Academic literature on the topic 'Computer-Generated work'

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Journal articles on the topic "Computer-Generated work":

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Reicher, Maria Elisabeth. "Computer-generated Music, Authorship, and Work Identity." Grazer Philosophische Studien 91, no. 1 (2015): 107–30. http://dx.doi.org/10.1163/9789004302273_006.

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Manaf Isayev, Elvin. "Proqram təminatının istifadəçisi komputer tərəfindən yaradılan əsərin müəllifi kimi." ANCIENT LAND 12, no. 6 (June 26, 2022): 19–22. http://dx.doi.org/10.36719/2706-6185/12/19-22.

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Today’s rapid development in technology creates new areas of discussion. These discussions include an extensive range of fields, one of which is the legal sphere, legislation, and legislative approach. Almost every field of law is affected and triggered to be adjusted by technological improvements, namely civil, criminal, administrative, intellectual property law, and others. In the modern era of technology, a computer is able to compose poetry, music, and even chat, which is becoming more and more challenging to separate them from man-made works. Most importantly, the originality and quality of such works raised the issue of this research paper, which is the determination of the authorship over the results generated by the computer or so-called Artificial Intelligence. Keywords: Intellectual Property Law, Copyright, Computer-generated work, Artificial intelligence Elvin Manaf oğlu İsayev Proqram təminatının istifadəçisi komputer tərəfindən yaradılan əsərin müəllifi kimi Xülasə Texnologiyanın bugünkü sürətli inkişafı yeni müzakirə sahələri yaradır. Bu müzakirələr geniş sahələri əhatə edir ki, bunlardan biri də hüquq sferası, qanunvericilik və qanunvericilik yanaşmasıdır. Hüququn demək olar ki, hər bir sahəsi texnoloji təkmilləşdirmələr, yəni mülki, cinayət, inzibati, əqli mülkiyyət hüququ və s. təsirə məruz qalır və tənzimlənməyə təkan verir. Müasir texnologiya dövründə kompüter şeir, musiqi və hətta söhbət yaza bilir ki, bu da onları süni əsərlərdən fərqləndirməyi getdikcə çətinləşdirir. Ən əsası, bu cür işlərin orijinallığı və keyfiyyəti kompüterin və ya süni intellektin yaratdığı nəticələr üzərində müəllif hüquqlarının sahibinin müəyyən edilməsi olan bu tədqiqat işinin problemini gündəmə gətirdi. Açar sözlər: Əqli Mülkiyyət Hüququ, Müəlliflik hüququ, Komputer tərəfindən hazırlanan əsər, Süni intellekt
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Manaf Isayev, Elvin. "Proqram təminatının tərtibatçısı komputer tərəfindən yaradılan əsərin müəllifi kimi." SCIENTIFIC RESEARCH 10, no. 6 (June 27, 2022): 39–42. http://dx.doi.org/10.36719/2789-6919/10/39-42.

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The rapid advancement of technology in today's world has given rise to new areas of debate. These debates cover a wide range of topics, including the legal sphere, legislation, and legislative methodology. Almost every subject of law, including civil, criminal, administrative, intellectual property, and others, is affected and compelled to adopt as a result of technological advancements. In today's technological age, a machine may produce poetry, music, and even chat, making it more difficult to distinguish them from man-made works. The topic of authorship over results generated by a computer, or so-called Artificial Intelligence, was raised by the originality and quality of such works, which is the subject of this research article. Key words: intellectual property law, copyright, computer-generated work, artificial intelligence Elvin Manaf oğlu İsayev Proqram təminatının tərtibatçısı komputer tərəfindən yaradılan əsərin müəllifi kimi Xülasə Müasir dünyada texnologiyanın sürətli inkişafı yeni müzakirə sahələrinin yaranmasına səbəb olub. Bu müzakirələr hüquq sferası, qanunvericilik və qanunvericilik metodologiyası da daxil olmaqla geniş mövzuları əhatə edir. Demək olar ki, hər bir hüquq subyekti, o cümlədən mülki, cinayət, inzibati, əqli mülkiyyət və digərləri texnoloji tərəqqi nəticəsində təsirlənir və qəbul etməyə məcbur olur. Müasir texnoloji əsrdə bir maşın şeir, musiqi və hətta söhbət yarada bilər ki, bu da onları süni əsərlərdən ayırd etməyi çətinləşdirir. Kompüter və ya süni intellekt adlanan nəticələr üzərində müəlliflik mövzusu bu tədqiqat məqaləsinin mövzusu olan bu cür işlərin orijinallığı və keyfiyyəti ilə qaldırıldı. Açar sözlər: əqli mülkiyyət hüququ, müəlliflik hüququ, komputer tərəfindən hazirlanan əsər, süni intellekt
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Shekhawat, Krishnendra. "A computer-generated plus-shaped arrangement and its architectural applications." Journal of Computational Design and Engineering 4, no. 4 (June 1, 2017): 318–29. http://dx.doi.org/10.1016/j.jcde.2017.05.003.

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Abstract This work consider the problem of rectilinear arrangement which is about arranging given rectangular objects of different sizes in the frame of a given rectilinear polygon while considering dimension and position of each rectangle and adjacency relations among the rectangles. The current work is part of a larger work aimed at automated generation of rectilinear arrangements while satisfying given dimensional and topological constraints. In this paper, we present a set of algorithms for obtaining a plus-shaped arrangement. In addition, we present some heuristic techniques for reducing the size of extra spaces present inside the obtained arrangement. At the end, we demonstrate architectural application of the presented work. Highlights Problem is to arrange given sub-rectangles within a given predefined contour shape. Required arrangement must satisfies given adjacency and size constraints. An algorithm for generation of plus-shaped arrangements is presented. Architectural application of the work has been demonstrated.
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Veiksa, Ingrida. "Protection of computer-generated works in the era of new technologies." IAES International Journal of Artificial Intelligence (IJ-AI) 10, no. 1 (March 1, 2021): 234. http://dx.doi.org/10.11591/ijai.v10.i1.pp234-243.

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<p>When data on works of different authors are entered into a computer system, the computer analyses, synthesizes and generates a new (derived) work, if such a task or algorithm is given to it. Should computer generated works be considered creative and copyright protected? This issue is relevant in the modern age of technology, when computer systems, the so-called artificial intelligence, are becoming more independent from human influence as they evolve.</p>
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Blinder, David, and Peter Schelkens. "Fast Low-Precision Computer-Generated Holography on GPU." Applied Sciences 11, no. 13 (July 5, 2021): 6235. http://dx.doi.org/10.3390/app11136235.

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Computer-generated holography (CGH) is a notoriously difficult computation problem, simulating numerical diffraction, where every scene point can affect every hologram pixel. To tackle this challenge, specialized software instructions and hardware solutions are developed to significantly reduce calculation time and power consumption. In this work, we propose a novel algorithm for high-performance point-based CGH, leveraging fixed-point integer representations, the separability of the Fresnel transform and using new look-up table free cosine representation. We report up to a 3-fold speed up over an optimized floating-point GPU implementation, as well as a 15 dB increase in quality over a state-of-the-art FPGA-based fixed-point integer solution.
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Paek, Kyongtae. "Do Androids Dream of Sheep? - Copyright Protection on Authorship of Computer Generated Work -." Journal of Intellectual Property 13, no. 3 (September 30, 2018): 145–70. http://dx.doi.org/10.34122/jip.2018.09.13.3.145.

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DeGaspari, John. "All in a Day's Work." Mechanical Engineering 122, no. 08 (August 1, 2000): 74–77. http://dx.doi.org/10.1115/1.2000-aug-6.

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This article illustrates that teamwork by four companies cuts the time from mold design to finished part down to hours instead of weeks. The companies formed Rapid Use of Shop Hours (RUSH) team—pooling their expertise in mold making, computer-aided design (CAD)/computer-aided manufacturing (CAM) software, machine tools, and controls. The team members were Pleasant Precision Inc., a supplier of interchangeable insert mold systems; PTC, which supplied the tool design and NC toolpath software; Makino, a manufacturer of computer numerical control (CNC) machining centers; and Dynisco, which supplied the hot runner control. The RUSH team generated an injection mold design and numerical control toolpath data, machined and assembled a production injection mold, and installed hot runner controls to regulate plastic flow internally in the tool.
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Kowala, Michalina. "Collective Work as an Inspiration for Legal Qualification of Computer-Generated Works – Comparative Analysis of the Institution from Polish and French Copyright Law Perspective." Review of European and Comparative Law 45, no. 2 (June 16, 2021): 35–56. http://dx.doi.org/10.31743/recl.10651.

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The paper focuses on the question whether the institution of collective work could be used as an inspiration in order to regulate the legal situation of computer-generated works. Technological progress makes the creation of art by artificial intelligence with only minimal human participation an increasingly popular phenomenon. For this reason, world literature more and more often discusses how to legally qualify algorithmic creativity. An interesting idea, proposed in January 2020 by French Superior Council of Literary and Artistic Property is to regulate the issue alike the institution of a collective work. The study of the nature of computer-generated creativity on the example of the Endel musical start-up conducted in this paper will help to understand the complexity of the problem of algorithmic creativity. It will be also a valuable introduction to the analysis of the institution of collective work in Polish and French law. This comparative study will be important in the context of assessing the French proposals for the legal qualification of algorithmic creativity and examining to what extent the model of the collective work can be applied to computer-generated works in Polish copyright law.
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Zhang, Kang, Stuart Harrell, and Xin Ji. "Computational Aesthetics: On the Complexity of Computer-Generated Paintings." Leonardo 45, no. 3 (June 2012): 243–48. http://dx.doi.org/10.1162/leon_a_00366.

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This article discusses how visual arts and computer technology could complement and assist each other in new and emerging interdisciplinary areas known as computational aesthetics and aesthetic computing. The authors present examples of computational aesthetics that demonstrate that modern computer technology can generate aesthetic forms of visual art. Several levels of complexity in computerized abstract paintings are discussed and explored. The authors recently experimented with encoding computational rules to automatically generate a particular style of abstract painting in an attempt to explore one of the levels. The preliminary results of this research are presented. A more systematic and grammar-based approach is discussed as a potential future direction of work.

Dissertations / Theses on the topic "Computer-Generated work":

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Cunha, José João Marques de Oliveria Vieira da. "Making the numbers : agency in computer-generated formal representations of sales work." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34682.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, February 2006.
Includes bibliographical references (leaves 270-276).
This research builds on the literature on information technology and organizations to suggest an alternative to the current understanding of the production of computer-generated formal representations of work. This literature sees computer-generated formal representations of work as automatic outcomes of information technology that managers use to scrutinize employees. My ethnography of a desk-based sales unit suggests that managers have incentives to forfeit surveillance and instead apply their efforts to use information technology to build a facade of compliance with prescribed goals and prescribed rules, roles, and procedures. I show that such a facade requires continuous maintenance work and that it is employees, not managers, that have to engage in this work. Specifically, I show that employees need to engage in unprescribed work to earn the right to use formal information systems to represent work that they have not actually carried out. I explain how employees improvise a shadow information system to coordinate their unprescribed work across time.
(cont.) I also show how employees enact a set of personal and impersonal tactics to enlist the cooperation of other parts of their organization in their unprescribed work I seek to shed light on the many hidden labors behind representations of compliance and place agency again in the center stage of the process of producing computer-generated formal representations of work. In doing so, I aim to contribute to the understanding of visibility of action in social theory by showing that it is possible to manage how visible one's action is, even when that action unfolds in a front stage.
by José João Marques de Oliveria Vieira da Cunha.
Ph.D.
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Graham, Athelia. "The Effects of Homography on Computer-generated High Frequency Word Lists." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2692.pdf.

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Brodd, Adam, and Andreas Eriksson. "User perception on procedurally generated cities affected with a heightmapped terrain parameter." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18491.

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Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand.Objectives: The procedural generation of both a city and height-mapped terrain parameter using Perlin noise and the terrain parameters effect on the city is explored in this thesis. The objective is to find out if a procedurally generated city with a heightmap parameter using Perlin noise is viable for use in games. Methods: An implementation generating both a height-mapped terrain parameter and city using Perlin noise has been created, along with that a user survey to test the generated city and terrain parameters viability in games. Results: This work successfully implemented an application that can generate cities affected with a heightmapped terrain parameter that is viable for use in games. Conclusions: This work concludes that it is possible to generate cities affected with a height-mapped terrain parameter by utilizing the noise algorithm Perlin noise. The generated cities and terrains are both viable and believable for use in games.
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Billion, Arnaud. "La production de l’intelligence artificielle comme objet du droit d’auteur." Electronic Thesis or Diss., Lyon 3, 2023. https://scd-resnum.univ-lyon3.fr/in/theses/2023_in_billion_a.pdf.

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Les systèmes dits d’intelligence artificielle peuvent obtenir des produits dont on se demande s’ils sont éligibles au droit d’auteur. Face à cette question, le juriste intellectualiste ne peut se contenter d’un modèle grossier de son droit, ni se satisfaire d’une approximative revendication. Il est alors invité à considérer la production artificielle de manière réaliste, dans ses caractères sériels et divergents. Ceci éloigne la possibilité d’une appréciation erronée des faits : il n’y a pas, le plus souvent, un produit créé par un utilisateur de l’IA. La production artificielle, ce sont avant tout des surnuméraires, outputs obtenus incidemment en très grand nombre, traces numériques d’une ingénierie indirecte et hautement itérative. Pratiquer l’exercice de qualification au droit d’auteur sur le cas artificiel fait comprendre les raisons de l’impossible protection : les choix libres ne peuvent être qualifiants que des formes originales créées (les logiciels) … ils ne sauraient qualifier toute forme lointainement obtenue. Face à ce cas limite, les caractères de l’œuvre de l’esprit se révèlent dans la cohérence du droit positif : la conception réalisée, la disqualification du fait d’une trop grande contrainte technique, la précision et l’objectivité de l’identification et les autres conditions d’entrée au droit d’auteur, viennent souligner la détermination autoriale, la convergence créative et l’intelligibilité sociale comme le sous-texte pré-conditionnel de l’institution
AI systems can produce outputs that may purportedly be subject to copyright. To investigate this possibility, one should avoid the use of a rough model of copyright law, and an approximative description of the facts. Artificial production should be envisaged realistically, being serial and non-convergent. Most of the time, there is not one sole artificial output obtained by the so-called “AI user”. On the contrary, there are mostly supernumerary outputs due to the use of an indirect and highly iterative kind of software engineering. Then we understand the reason why this cannot be subject to copyright protection. Free choices are only creative towards works of authorship, not their indirect computed implications. This is also a confirmation of the consistency of copyright law: it protects what the author has conceived and realized, what is not excessively impeded by technical constraints, what is objectively and precisely identifiable… As a consequence, authorial determination, creative convergence and social intelligibility appear as unavoidable preconditions of copyright law
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Ysasi, Alonso Alejandro. "La obra gráfica de Pedro Quetglas “Xam” (1915-2001): la riqueza de un patrimonio." Doctoral thesis, Universitat de les Illes Balears, 2014. http://hdl.handle.net/10803/284394.

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És una investigació, anàlisis, i aproximació a l’obra gràfica de l’artista mallorquí, del segle XX, Pere Quetglas, conegut pel pseudònim de “Xam”. La seva activitat s'ha sistematitzat sobre la base la biografia, tècniques treballades i el seu entorn. Xam, es va exercitar en la caricatura, el dibuix, el cartell, el gravat xilogràfic, la pintura, els monotips, la serigrafia i en el gravat calcogràfic. Del conjunt de tota la seva producció l’autor se centra en l'obra gràfica produïda a partir de 1944, quan pot datar-se la seva primera xilografia, i la seva defunció, l’any 2001, en el qual realitza la seva última litografia. El treball s'insereix en un àmbit sense tradició immediata sobre l'obra gràfica a Mallorca, pràcticament desapareguda després de la important impremta Guasp. S'han pogut documentar més de 400 matrius. Alhora, s'han treballat les estampacions d'aquestes, que ascendeixen a 600 estampes calcogràfiques, xilogràfiques, serigràfiques i litogràfiques.
Es una investigación, análisis, y aproximación a la obra gráfica del artista mallorquín, del siglo XX, Pedro Quetglas, conocido por el seudónimo de “Xam”. Su actividad se ha sistematizado en base a la biografía, técnicas trabajadas y a su entorno. Xam, se ejercitó en la caricatura, el dibujo, el cartel, el grabado xilográfico, la pintura, los monotipos, la serigrafía y en el grabado calcográfico. Del conjunto de toda su producción se centra en la obra gráfica producida a partir de 1944, cuando puede datarse su primera xilografía, y su fallecimiento, en 2001, en el cual realiza su última litografía. La tarea se inserta en un ámbito sin tradición inmediata sobre la obra gráfica en Mallorca, prácticamente desaparecida tras la importante imprenta Guasp. Se han podido documentar más de 400 matrices. A su vez, se han trabajado las estampaciones de estas, que ascienden a 600 estampas calcográficas, xilográficas, serigráficas y litográficas.
The thesis is research, analysis and approach to the graphic work of the Majorcan artist of the 20th century, Pedro Quetglas, known by his pseudonym "Xam". Xam worked in several art fields, such as caricature, drawing, designing and painting posters, woodcut, painting, monotype, serigraphy and calcography engraving. From the sum of his work the thesis is centred in the graphic work produced between 1944, when we can date the first xylography, and his death, 2001, when he finished his last lithography. The task was inserted in a field without immediate tradition on the graphic work in Mallorca, which practically went missing after the important Guasp printing house closed down. It has been possible to document more than 400 blocks and, at the same time, the prints of those which add up to 600 prints on chalcography, xylography, serigraphy and lithography.
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Grisales, Rendón Laura. "Attribution of Copyright to Artificial Intelligence Generated Works." Master's thesis, 2019. http://hdl.handle.net/21.11130/00-1735-0000-0003-C1A6-7.

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Books on the topic "Computer-Generated work":

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Blossom, John. Content nation: Surviving and thriving as social media changes our work, our lives, and our future. Indianapolis, IN: Wiley Technology Pub., 2009.

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Blossom, John. Content nation: Surviving and thriving as social media changes our work, our lives, and our future. Indianapolis, IN: Wiley Technology Pub., 2009.

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Blossom, John. Content nation: Surviving and thriving as social media changes our work, our lives, and our future. Indianapolis, IN: Wiley Technology Pub., 2009.

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1967-, Cummings Robert E., and Barton Matt, eds. Wiki writing: Collaborative learning in the college classroom. Ann Arbor, Mich: University of Michigan Press, 2008.

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T, Yehuda Radday, and G. M. Leb. An Analytical, Linguistic, Key-work-in-context Concordance to the Book of Genesis (The Computer-generated Bible). The Edwin Mellen Press Ltd, 1996.

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Leb, G. M., and Yehuda T. Radday. An Analytical, Linguistic, Key-work-in-context Concordance to Esther, Ruth, Canticles, Ecclesiastes, Lamentations (The Computer-generated Bible). The Edwin Mellen Press Ltd, 1996.

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Tenney, James. Computer Music Experiences, 1961–1964. Edited by Larry Polansky, Lauren Pratt, Robert Wannamaker, and Michael Winter. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038723.003.0003.

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James Tenney reflects on his experiences with computer music during the period 1961–1964. He recalls arriving at the Bell Telephone Laboratories in September 1961 with a number of what he calls musical and intellectual baggage, including various instrumental compositions reflecting the influence of Anton von Webern and Edgard Varèse; a dissatisfaction with all purely synthetic electronic music that he had heard up to that time, particularly with respect to timbre; and a growing interest in the work and ideas of John Cage. He left in March 1964 with six tape compositions of computer-generated sounds and a far better understanding of the physical basis of timbre, among others. Tenney goes on to discuss some of his compositions using computer-generated sounds, such as Analog #1: Noise Study, Four Stochastic Studies and Dialogue, Stochastic String Quartet, Ergodos I and Ergodos II, and Phases. He also describes his rise-time experiment on tone.
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Holliday, Christopher. The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.001.0001.

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The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, The Computer-Animated Film: Industry, Style and Genre argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film’s unique production contexts.
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Julesz, Bela. Dialogues on Perception. The MIT Press, 1994. http://dx.doi.org/10.7551/mitpress/2398.001.0001.

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An elucidation of ideas and insights generated by the paradigm of "early vision," presented in the form of dialogues. Renowned for his work in depth perception and pattern recognition, Bela Julesz originated the techniques—involving computer-generated random-dot stereograms, cinematograms, and textures—that resulted in the subfield of human psychology called "early vision." In this book, Julesz elucidates the ideas and insights generated by this exciting paradigm in a series of dialogues between Julesz the naif and Julesz the scientist. These playful, personal, deeply informed dialogues, though challenging, are never beyond the reach of the general scientific reader interested in brain research. Among the topics covered are stereopsis, motion perception, neurophysiology, texture and auditory perception, early vision, visual cognition, and machine vision. Julesz's work on early vision and focal attention is the basis of the discussions, but he is equally at ease recounting his debate with John Searle and describing his interactions with Salvador Dali. He also addresses creativity, mathematics, theories, metascientific questions, maturational windows, and cortical plasticity, relates his current work to past findings and ideas, and considers how some strategic questions can be solved with existing tools.
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Morris, Peter, and Edward James. A Critical Word Book of the Pentateuch (The Computer-generated Bible). The Edwin Mellen Press Ltd, 1995.

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Book chapters on the topic "Computer-Generated work":

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Bournique, R., R. Candrea, and D. Hartman. "The Interactive Planning Work Station." In Computer-Generated Images, 269–77. Tokyo: Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8_23.

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Zhang, Yudong, Yuzhong Chen, Yangyang Lin, and Yankun Zhang. "Detection of Algorithmically Generated Domain Names Using SMOTE and Hybrid Neural Network." In Computer Supported Cooperative Work and Social Computing, 738–51. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-15-1377-0_57.

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Sabir, Aqsa, Rahat Hussain, Syed Farhan Alam Zaidi, Akeem Pedro, Mehrtash Soltani, Dongmin Lee, and Chansik Park. "Utilizing 360-Degree Images for Synthetic Data Generation in Construction Scenarios." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 701–10. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.70.

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Computer vision-based safety monitoring requires machine learning models trained on generalized datasets covering various viewpoints, surface properties, and lighting conditions. However, capturing high-quality and extensive datasets for some construction scenarios is challenging at real job sites due to the risky nature of construction scenarios. Previous methods have proposed synthetic data generation techniques involving 2D background randomization with virtual objects in game-based engines. While there has been extensive work on utilizing 360-degree images for various purposes, no study has yet employed 360-degree images for generating synthetic data specifically tailored for construction sites. To improve the synthetic data generation process, this study proposes a 360-degree images-based synthetic data generation approach using Unity 3D game engine. The approach efficiently generates a sizable dataset with better dimensions and scaling, encompassing a range of camera positions with randomized lighting intensities. To check the effectiveness of our proposed method, we conducted a subjective evaluation, considering three key factors: object positioning, scaling in terms of object respective size, and the overall size of the generated dataset. The synthesized images illustrate the visual improvement in all three factors. By offering an improved data generation method for training safety-focused computer vision models, this research has the potential to significantly enhance the automation of the construction safety monitoring process, and hence, this method can bring substantial benefits to the construction industry by improving operational efficiency and reinforcing safety measures for workers
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Sabir, Aqsa, Rahat Hussain, Syed Farhan Alam Zaidi, Akeem Pedro, Mehrtash Soltani, Dongmin Lee, and Chansik Park. "Utilizing 360-Degree Images for Synthetic Data Generation in Construction Scenarios." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality, 701–10. Florence: Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.70.

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Computer vision-based safety monitoring requires machine learning models trained on generalized datasets covering various viewpoints, surface properties, and lighting conditions. However, capturing high-quality and extensive datasets for some construction scenarios is challenging at real job sites due to the risky nature of construction scenarios. Previous methods have proposed synthetic data generation techniques involving 2D background randomization with virtual objects in game-based engines. While there has been extensive work on utilizing 360-degree images for various purposes, no study has yet employed 360-degree images for generating synthetic data specifically tailored for construction sites. To improve the synthetic data generation process, this study proposes a 360-degree images-based synthetic data generation approach using Unity 3D game engine. The approach efficiently generates a sizable dataset with better dimensions and scaling, encompassing a range of camera positions with randomized lighting intensities. To check the effectiveness of our proposed method, we conducted a subjective evaluation, considering three key factors: object positioning, scaling in terms of object respective size, and the overall size of the generated dataset. The synthesized images illustrate the visual improvement in all three factors. By offering an improved data generation method for training safety-focused computer vision models, this research has the potential to significantly enhance the automation of the construction safety monitoring process, and hence, this method can bring substantial benefits to the construction industry by improving operational efficiency and reinforcing safety measures for workers
5

Ye, Ying, and Mike Adcock. "Chinese Copyright Law and Computer-Generated Works in the Era of Artificial Intelligence." In Data Science, Machine Intelligence, and Law, 157–67. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50559-2_8.

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Ward, Douglas R. "Boosting Connectivity in a Student Generated Collaborative Database." In Proceedings of the Second European Conference on Computer-Supported Cooperative Work ECSCW ’91, 191–201. Dordrecht: Springer Netherlands, 1991. http://dx.doi.org/10.1007/978-94-011-3506-1_15.

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Pham, Long H., and Jun Sun. "Verifying Neural Networks Against Backdoor Attacks." In Computer Aided Verification, 171–92. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-13185-1_9.

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AbstractNeural networks have achieved state-of-the-art performance in solving many problems, including many applications in safety/security-critical systems. Researchers also discovered multiple security issues associated with neural networks. One of them is backdoor attacks, i.e., a neural network may be embedded with a backdoor such that a target output is almost always generated in the presence of a trigger. Existing defense approaches mostly focus on detecting whether a neural network is ‘backdoored’ based on heuristics, e.g., activation patterns. To the best of our knowledge, the only line of work which certifies the absence of backdoor is based on randomized smoothing, which is known to significantly reduce neural network performance. In this work, we propose an approach to verify whether a given neural network is free of backdoor with a certain level of success rate. Our approach integrates statistical sampling as well as abstract interpretation. The experiment results show that our approach effectively verifies the absence of backdoor or generates backdoor triggers.
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Jouda, Ahmed. "Exploring Abstractive vs. Extractive Summarisation Techniques for Sports News." In Communications in Computer and Information Science, 368–80. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-26438-2_29.

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AbstractThe high demand generated by the information age has led to recent breakthroughs in both extractive and abstractive text summarisation. This work explores the algorithms that were the product of these advances, focusing on the domain of sports news summarisation. By creating a new hybrid evaluation system that incorporates automatic evaluation metrics, such as ROUGE and BLEU scores, with human evaluation, we observe that abstractive techniques return the best results in the sports domain. This also generalises to the domain of political articles. However, here the metrics report lower scores across most algorithms. Another finding is that the algorithms considered perform independently of the dialect of English used.
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Saad, Muhammad Muneeb, Mubashir Husain Rehmani, and Ruairi O’Reilly. "A Self-attention Guided Multi-scale Gradient GAN for Diversified X-ray Image Synthesis." In Communications in Computer and Information Science, 18–31. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-26438-2_2.

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AbstractImbalanced image datasets are commonly available in the domain of biomedical image analysis. Biomedical images contain diversified features that are significant in predicting targeted diseases. Generative Adversarial Networks (GANs) are utilized to address the data limitation problem via the generation of synthetic images. Training challenges such as mode collapse, non-convergence, and instability degrade a GAN’s performance in synthesizing diversified and high-quality images. In this work, MSG-SAGAN, an attention-guided multi-scale gradient GAN architecture is proposed to model the relationship between long-range dependencies of biomedical image features and improves the training performance using a flow of multi-scale gradients at multiple resolutions in the layers of generator and discriminator models. The intent is to reduce the impact of mode collapse and stabilize the training of GAN using an attention mechanism with multi-scale gradient learning for diversified X-ray image synthesis. Multi-scale Structural Similarity Index Measure (MS-SSIM) and Frechet Inception Distance (FID) are used to identify the occurrence of mode collapse and evaluate the diversity of synthetic images generated. The proposed architecture is compared with the multi-scale gradient GAN (MSG-GAN) to assess the diversity of generated synthetic images. Results indicate that the MSG-SAGAN outperforms MSG-GAN in synthesizing diversified images as evidenced by the MS-SSIM and FID scores.
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Ali, Hazrat, Shafaq Murad, and Zubair Shah. "Spot the Fake Lungs: Generating Synthetic Medical Images Using Neural Diffusion Models." In Communications in Computer and Information Science, 32–39. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-26438-2_3.

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AbstractGenerative models are becoming popular for the synthesis of medical images. Recently, neural diffusion models have demonstrated the potential to generate photo-realistic images of objects. However, their potential to generate medical images is not explored yet. We explore the possibilities of synthesizing medical images using neural diffusion models. First, we use a pre-trained DALLE2 model to generate lungs X-Ray and CT images from an input text prompt. Second, we train a stable diffusion model with 3165 X-Ray images and generate synthetic images. We evaluate the synthetic image data through a qualitative analysis where two independent radiologists label randomly chosen samples from the generated data as real, fake, or unsure. Results demonstrate that images generated with the diffusion model can translate characteristics that are otherwise very specific to certain medical conditions in chest X-Ray or CT images. Careful tuning of the model can be very promising. To the best of our knowledge, this is the first attempt to generate lungs X-Ray and CT images using neural diffusion models. This work aims to introduce a new dimension in artificial intelligence for medical imaging. Given that this is a new topic, the paper will serve as an introduction and motivation for the research community to explore the potential of diffusion models for medical image synthesis. We have released the synthetic images on https://www.kaggle.com/datasets/hazrat/awesomelungs.

Conference papers on the topic "Computer-Generated work":

1

Lee, Sing H. "Computer-aided design for computer-generated holograms." In OSA Annual Meeting. Washington, D.C.: Optica Publishing Group, 1988. http://dx.doi.org/10.1364/oam.1988.wu3.

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Applications of computer-generated holograms (CGHs) have expanded beyond the well-known area of optical testing to include diffractive optics, optical filters for pattern recognition, and 3-D display. The CGHs fabricated by commercially available optical or electron-beam writers are of special interest because they have a large space- bandwidth product (number of pixels in the hologram, ≥ 1010) and have high resolution (≤1 μm). The processes of designing and fabricating CGHs are often laborious. Depending on the background of the system designer, who contemplates the use of CGHs, he may be bewildered by the array of encoding schemes, the potentially explosive computational and data storage requirements, or the poorly defined procedures for transferring the design into a physical element. This situation is not unlike the conditions in mechanical and electronic design that prompted the creation of computer-aided design (CAD) work stations.
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Smith, Robin W., and A. A. West. "Electron-beam written computer-generated diffractive optical elements." In OSA Annual Meeting. Washington, D.C.: Optica Publishing Group, 1988. http://dx.doi.org/10.1364/oam.1988.wv2.

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This work is concerned with the production of novel diffractive optical elements. These are computer generated and written by electron-beam lithography as binary amplitude, chrome on glass, masters. These elements can be used in either transmission or reflection.
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Barron, Craig. "Computer-generated environments and digital matte work for the films “Casino” and “Dunston checks in”." In ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/253607.253958.

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Lopez, Christian, Scarlett R. Miller, and Conrad S. Tucker. "Human Validation of Computer vs Human Generated Design Sketches." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85698.

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The objective of this work is to explore the perceived visual and functional characteristics of computer generated sketches, compared to human created sketches. In addition, this work explores the possible biases that humans may have towards the perceived functionality of computer generated sketches. Recent advancements in deep generative design methods have allowed designers to implement computational tools to automatically generate large pools of new design ideas. However, if computational tools are to co-create ideas and solutions alongside designers, their ability to generate not only novel but also functional ideas, needs to be explored. Moreover, since decision-makers need to select those creative ideas for further development to ensure innovation, their possible biases towards computer generated ideas need to be explored. In this study, 619 human participants were recruited to analyze the perceived visual and functional characteristics of 50 human created 2D sketches, and 50 2D sketches generated by a deep learning generative model (i.e., computer generated). The results indicate that participants perceived the computer generated sketches as more functional than the human generated sketches. This perceived functionality was not biased by the presence of labels that explicitly presented the sketches as either human or computer generated. Moreover, the results reveal that participants were not able to classify the 2D sketches as human or computer generated with accuracies greater than random chance. The results provide evidence that supports the capabilities of deep learning generative design tools and their potential to assist designers in creative tasks such as ideation.
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Chang, S.-M., D. A. Pommet, L. Malley, and M. A. Fiddy. "Computer generated holographic photonic band gap structures designed using inverse scattering techniques." In Holography. Washington, D.C.: Optica Publishing Group, 1996. http://dx.doi.org/10.1364/holography.1996.htud.4.

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Inverse synthesis techniques are important for development of diffractive optical elements. For non-periodic media, approximations can be made which allow estimates of the scattering permittivity distribution to be found. Over the last 15 years [1,2,3] we have moved from trying to interpret the most restrictive yet computationally simple of these approximations, the linearizing first Born and Rytov approximations, to the development of techniques which can be applied to both strongly scattering media as well as nonlinear (e.g. χ3) structures. We have also applied these methods to real experimental data as well as simulated cases, as such work has wide ranging uses in fields as diverse as medical and geophysical imaging, as well as the design of optical components. Emerging from these studies is a clearer understanding as to how the differential cepstral method (see [4]) and distorted wave methods can be integrated in order to synthesize structures which are both strongly scattering and which have prescribed optically controllable scattering patterns.
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Shi, Pengfei, and John McPhee. "On the Use of Virtual Work in a Graph-Theoretic Formulation for Multibody Dynamics." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/vib-4199.

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Abstract In this paper, graph-theoretic and virtual work methods are combined in a new formulation of the equations of motion for rigid and flexible multibody systems. In addition to extending the theory for existing graph-theoretic approaches, this new formulation offers two distinct improvements. First, the set of differential-algebraic dynamic equations are smaller in number than those obtained using conventional formulations. Secondly, the equations of motion for rigid and flexible multibody systems can be generated using a consistent graph-theoretic approach, thereby leading to an efficient and modular computer implementation.
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Liu, Jen-Yu, and Hong-Sen Yan. "Computer-Aided Geometry Design of Trapezoidal Threaded Variable Pitch Conical Lead Screws." In ASME 1991 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/cie1991-0124.

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Abstract Based on conical screw matrix transformation, equations of variable pitch conical helix and helicoid are derived. The surface geometry of a trapezoidal threaded variable pitch conical lead screw is generated by a trapezoid with a variable pitch conical screw motion. A computer-aided design code is developed with Patran Plus solid modeling. The result of this work is necessary for the computer-aided machining of trapezoidal threaded variable pitch conical lead screws.
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Ge, Q. J., D. Kang, and M. Sirchia. "Kinematically Generated Dual Tensor-Product Surfaces." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/mech-5877.

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Abstract This paper takes advantage of the duality between point and plane geometries and studies a class of tensor-product surfaces that can be generated kinematically as surfaces enveloped by a plane under two-parameter rational Bézier motions. The results of this cross-disciplinary work, between the field of Computer Aided Geometric Design and Kinematics, can be used as a basis for studying geometric and kinematic issues associated with the design and manufacture of freeform surfaces.
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Sahibgareeva, Gulnara Faritovna, and Vlada Vladimirovna Kugurakova. "Branched Structure Component for a Video Game Scenario Prototype Generator." In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.

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The task of automating the routine work of computer game writers, narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game, such as, for example, automatic balancing of quantitative parameters, is carried out. The paper presents the chosen technological stack and gives specific solutions for storage in the form of a structured scenario, allowing the generation of continuing story branches and testing the narrative prototyping stage using the automatically generated text novel.
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Paulichen, Heloiza, Kallil Zielinski, Dalcimar Casanova, and Pablo Cavalcanti. "Analysis of futsal matches using a single-camera computer vision system." In Workshop de Visão Computacional. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/wvc.2020.13494.

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The use of computer systems in sports has increased significantly in the last decade. Consequently, systems have been developed to help each athlete or team quantify their performance, such as distances traveled, speeds attained, and positions where each athlete was on the court or field. In this work, a method based on computer vision is proposed to analyse futsal matches. Videos were acquired using a single camera with a wide-angle lens, which facilitates the installation and calibration process in different matches and arenas. The approach is illustrated through video recordings of Pato Futsal team, from which the athletes were detected, their positions projected from pixels to real world coordinates their trajectories estimated. The generated data visualization aims to help coaches in their physical and tactical analysis.

Reports on the topic "Computer-Generated work":

1

Chien, Stanley, Lauren Christopher, Yaobin Chen, Mei Qiu, and Wei Lin. Integration of Lane-Specific Traffic Data Generated from Real-Time CCTV Videos into INDOT's Traffic Management System. Purdue University, 2023. http://dx.doi.org/10.5703/1288284317400.

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The Indiana Department of Transportation (INDOT) uses about 600 digital cameras along populated Indiana highways in order to monitor highway traffic conditions. The videos from these cameras are currently observed by human operators looking for traffic conditions and incidents. However, it is time-consuming for the operators to scan through all video data from all the cameras in real-time. The main objective of this research was to develop an automatic and real-time system and implement the system at INDOT to monitor traffic conditions and detect incidents automatically. The Transportation and Autonomous Systems Institute (TASI) of the Purdue School of Engineering and Technology at Indiana University-Purdue University Indianapolis (IUPUI) and the INDOT Traffic Management Center have worked together to research and develop a system that monitors the traffic conditions based on the INDOT CCTV video feeds. The proposed system performs traffic flow estimation, incident detection, and the classification of vehicles involved in an incident. The goal was to develop a system and prepare for future implementation. The research team designed the new system, in­cluding the hardware and software components, the currently existing INDOT CCTV system, the database structure for traffic data extracted from the videos, and a user-friendly web-based server for identifying individual lanes on the highway and showing vehicle flowrates of each lane automatically. The preliminary prototype of some system components was implemented in the 2018–2019 JTRP projects, which provided the feasibility and structure of the automatic traffic status extraction from the video feeds. The 2019–2021 JTRP project focused on developing and improving many features’ functionality and computation speed to make the program run in real-time. The specific work in this 2021–2022 JTRP project is to improve the system further and implement it on INDOT’s premises. The system has the following features: vehicle-detection, road boundary detection, lane detection, vehicle count and flowrate detection, traffic condition detection, database development, web-based graphical user interface (GUI), and a hardware specification study. The research team has installed the system on one computer in INDOT for daily road traffic monitoring operations.
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Altstein, Miriam, and Ronald J. Nachman. Rational Design of Insect Control Agent Prototypes Based on Pyrokinin/PBAN Neuropeptide Antagonists. United States Department of Agriculture, August 2013. http://dx.doi.org/10.32747/2013.7593398.bard.

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The general objective of this study was to develop rationally designed mimetic antagonists (and agonists) of the PK/PBAN Np class with enhanced bio-stability and bioavailability as prototypes for effective and environmentally friendly pest insect management agents. The PK/PBAN family is a multifunctional group of Nps that mediates key functions in insects (sex pheromone biosynthesis, cuticular melanization, myotropic activity, diapause and pupal development) and is, therefore, of high scientific and applied interest. The objectives of the current study were: (i) to identify an antagonist biophores (ii) to develop an arsenal of amphiphilic topically active PK/PBAN antagonists with an array of different time-release profiles based on the previously developed prototype analog; (iii) to develop rationally designed non-peptide SMLs based on the antagonist biophore determined in (i) and evaluate them in cloned receptor microplate binding assays and by pheromonotropic, melanotropic and pupariation in vivo assays. (iv) to clone PK/PBAN receptors (PK/PBAN-Rs) for further understanding of receptor-ligand interactions; (v) to develop microplate binding assays for screening the above SMLs. In the course of the granting period A series of amphiphilic PK/PBAN analogs based on a linear lead antagonist from the previous BARD grant was synthesized that incorporated a diverse array of hydrophobic groups (HR-Suc-A[dF]PRLa). Others were synthesized via the attachment of polyethylene glycol (PEG) polymers. A hydrophobic, biostablePK/PBAN/DH analog DH-2Abf-K prevented the onset of the protective state of diapause in H. zea pupae [EC50=7 pmol/larva] following injection into the preceding larval stage. It effectively induces the crop pest to commit a form of ‘ecological suicide’. Evaluation of a set of amphiphilic PK analogs with a diverse array of hydrophobic groups of the formula HR-Suc-FTPRLa led to the identification of analog T-63 (HR=Decyl) that increased the extent of diapause termination by a factor of 70% when applied topically to newly emerged pupae. Another biostablePK analog PK-Oic-1 featured anti-feedant and aphicidal properties that matched the potency of some commercial aphicides. Native PK showed no significant activity. The aphicidal effects were blocked by a new PEGylated PK antagonist analog PK-dF-PEG4, suggesting that the activity is mediated by a PK/PBAN receptor and therefore indicative of a novel and selective mode-of-action. Using a novel transPro mimetic motif (dihydroimidazole; ‘Jones’) developed in previous BARD-sponsored work, the first antagonist for the diapause hormone (DH), DH-Jo, was developed and shown to block over 50% of H. zea pupal diapause termination activity of native DH. This novel antagonist development strategy may be applicable to other invertebrate and vertebrate hormones that feature a transPro in the active core. The research identifies a critical component of the antagonist biophore for this PK/PBAN receptor subtype, i.e. a trans-oriented Pro. Additional work led to the molecular cloning and functional characterization of the DH receptor from H. zea, allowing for the discovery of three other DH antagonist analogs: Drosophila ETH, a β-AA analog, and a dF analog. The receptor experiments identified an agonist (DH-2Abf-dA) with a maximal response greater than native DH. ‘Deconvolution’ of a rationally-designed nonpeptide heterocyclic combinatorial library with a cyclic bis-guanidino (BG) scaffold led to discovery of several members that elicited activity in a pupariation acceleration assay, and one that also showed activity in an H. zea diapause termination assay, eliciting a maximal response of 90%. Molecular cloning and functional characterization of a CAP2b antidiuretic receptor from the kissing bug (R. prolixus) as well as the first CAP2b and PK receptors from a tick was also achieved. Notably, the PK/PBAN-like receptor from the cattle fever tick is unique among known PK/PBAN and CAP2b receptors in that it can interact with both ligand types, providing further evidence for an evolutionary relationship between these two NP families. In the course of the granting period we also managed to clone the PK/PBAN-R of H. peltigera, to express it and the S. littoralis-R Sf-9 cells and to evaluate their interaction with a variety of PK/PBAN ligands. In addition, three functional microplate assays in a HTS format have been developed: a cell-membrane competitive ligand binding assay; a Ca flux assay and a whole cell cAMP ELISA. The Ca flux assay has been used for receptor characterization due to its extremely high sensitivity. Computer homology studies were carried out to predict both receptor’s SAR and based on this analysis 8 mutants have been generated. The bioavailability of small linear antagonistic peptides has been evaluated and was found to be highly effective as sex pheromone biosynthesis inhibitors. The activity of 11 new amphiphilic analogs has also been evaluated. Unfortunately, due to a problem with the Heliothis moth colony we were unable to select those with pheromonotropic antagonistic activity and further check their bioavailability. Six peptides exhibited some melanotropic antagonistic activity but due to the low inhibitory effect the peptides were not further tested for bioavailability in S. littoralis larvae. Despite the fact that no new antagonistic peptides were discovered in the course of this granting period the results contribute to a better understanding of the interaction of the PK/PBAN family of Nps with their receptors, provided several HT assays for screening of libraries of various origin for presence of PK/PBAN-Ragonists and antagonists and provided important practical information for the further design of new, peptide-based insecticide prototypes aimed at the disruption of key neuroendocrine physiological functions in pest insects.
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L'Estampe en France: Thirty-Four Young Printmakers. Inter-American Development Bank, February 1999. http://dx.doi.org/10.18235/0006415.

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Forty-five limited edition prints (primarily etching and engraving, but also lithography, silkscreen, and computer-generated images, among others) by French printmakers under forty years of age. Through the Association Française d¿Action Artistique (AFAA) and L¿Association Les Ateliers, an association of Parisian printmaking workshops, the Center brought contemporary works by master printers whose work represents an extraordinary diversity of vision. The exhibition was organized in honor of Paris, France, site of the 40th Annual Meeting of the IDB Board of Governors in March, 1999, and later in the year travelled on exhibition to Brazil.

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