Academic literature on the topic 'Monotonous objects'

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Journal articles on the topic "Monotonous objects"

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Devaraja, Rahul Raj, Rytis Maskeliūnas, and Robertas Damaševičius. "Design and Evaluation of Anthropomorphic Robotic Hand for Object Grasping and Shape Recognition." Computers 10, no. 1 (December 22, 2020): 1. http://dx.doi.org/10.3390/computers10010001.

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We developed an anthropomorphic multi-finger artificial hand for a fine-scale object grasping task, sensing the grasped object’s shape. The robotic hand was created using the 3D printer and has the servo bed for stand-alone finger movement. The data containing the robotic fingers’ angular position are acquired using the Leap Motion device, and a hybrid Support Vector Machine (SVM) classifier is used for object shape identification. We trained the designed robotic hand on a few monotonous convex-shaped items similar to everyday objects (ball, cylinder, and rectangular box) using supervised learning techniques. We achieve the mean accuracy of object shape recognition of 94.4%.
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Suponenkovs, Artjoms, Mihails Kovalovs, and Zigurds Markovics. "APPLICATION OF COMPUTER VISION TECHNOLOGIES FOR AUTONOMOUS PILE MANIPULATION." ENVIRONMENT. TECHNOLOGIES. RESOURCES. Proceedings of the International Scientific and Practical Conference 2 (June 20, 2019): 159. http://dx.doi.org/10.17770/etr2019vol2.4033.

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Modern robots can perform uncreative monotonous tasks. One of such tasks is pile manipulation. Computer vision technologies can help robots acquire additional information by analyzing a pile of complex objects. One of such complex objects is a fish. The presented work investigates the problems of complex object analysis using computer vision. This paper addresses the challenges of image pre-processing, image segmentation, fish detection and occlusion detection. This work results can be useful for developing a computer vision system for pile manipulation.
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Chen, Xuemei, Zhonghua Wei, Xia Zhao, Mingyang Hao, and Tongyang Zhang. "Conspicuity Research on the Highway Roadside Objects: A Simulator Study." Discrete Dynamics in Nature and Society 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/864791.

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In a monotonous travelling environment, the single-vehicle run-off-roadside accidents occur easily. The injuries and fatalities caused by those accidents are significant components of the annual road casualties. The causation is the complex interaction of the visual effects on the roadside objects’ conspicuity. So the conspicuity enhancement needs to be considered in the roadside objects design to provide a temporary restoration of alertness and vigilance to drivers. Factors contributing to the conspicuity of the roadside objects were analyzed in this paper. A driving simulator study was conducted in order to extrapolate the relationship between the legibility distances and the objects and to quantify the conspicuity of the roadside objects different in basic features. The conclusions of this paper were firstly, a significant correlation existed between the mean legibility distance and the object’s size. The mean legibility distance was in a significant exponential proportion to the object’s size. Secondly, the triangle’s legibility was better than that of the rectangle and round contours. Only when the roadside object was combined with the suitable contour and size did the best visual quality come. To some extent, the conclusions could provide theoretical tools and strategies to optimize the dimensional design of the roadside objects in order to maintain the roadside safety.
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FAUDOT, DOMINIQUE, and GILLES GESQUIERE. "STUDY OF VOLUME VARIATION OF IMPLICIT OBJECTS." International Journal of Image and Graphics 06, no. 04 (October 2006): 551–68. http://dx.doi.org/10.1142/s0219467806002483.

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We propose studying the variations of volume of implicit objects during an animation according to several points of view: choice of the function of density, variations of parameters such as the iso-value and the radius of influence for a given function, variations of the parameters inherent in a particular function. Modification of parameters of the function of density must be carried out with care. There are no rules concerning these variations. To avoid the non-monotonous variations, it is necessary to choose a function of density beforehand and study the intervals of variation of its parameters. A new discretization makes it possible to locate these variations for a later use in a process of control of these variations.
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Lu, Wei. "Image Retrieval Based on Contour and Relevance Feedback." Applied Mechanics and Materials 182-183 (June 2012): 1771–75. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.1771.

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In this paper an algorithm is proposed to retrieve images based on contour moment invariants of image and relevance feedback. Firstly, the contour of each query image is extracted and its contour moment invariant is computed. Then according to Euclid Distance between the query image and each image in the image database, the most similar images to the query image can be found. Finally, the relevance feedback algorithm based on support vector machine (SVM) is applied to improve retrieval precision. Experimental results show that the algorithm is more accurate and efficient to retrieve images with monotonous background and clear object and meet the invariance on shift, rotation and scale transform of objects.
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Lukash, A., and A. Panfilov. "SELFIE-ARCHITECTURE OF TYUMEN." Bulletin of Belgorod State Technological University named after. V. G. Shukhov 6, no. 7 (July 10, 2021): 62–72. http://dx.doi.org/10.34031/2071-7318-2021-6-7-62-72.

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Architecture is an integral part human life. It influences the psyche and health of people, causing certain associations. Architectural objects are often captured through the lens of cameras. Selfie culture has become a powerful tool for promoting new meanings and designing modern public spaces. The need for selfie backgrounds is increasing. This encourages artists and architects to create interesting solutions for urban space. There are examples of urban street art in many cities around the world and in Russia. In Tyumen, there are memorable objects for visitors and its residents, which in turn are urban landmarks and are responsible for the strategic and economic development of the city. They are recognizable, stand out against the background of a monotonous environment and help to navigate the urban landscape. As a result of conducted research, the nformation is obtained on the most popular places for photos in the city of Tyumen. Territories can be divided into the following categories: environment, object and background. An architectural structure that meets all the criteria and is a key symbol of the city is selected from the objects considered. The selfie architecture of Tyumen is an integral part of the culture of today. However, at the moment in Tyumen there are no popular truly utilitarian spaces intended only for photos as it happens in other cities.
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Octafiatiningsih, Erny, and Imam Sujarwo. "The Application of Quadratic Bezier Curve on Rotational and Symmetrical Lampshade." CAUCHY 4, no. 2 (May 1, 2016): 100. http://dx.doi.org/10.18860/ca.v4i2.3494.

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The procedure of constructing lampshade is through parameter merger and selection of Bezier surfaces shapeshifters; thus it producesperfect and varied sitting-lampshades.Constructing sitting-lamp shades requires the study of the physical (lighting) and geometryaspects. In terms of geometry, the existed sitting-lampshade creation models is generally monotonous and constructed from objects pieces. In line with these problems, this research is divided into four stages:First, preparing the data to build a sitting-lampshade. Second, technical studying to construct the symmetricity of the sitting-lamp shade shape.Third, constructing the parts of the sitting-lampshade, namely the base, the main part, the roof. Fourth, constructingthe complete sitting-lampshade. The results of this research to obtain the procedures of constructing the sitting-lampshade namely: First, dividing the major axis into three non-homogeneous sub segments.Second, constructing parts of the sitting-lampshade namely the base, the main part, and the roof by combining the sitting-lamp shade components from the geometrical objects deformation.Third, filling each sub segment of non-homogeneous parts with parts of the lampshade and creating the boundary curvesproducing a varied innovative symmetricalmodels of sitting-lampshade.
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Imansyah, Nur, and Sri Handani W. "The Implementation of Augmented Reality-Based Learning in Computer Network System Courses." CCIT Journal 14, no. 1 (February 10, 2021): 13–20. http://dx.doi.org/10.33050/ccit.v14i1.804.

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How to deliver teaching materials in lectures is one part that determines students understand the material presented, especially when lecture material is something that requires equipment that supports outdoor activities or requires practicum devices that are not possible to apply to the room for example is practicum about depicting Fresnel Zone and Sometimes monotonous delivery bores students so that they are not interested enough to have difficulty in understanding lecture material. One way that can be done to overcome this is by using visual equipment so that what is conveyed visually makes students interested in the material presented. Submission visually in the room is also a problem when the number of students is large. For that we need equipment that can provide information visually and is easy to use or carry that can stimulate the activities of students to interact. Augmented Reality is a visual model that can provide new experiences in interacting between real objects and virtual objects in the form of three dimensions, using augmented reality packaged as learning material can help students to understand teaching materials in lectures.
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Kunkevich, D. P., I. I. Polozkov, and A. A. Baryshev. "Automated synthesis of technological fixture constructions." «System analysis and applied information science», no. 4 (December 30, 2019): 39–45. http://dx.doi.org/10.21122/2309-4923-2019-4-39-45.

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At the initial stage of engineering design it has to determine the set of units of design object and topological relations between them. The solution making at this stage is very efficiently because the set of operations may be carried out: adding components into the project, mating them to each other’s etc. The procedures of such kind are monotonous and time consuming. Article is dedicated to automation of topological design. However, the creation and adoption of design decisions is a difficult creative task. Currently, there are several approaches that can be applied to specific types of objects, such as injection molds, blacksmith dies, etc. Most of them are various kinds of technological equipment. There is another type of such equipment – fixtures for locating and clamping parts on the technological operations of assembly, welding, cutting, etc. Automated synthesis of fixtures is considered in this article. A method for determining the design situation is proposed. The method is based on location theory and involves the analysis of a solid model of the object being located. An example of carrier system is presented too. It is assumed that the content of the article will be useful for development of application based on CAD system. Moreover, the engineer – CAD-user himself can do this without involving a professional programmer.
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Ibad, Taqwa Nur, and Maisyatus Sarifah. "Penggunaan Media Realia dalam Meningkatkan Pengalaman Belajar Siswa." Bidayatuna Jurnal Pendidikan Guru Mandrasah Ibtidaiyah 4, no. 2 (October 24, 2021): 232. http://dx.doi.org/10.54471/bidayatuna.v4i2.1303.

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Education is an effort to foster and spread one's personality, both spiritually and physically. Learning experiences are several student activities carried out to obtain new information and competencies in accordance with the objectives to be achieved. Realia media are tangible objects that are often encountered by students and are easily found in daily activities that can be brought into learning situations or become media for teaching materials for students. These real objects can be used as realia media and these objects must be original and intact in form and also the actual size so that they can be recognized by students properly. Based on the above understanding, it is known that the use of the right realia media will improve the student's learning experience of the material to be studied. The use of realia media in thematic learning, especially in grade 4 MI Nurul Islam Sukosari. And the problem I encountered was that the media used by grade 4 teachers had not yet optimized the long-term learning objectives. This happens because the use of media is monotonous so that the process of learning activities is less memorable for students so that students are less experienced. Therefore, to improve the student learning experience, the researcher chose to raise the title "Use of Realia Media in Improving Student Learning Experience in Grade 4 Thematic Learning".
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Dissertations / Theses on the topic "Monotonous objects"

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Pihnastyi, O. M., and A. I. Lazarets. "Information support of the planning system of production release for the enterprise with the flow-based method of organizing production based on clearing-model." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/42511.

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Pons, Anne. "Contribution à l'étude des raisonnements non-monotones dans les langages à objets avec héritage multiple." Aix-Marseille 2, 1992. http://www.theses.fr/1992AIX22045.

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Les travaux presents dans cette thèse concernent les raisonnements non-monotones dans les langages orientes objets, utilisant les valeurs par défaut et l'héritage multiple. Nous cherchons à répondre à la question: pour un individu particulier I et une propriété P, quelles sont les valeurs qui décrivent P?. Le mécanisme d'héritage est mis en oeuvre sur la base de connaissance lors de cette question. Il rencontre les problèmes de conflit entre deux valeurs contradictoires héritées. Les mécanismes d'héritage existants n'ont pas de solution objective à ce problème. Nous proposons un prototype de langages à objets qui offre certains outils pour résoudre les conflits. Nous avons crée deux solutions syntaxiques qui réduisent le nombre de situations de conflit. Pour les conflits non résolus par ces deux outils, nous présentons une notion de point de vue sans contraintes sémantiques et syntaxiques pour les créateurs de la base. Cette notion de point de vue permet aux utilisateurs de choisir librement les valeurs interessantes parmi celles possibles héritées. Des informations, déduites par héritage, les aident à faire un choix. Cette information est composée de points de vue. Enfin, nous présentons une formalisation logique, en logique des défauts, du mécanisme d'héritage avec points de vue
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Book chapters on the topic "Monotonous objects"

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Noltemeier, H., K. Verbarg, and C. Zirkelbach. "Monotonous Bisector* Trees — a tool for efficient partitioning of complex scenes of geometric objects." In Data structures and efficient algorithms, 186–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/3-540-55488-2_27.

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Smith, Gary. "Conclusion." In The AI Delusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198824305.003.0015.

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We live in an incredible period in history. The Computer Revolution may be even more life-changing than the Industrial Revolution. We can do things with computers that could never be done before, and computers can do things for us that never could be done before. I am addicted to computers and you may be, too. But we shouldn’t let our love of computers cloud our recognition of their limitations. Yes, computers know more facts than we do. Yes, computers have better memories than we do. Yes, computers can make calculations faster than we can. Yes, computers do not get tired like we do. Robots far surpass humans at repetitive, monotonous tasks like tightening bolts, planting seeds, searching legal documents, and accepting bank deposits and dispensing cash. Computers can recognize objects, draw pictures, drive cars. You can surely think of a dozen other impressive— even superhuman—computer feats. It is tempting to think that because computers can do some things extremely well, they must be highly intelligent. However, being useful for specific tasks is very different from having a general intelligence that applies the lessons learned and skills required for one task to more complex tasks or to completely different tasks. With true intelligence, skills are portable. Computers are great and getting better, but computer algorithms are still designed to have the very narrow capabilities needed to perform well-defined chores, not the general intelligence needed to deal with unfamiliar situations by assessing what is happening, why it is happening, and what the consequences are of taking action. Humans can apply general knowledge to specific situations and use specific situations to improve their general knowledge. Computers today cannot. Artificial intelligence is not at all like the real intelligence that comes from human brains. Computers do not know what words mean because computers do not experience the world the way we do. They do not even know what the real world is. Computers do not have the common sense or wisdom that humans accumulate by living life. Computers cannot formulate persuasive theories. Computers cannot do inductive reasoning or make long-run plans.
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Conference papers on the topic "Monotonous objects"

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Maekawa, Katsuhiro. "Shape Design Using 1/F Fluctuation Characteristics." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87785.

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An attempt has been made to develop a method of introducing 1/f fluctuation characteristics into aesthetic objects. First, topographic features of various tea bowls are measured using laser metrology, and their wave patterns are analyzed by the FFT and characterized by using power spectrums. The quantification of an affective factor involved on the outer surface of the tea bowls shows that the handmade tea bowls have an inclination close to −1 on the spatial frequency-power spectrum diagram, which means that it has 1/f fluctuation characteristics. A mass-produced one, on the other hand, tends to have an inclination of near −2, which gives us a monotonous or dull impression. Next, the 1/f fluctuation property is applied to shape design, in which the surface of a tea bowl is created using the measured texture. Rapid prototyping technology is employed to substantiate the model, and it has been confirmed that the accuracy of duplicates is satisfactory. Finally, a mathematical model with 1/f fluctuation characteristics is illustrated to mimic a real handmade tea bowl by using the proposed method.
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