above or below the standard (0.5) threshold to either suppress or facilitate the crowding effect. Experiment 1 cued the target location and then briefly flashed the scene image before participants could move their eyes. Participants then selected the target object’s category from a 15-alternative forced choice response set (including all objects shown in the scene). Experiment 2 used eye tracking to ensure participants were centrally fixating at the beginning of each trial and showed the image for the duration of the participant’s fixation. Both experiments found object recognition accuracy decreased with smaller spacing between targets and flanker objects. Thus, this study rigorously shows crowding of objects in semantically consistent real-world scenes.
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Kuschel, Martin, Franziska Freyberger, Berthold Färber, and Martin Buss. "Visual–haptic perception of compliant objects in artificially generated environments." Visual Computer 24, no. 10 (August 7, 2008): 923–31. http://dx.doi.org/10.1007/s00371-008-0289-x.

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Haist, T., M. Schönleber, and H. J. Tiziani. "Computer-generated holograms from 3D-objects written on twisted-nematic liquid crystal displays." Optics Communications 140, no. 4-6 (August 1997): 299–308. http://dx.doi.org/10.1016/s0030-4018(97)00192-2.

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37

Abookasis, David, and Joseph Rosen. "Computer-generated holograms of three-dimensional objects synthesized from their multiple angular viewpoints." Journal of the Optical Society of America A 20, no. 8 (August 1, 2003): 1537. http://dx.doi.org/10.1364/josaa.20.001537.

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Mader, Brandon, Martin S. Banks, and Hany Farid. "Identifying Computer-Generated Portraits: The Importance of Training and Incentives." Perception 46, no. 9 (June 22, 2017): 1062–76. http://dx.doi.org/10.1177/0301006617713633.

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The past two decades have seen remarkable advances in photo-realistic rendering of everything from inanimate objects to landscapes, animals, and humans. We previously showed that despite these tremendous advances, human observers remain fairly good at distinguishing computer-generated from photographic images. Building on these results, we describe a series of follow-up experiments that reveal how to improve observer performance. Of general interest to anyone performing psychophysical studies on Mechanical Turk or similar platforms, we find that observer performance can be significantly improved with the proper incentives.
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NGUYEN, THU-TRANG, NINH-THUAN TRUONG, and VIET-HA NGUYEN. "VERIFYING JAVA OBJECT INVARIANTS AT RUNTIME." International Journal of Software Engineering and Knowledge Engineering 21, no. 04 (June 2011): 605–19. http://dx.doi.org/10.1142/s0218194011005281.

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An object invariant consisting of a set of properties that must hold for all instances of a class at any time is usually used in object-oriented design. However, verifying object invariants at runtime is always a challenging task in software verification. This paper proposes a method for verifying invariants of Java objects at runtime using AOP. Suppose that a software application is designed using UML models and its constraints are specified in OCL expressions, the software is then implemented, by default, using the UML design. They propose to construct verifiable aspects which are automatically generated from OCL constraints. These aspects can be woven into Java code to check whether object invariants are violated at runtime. Benefiting from AOP in separation of crosscutting concerns and weaving mechanisms, generated aspects can do the verification task whenever values of objects' attributes are changed. A Verification Aspect Generator (VAG) tool has been developed allowing the automatic generation of verifying aspects from the UML/OCL constraints.
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Jeong, Ji-wook, Seung-Hoon Chae, Eun Young Chae, Hak Hee Kim, Young-Wook Choi, and Sooyeul Lee. "Three-Dimensional Computer-Aided Detection of Microcalcification Clusters in Digital Breast Tomosynthesis." BioMed Research International 2016 (2016): 1–8. http://dx.doi.org/10.1155/2016/8651573.

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We propose computer-aided detection (CADe) algorithm for microcalcification (MC) clusters in reconstructed digital breast tomosynthesis (DBT) images. The algorithm consists of prescreening, MC detection, clustering, and false-positive (FP) reduction steps. The DBT images containing the MC-like objects were enhanced by a multiscale Hessian-based three-dimensional (3D) objectness response function and a connected-component segmentation method was applied to extract the cluster seed objects as potential clustering centers of MCs. Secondly, a signal-to-noise ratio (SNR) enhanced image was also generated to detect the individual MC candidates and prescreen the MC-like objects. Each cluster seed candidate was prescreened by counting neighboring individual MC candidates nearby the cluster seed object according to several microcalcification clustering criteria. As a second step, we introduced bounding boxes for the accepted seed candidate, clustered all the overlapping cubes, and examined. After the FP reduction step, the average number of FPs per case was estimated to be 2.47 per DBT volume with a sensitivity of 83.3%.
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Sukri, Nursyazni Binti Mohamad, Puteri Ainna Husna Binti Megat Mohd, Siti Musliha Binti Nor-Al-Din, and Noor Khairiah Binti Razali. "Irregular Symmetrical Object Designed By Using Lambda Miu B-Spline Degree Four." Journal of Physics: Conference Series 2084, no. 1 (November 1, 2021): 012018. http://dx.doi.org/10.1088/1742-6596/2084/1/012018.

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Abstract In Computer Aided Geometry Design (CAGD), B-splines curves are piecewise polynomial parametric curves that play an important role. CAGD involves the interpolation and approximation curves and surfaces. CAGD has been widely used which brings good impact of computers to industries in manufacturing. There are many improved methods in the B-spline curve such as extended cubic B-spline, trigonometric B-spline, quasi trigonometric B-spline, and λμ-B-spline. Each of the methods has its behaviour and advantage. In this paper, λμ-B-spline was used to be implemented in generating irregular symmetrical objects. λμ-B-spline has a shape parameter that can change the global shape by manipulating the value of the shape parameter. The bottle has been chosen as an irregular symmetrical object. The 2-dimensional symmetrical curves of Bottle design were formed by using λμ-B-spline degree 4. The curves designed are dependent on the shape parameter which can be adjusted. Then, the curves generated were revolved using the Sweep Surface method to form 3-dimensional objects. Every object has its volume and this research focused on the numerical method which was Simpson’s 3/8 to compute the volume. The volumes obtained were compared to the actual volume to determine the best shape parameter used. The results show that the λμ-B-spline curve with a shape parameter of 1 is the best shape parameter in designing symmetrical irregular objects with the desired volume.
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Lee, Taemin, Changhun Jung, Kyungtaek Lee, and Sanghyun Seo. "A study on recognizing multi-real world object and estimating 3D position in augmented reality." Journal of Supercomputing 78, no. 5 (November 15, 2021): 7509–28. http://dx.doi.org/10.1007/s11227-021-04161-0.

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AbstractAs augmented reality technologies develop, real-time interactions between objects present in the real world and virtual space are required. Generally, recognition and location estimation in augmented reality are carried out using tracking techniques, typically markers. However, using markers creates spatial constraints in simultaneous tracking of space and objects. Therefore, we propose a system that enables camera tracking in the real world and visualizes virtual visual information through the recognition and positioning of objects. We scanned the space using an RGB-D camera. A three-dimensional (3D) dense point cloud map is created using point clouds generated through video images. Among the generated point cloud information, objects are detected and retrieved based on the pre-learned data. Finally, using the predicted pose of the detected objects, other information may be augmented. Our system estimates object recognition and 3D pose based on simple camera information, enabling the viewing of virtual visual information based on object location.
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Nishide, Shun, Tetsuya Ogata, Jun Tani, Kazunori Komatani, and Hiroshi G. Okuno. "Autonomous Motion Generation Based on Reliable Predictability." Journal of Robotics and Mechatronics 21, no. 4 (August 20, 2009): 478–88. http://dx.doi.org/10.20965/jrm.2009.p0478.

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Predictability is an important factor for generating object manipulation motions. In this paper, the authors present a technique to generate autonomous object pushing motions based on object dynamics consistency, which is tightly connected to reliable predictability. The technique first creates an internal model of the robot and object dynamics using Recurrent Neural Network with Parametric Bias, based on transitions of extracted object features and generated robot motions acquired during active sensing experiences with objects. Next, the technique searches through the model for the most consistent object dynamics and corresponding robot motion through a consistency evaluation function using Steepest Descent Method. Finally, the initial static image of the object is linked to the acquired robot motion using a hierarchical neural network. The authors have conducted a motion generation experiment using pushing motions with cylindrical objects for evaluation of the method. The experiment has shown that the method has generalized its ability to adapt to object postures for generating consistent rolling motions.
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ABDULHAMID, Mohanad, Otieno ODONDI, and Muaayed AL-RAWI. "COMPUTER VISION BASED ON RASPBERRY PI SYSTEM." Applied Computer Science 16, no. 4 (December 30, 2020): 85–102. http://dx.doi.org/10.35784/acs-2020-31.

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The paper focused on designing and developing a Raspberry Pi based system employing a camera which is able to detect and count objects within a target area. Python was the programming language of choice for this work. This is because it is a very powerful language, and it is compatible with the Pi. Besides, it lends itself to rapid application development and there are online communities that program Raspberry Pi computer using python. The results show that the implemented system was able to detect different kinds of objects in a given image. The number of objects were also generated displayed by the system. Also the results show an average efficiency of 90.206% was determined. The system is therefore seen to be highly reliable.
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POO, DANNY C. C. "AN OBJECT-ORIENTED SOFTWARE REQUIREMENTS ANALYSIS METHOD." International Journal of Software Engineering and Knowledge Engineering 02, no. 01 (March 1992): 145–68. http://dx.doi.org/10.1142/s0218194092000087.

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This paper discusses an object-oriented software requirements analysis method. The approach adopted here draws clear distinction between a system's basic structure (i.e. the object model) and its functionalities. The analysis model generated is a description of a problem domain; it consists of a set of primary and secondary objects that characterize the problem domain, and a set of pseudo objects that define the functional requirements of a system. There are two stages of analysis in the proposed method: Object Modelling and Functional Requirements Modelling. These two stages are built upon one another. The aim of the object modelling stage is to derive a model of the problem domain in terms of objects, their classification and inter-relationships with one another. The functional requirements modelling stage builds upon this initial object model to complete the requirement analysis specification. This paper uses a real-life library environment to illustrate how the method can be applied in the specification of an object-oriented software system.
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46

Mallem, M., F. Chavand, and E. Colle. "Computer-assisted visual perception in teleoperated robotics." Robotica 10, no. 2 (March 1992): 93–103. http://dx.doi.org/10.1017/s0263574700007517.

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SUMMARYDue to the complexity of teleoperation tasks, human operators figure in the teleoperator perception-decision-control loop. The operator needs an interactive system to handle the huge flow of data between himself and the teleoperator.The scene represented by the robot and its environment is viewed by one or more cameras. However, the video image may be degraded in extreme environments (underwater, space, etc.) or simply inadequate (2-D image).In this paper we describe the visual perception aids based of the scene, and more specifically how these are generated by the method we put forward. The system developed at the LRE superimposes a 3-D synthetic image onto the video picture, and animates the scene in real-time on the basis of sensor information feedback. The graphic image can be generated from models, if the objects are known, otherwise interactively, with the cooperation of the operator if the objects are completely unknown. Experiments show that these graphic aids improve the operator's performance in task execution.
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47

Nwogu, Ifeoma, Yingbo Zhou, and Christopher Brown. "DISCO: Describing Images Using Scene Contexts and Objects." Proceedings of the AAAI Conference on Artificial Intelligence 25, no. 1 (August 4, 2011): 1487–93. http://dx.doi.org/10.1609/aaai.v25i1.7978.

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In this paper, we propose a bottom-up approach to generating short descriptive sentences from images, to enhance scene understanding. We demonstrate automatic methods for mapping the visual content in an image to natural spoken or written language. We also introduce a human-in-the-loop evaluation strategy that quantitatively captures the meaningfulness of the generated sentences. We recorded a correctness rate of 60.34% when human users were asked to judge the meaningfulness of the sentences generated from relatively challenging images. Also, our automatic methods compared well with the state-of-the-art techniques for the related computer vision tasks.
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Li, Jituo, Xinqi Liu, Haijing Deng, Tianwei Wang, Guodong Lu, and Jin Wang. "Reconstruction of Colored Soft Deformable Objects Based on Self-Generated Template." Computer-Aided Design 143 (February 2022): 103124. http://dx.doi.org/10.1016/j.cad.2021.103124.

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SCHWEIZER, TOM A., and MIKE J. DIXON. "The influence of visual and nonvisual attributes in visual object identification." Journal of the International Neuropsychological Society 12, no. 2 (March 2006): 176–83. http://dx.doi.org/10.1017/s1355617706060279.

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To elucidate the role of visual and nonvisual attribute knowledge on visual object identification, we present data from three patients, each with visual object identification impairments as a result of different etiologies. Patients were shown novel computer-generated shapes paired with different labels referencing known entities. On test trials they were shown the novel shapes alone and had to identify them by generating the label with which they were formerly paired. In all conditions the same triad of computer-generated shapes were used. In one condition, the labels (banjo, guitar, violin) referenced entities that were both visually similar and similar in terms of their nonvisual attributes within semantics. In separate conditions we used labels (e.g., spike, straw, pencil or snorkel, cane, crowbar) that referenced entities that were similar in terms of their visual attributes but were dissimilar in terms of their nonvisual attributes. The results revealed that nonvisual attribute information profoundly influenced visual object identification. Our patients performed significantly better when attempting to identify shape triads whose labels referenced objects with distinct nonvisual attributes versus shape triads whose labels referenced objects with similar nonvisual attributes. We conclude that the nonvisual aspects of meaning must be taken into consideration when assessing visual object identification impairments. (JINS, 2006, 12, 176–183.)
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Parchomovsky, M., and M. A. Golub. "Analytical design for computer-generated Fourier holograms of shaded multi-polygonal three-dimensional objects." Journal of Modern Optics 65, no. 16 (May 23, 2018): 1928–41. http://dx.doi.org/10.1080/09500340.2018.1467978.

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