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1

Stajic, Jelena. "A scene-internalizing computer program." Science 360, no. 6394 (June 14, 2018): 1198.2–1198. http://dx.doi.org/10.1126/science.360.6394.1198-b.

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Xu, Yuanjin. "Application of Remote Sensing Image Data Scene Generation Method in Smart City." Complexity 2021 (January 28, 2021): 1–13. http://dx.doi.org/10.1155/2021/6653841.

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Remote sensing image simulation is a very effective method to verify the feasibility of sensor devices for ground observation. The key to remote sensing image application is that simultaneous interpreting of remote sensing images can make use of the different characteristics of different data, eliminate the redundancy and contradiction between different sensors, and improve the timeliness and reliability of remote sensing information extraction. The hotspots and difficulties in this direction are based on remote sensing image simulation of 3D scenes on the ground. Therefore, constructing the 3D scene model on the ground rapidly and accurately is the focus of current research. Because different scenes have different radiation characteristics, therefore, when using MATLAB to write a program generated by 3D scenes, 3D scenes must be saved as different text files according to different scene types, and then extension program of the scene is written to solve the defect that the calculation efficiency is not ideal due to the huge amount of data. This paper uses POV ray photon reverse tracking software to simulate the imaging process of remote sensing sensors, coordinate transformation is used to convert a triangle text file to POV ray readable information and input the RGB value of the base color based on the colorimetry principle, and the final 3D scene is visualized. This paper analyzes the thermal radiation characteristics of the scene and proves the rationality of the scene simulation. The experimental results show that introducing the chroma in the visualization of the scene model makes the whole scene have not only fidelity, but also radiation characteristics in shape and color. This is indispensable in existing 3D modeling and visualization studies. Compared with the complex radiation transmission method, using the multiple angle two-dimensional image generated by POV rays to analyze the radiation characteristics of the scene, the result is intuitive and easy to understand.
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Goodman, R. H., C. H. Peabody, and A. G. Holoboff. "TACID: A COMPUTER-BASED INFORMATION SYSTEM FOR ON-SCENE COMMANDERS." International Oil Spill Conference Proceedings 1987, no. 1 (April 1, 1987): 67–69. http://dx.doi.org/10.7901/2169-3358-1987-1-67.

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ABSTRACT This paper describes the development of TACID, a computer-based data base system for use by on-scene commanders and technical advisors at the scene of an oil spill. The system uses an MS-DOS-based lap-top computer, a readily available data base program, and a menu-driven selection process. All the environmental and response data for a geographic area are recorded on a number of 3.5-inch rugged computer discs, and an operating program has been written to allow users to select the appropriate disc. The computer serves both as a retrieval program and as an arithmetic processor. The use of TACID greatly enhances the capabilities of emergency response commanders and their technical advisors to deal with an oil spill on the scene.
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Kniat, Aleksander. "Visualization of a Lifeboat Motion During Lowering Along Ship’s Side." Polish Maritime Research 24, no. 4 (December 20, 2017): 42–46. http://dx.doi.org/10.1515/pomr-2017-0134.

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Abstract This paper presents description of a computer program for motion visualization of a lifeboat lowered along ship’s side. The program is a post-processor which reads results of numerical calculations of simulated objects’ motions. The data is used to create scene composed of 3D surfaces to visualize mutual spatial positions of a lifeboat, ship’s side and water waving surface. Since the numerical data contain description of a simulation as a function of time it is possible to screen a static scene showing the simulated objects in an arbitrary instance of time. The program can also reproduce a sequence of scenes in the form of animation and control its speed. The static mode allows to view an arbitrary crosssection of the scene, rotate and enlarge specific details and make the image more realistic by hiding invisible lines or shading. The application of the program is aimed at making it possible to assess and analyze numerical calculation results in advance of their experimental verification.
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Wotherspoon, P. D., and J. J. Swiss. "Oil in Ice Computer Simulation Model." Water Science and Technology 18, no. 2 (February 1, 1986): 41–46. http://dx.doi.org/10.2166/wst.1986.0014.

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A computer simulation program which depicts the behaviour and distribution of oil spilled in or under sea ice has been developed. The program combines mathematical models developed in previous studies to describe the motion of oil in/under landfast, first-year and multi-year ice. By inputting or estimating such key parameters as oil type, spill type, spill duration, flow rate, ice type, relative under ice current speed and direction, under ice roughness and distinct ice features, a time series of “maps” is generated showing the distribution of the spilled oil. At present, the simulation does not include the movement of oil contaminated ice but future development plans include incorporation of the program into a Beaufort Sea ice motion model. The program is a tool which can be used to assist on - scene commanders during spill response and to plan counter-measures for oil spills in/under sea ice.
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Richens, Paul, and Simon Schofield. "Interactive computer rendering." Architectural Research Quarterly 1, no. 1 (1995): 82–91. http://dx.doi.org/10.1017/s1359135500000142.

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Interactive rendering combines the geometrical precision of classical computer graphics with the representational freedom of a paint program. It is more sympathetic to the ways in which designers use images, and overcomes many of the frustrations experienced in rendering from CAD models. The scene is generated in a standard viewing application, but saved as a specially enhanced raster image. The extra information allows the interactive renderer to apply brushed-on rendering effects which are sensitive to the perspective of the image. Effects can be applied locally or overall, and may be overlaid, blended and erased to create complex combinations. A huge range of treatments is obtainable, both photorealistic and not.
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Goshin, Ye, and A. Kotov. "Parallel implementation of the multi-view image segmentation algorithm using the Hough transform." Computer Optics 41, no. 4 (2017): 588–91. http://dx.doi.org/10.18287/2412-6179-2017-41-588-591.

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We report on the parallel implementation of a multi-view image segmentation algorithm via segmenting the corresponding three-dimensional scene. The algorithm includes the reconstruction of a three-dimensional scene model in the form of a point cloud, and the segmentation of the resulting point cloud in three-dimensional space using the Hough space. The developed parallel algorithm was implemented on graphics processing units using CUDA technology. Experiments were performed to evaluate the speedup and efficiency of the proposed algorithm. The developed parallel program was tested on modelled scenes.
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Desai, Jairaj, Jijo K. Mathew, Yunchang Zhang, Robert Hainje, Deborah Horton, Seyyed Meghdad Hasheminasab, Ayman Habib, and Darcy M. Bullock. "Assessment of Indiana Unmanned Aerial System Crash Scene Mapping Program." Drones 6, no. 9 (September 17, 2022): 259. http://dx.doi.org/10.3390/drones6090259.

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Many public safety agencies in the US have initiated a UAS-based procedure to document and map crash scenes. In addition to significantly reducing the time taken to document evidence as well as ensuring first responder safety, UAS-based mapping reduces incident clearance time and thus the likelihood of a secondary crash occurrence. There is a wide range of cameras used on these missions, but they are predominantly captured by mid-priced drones that cost in the range of $2000 to $4000. Indiana has developed a centralized processing center at Purdue University that has processed 252 crash scenes, mapped using 29 unique cameras, from 35 public agencies over the past three years. This paper includes a detailed case study that compares measurements obtained from a traditional ground-based real-time kinematic positioning base station and UAS-based photogrammetric mapping. The case study showed that UAS derived scale errors were within 0.1 ft (3 cm) of field measurements, a generally accepted threshold for public safety use cases. Further assessment was done on the 252 scenes using ground control scale error as the evaluation metric. To date, over 85% of the measurement errors were found to be within 0.1 ft (3 cm). When substantial errors are identified by the Purdue processing center, they are flagged for further dialog with the agency. In most of the cases with larger errors, the ground control distance was incorrectly measured, which is easily correctable by returning to the scene and performing new distance control measurements.
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An, Jun, and Jin Song Fan. "Study on Development Techniques of AR Application Program in MFC Environmen." Applied Mechanics and Materials 527 (February 2014): 281–85. http://dx.doi.org/10.4028/www.scientific.net/amm.527.281.

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Augmented Reality(AR) technology aims to integrate virtual objects with real scene by using computer technology and to realize real scenes enhancing. This paper presented a research method of using osgART to develop AR application programs in MFC (Microsoft Foundation Classes) environment, and discussed some related techniques. Corresponding procedures are given in each section, and a design example for product evaluation and exhibition is presented. This example was developed by the presented method in this paper, and its system ran in good condition after repeated tests. From the results of this paper, it can be seen that by using MFC and osgART to develop AR application programs, the seamless integration and interaction between the real environment and virtual objects can been easily realized, which will be benefit to improve the efficiency of developing AR application programs.
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Williams, JD, Jillian A., and Aileen B. Xenakis, JD. "Establishing identity during a disaster: The Emergency Management Assistance Compact and the First Responder Authentication Credential." Journal of Emergency Management 6, no. 6 (November 1, 2008): 11. http://dx.doi.org/10.5055/jem.2008.0041.

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As emergencies consistently overwhelm the resources of the jurisdictions they affect, the emergency management community responds with legislation enacting programs to send aid more efficiently, including the Emergency Management Assistance Compact (EMAC). Correspondingly, emergency management technology develops to meet the field’s evolving needs. The Office of the National Capital Region Coordination (ONCRC) finds that the technology behind First Responder Authentication Credentials, or FRAC cards, will supplement the EMAC program by providing the trust framework that will enable identity and typing to be electronically verified to one individual issued from an authoritative source. It puts into practice “trust but verify” with verification being enabled electronically and provides a trust framework that assures the incident scene commander that a visiting first responder is who he says he is and is certified to perform the tasks that he has been assigned. In the chaos that accompanies such disasters, there is a latent threat of doing more harm by admitting unauthenticated people to an already vulnerable asset or scene; in an effort to protect against further harm, capable and available assisting responders are often prevented from actually helping. The FRAC program is the next stage in the emergency management field’s development of more efficient response mechanisms. In essence, FRAC picks up where EMAC left off: it provides a credential with photo and biometric identification that accesses computer data confirming the visiting first responder’s attributes and skill sets. It allows on-scene security to confirm a visiting first responder’s identity and credentials. Necessity is the mother of invention, and the FRAC program meets the current need for electronic verification of identity and skills, while simultaneously allowing for greater accountability on the scene of a disaster. The FRAC technology will be a critical element in reaching the next level of success in emergency response. It should fit seamlessly into the programs that have already yielded positive results and should help first responders to be more effective and efficient.
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Kincaid, J. Peter, Dee H. Andrews, and Richard Gilson. "A Prototype Taxonomy of Training Device Visual Systems." Proceedings of the Human Factors Society Annual Meeting 31, no. 2 (September 1987): 238–42. http://dx.doi.org/10.1177/154193128703100223.

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This paper describes and illustrates an aid (currently in prototype form) to communicate to designers and users of training devices what visual system types are currently available and appropriate for different training requirements. The aid is based on a taxonomy of visual imagery which addresses fidelity, cost and training effectiveness issues. The taxonomy includes a variety of visual scene generations from general purpose microcomputer-based imagery to dedicated state-of-the-art computer systems imagery. The scenes produced by these systems span a spectrum of video quality and costs. The aid, and the taxonomy on which it is based, is intended to help designers and the ultimate users to select relevant visual system characteristics, e.g., matching the visual system design to the training requirement. It is also intended to be useful for interdisciplinary discussion among visual engineers, computer scientists, educational specialists, human factors engineers/psychologists and program analysts. There are follow-up plans to refine the taxonomy and further develop and validate the aid.
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Croghan, Ivana T., Ryan T. Hurt, Christopher A. Aakre, Shawn C. Fokken, Karen M. Fischer, Stephanie A. Lindeen, Darrell R. Schroeder, Ravindra Ganesh, Karthik Ghosh, and Brent A. Bauer. "Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program." Journal of Primary Care & Community Health 13 (January 2022): 215013192210867. http://dx.doi.org/10.1177/21501319221086716.

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Objective: The purpose of this pilot study was to evaluate the safety and use of a nature-based virtual reality (VR) experience among health care providers (HCP) during a pandemic. Methods: Twenty-four frontline HCP participated in this crossover pilot where the viewing order of the experiences were randomized. All participants attended in-person consent, baseline, and end-of-study visits. The intervention consisted of viewing 2 nature-based scenes (“walk in the woods” and “forest of focus”) through 3-D VR and with computer 4K graphic imagery. Randomization took place with regards to the viewing order (VR vs 4K computer video, scene 1 and 2). Outcomes measured were safety, acceptability and changes in intensity of anxiety feelings, resilience, emotional distress, cognitive function, and self-efficacy. Results: Among the 26 HCP expressing interest in the study, 24 enrolled in this study. The majority were male (58.3%), white (66.7%) and of an average age of 46.3 ± 10.5 years (standard deviation (SD)). End of the study survey showed that almost all participants (96%) would participate in the study again and recommend it to others. Twenty-three of the 24 participants also felt relaxed after seeing the imagery. With respect to anxiety (as measured by the STAI Y1), the VR “walk in the woods” had the greatest reduction from pre to post (6.4 points, SD = 5.98) followed by VR “forest of focus” (5.8 points, SD = 9.29), computer screen “forest of focus” (5.0 points, SD = 8.89), and computer screen “walk in the woods” (4.1 points, SD = 6.22). All 4 sessions had a significant decrease in score from pre to post (P-values ≤.005), but there was no significant difference in the change from pre- to post-session between the 4 groups (P-value = .5835). Conclusion: The use of the VR among HCP has promise for reducing stress among health care providers during a high stress period, such as a pandemic but much larger studies are needed.
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Thejaswi, H. T., A. Kumar, and K. Krishna. "Significance of Crime Scene Visit by Forensic Pathologist in Cases of Atypical Firearm Injuries." Kathmandu University Medical Journal 13, no. 3 (February 26, 2017): 274–78. http://dx.doi.org/10.3126/kumj.v13i3.16822.

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Deaths due to firearms are some of the interesting and contentious cases that a forensic pathologist/autopsy surgeon encounters in his practice. Whenever there is ‘ambiguity’ regarding the nature or sequence of events any unnatural deaths including those caused by firearms the practice of visiting crime scene should be encouraged especially in a country like India where autopsy surgeons often neglect it. Here we present a case report in which there were inconsistencies in the autopsy findings with the alleged history. The witnesses heard about four to six gunshot sounds, whereas only two spent cartridge cases were retrieved from the crime scene. Authors identified the atypical nature of firearm injuries sustained by the victims that were possible by just two bullets. Crime scene visit was undertaken where we discovered the possibility of the echo effect behind the production of four to six sounds. Further by using computer software program, positions of the gunman, victims and the bullet trajectory of the two bullets was created.
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Brown, Daniel. "Mezzo: An Adaptive, Real-Time Composition Program for Game Soundtracks." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 4 (June 30, 2021): 68–72. http://dx.doi.org/10.1609/aiide.v8i4.12566.

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Mezzo is a computer program designed that procedurally writes Romantic-Era style music in real-time to accompany computer games. Leitmotivs are associated with game characters and elements, and mapped into various musical forms. These forms are distinguished by different amounts of harmonic tension and formal regularity, which lets them musically convey various states of markedness which correspond to states in the game story. Because the program is not currently attached to any game or game engine, “virtual” gameplays were been used to explore the capabilities of the program; that is, videos of various game traces were used as proxy examples. For each game trace, Leitmotivs were input to be associated with characters and game elements, and a set of ‘cues’ was written, consisting of a set of time points at which a new set of game data would be passed to Mezzo to reflect the action of the game trace. Examples of music composed for one such game trace, a scene from Red Dead Redemption, are given to illustrate the various ways the program maps Leitmotivs into different levels of musical markedness that correspond with the game state.
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Zhang, Xiaoning, Wen Fan, and Xiaohong Guo. "Urban Landscape Design Based on Data Fusion and Computer Virtual Reality Technology." Wireless Communications and Mobile Computing 2022 (January 31, 2022): 1–14. http://dx.doi.org/10.1155/2022/7207585.

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The rapid urbanization development has brought huge opportunities for the development of architectural landscape design, and naturally there will be various huge challenges accordingly. What this kind of development speed presents to people is the rapid emergence of new urban areas, endless new construction projects, and so on. This paper conducts research on urban landscape design based on data fusion and computer virtual reality technology. The purpose is to use the dual guidance of data fusion technology and virtual reality technology to demonstrate the feasibility of creating a more planned urban landscape design. This article uses SketchUp software for modeling and uses a digital camera for continuous digital photography. Firstly, multiple digital landscape images are merged into a complete panoramic image. Then, the simplified model is imported into the virtual reality platform to adjust the material and scene lighting of the model, and the plan is checked in the virtual reality platform, and the model and volume of the model are analyzed and compared. Finally, design an auxiliary program and export it together with the effect image. The research results show that when the virtual landscape reaches 400, the frame rate can be kept above 30. It can be seen that the efficiency of this algorithm is higher than that of the original algorithm. When the scene thread and the rendering thread are parallel, the frame floats up and down in 9, and the time spent on the frame is reduced by about 40%. The conclusion is that the accuracy of the landscape planning system based on virtual reality technology is higher than that of the traditional algorithm, and the degree of scene simulation is more realistic. It has contributed to the construction and application of landscape systems. The application of data fusion technology and virtual reality technology in urban landscape design can achieve considerable results in terms of modeling ability, design ability, innovation ability, and expression ability, and the design ability has reached a score of 8.82.
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LEE, CHUNG-MONG, and ATREYI KANKANHALLI. "AUTOMATIC EXTRACTION OF CHARACTERS IN COMPLEX SCENE IMAGES." International Journal of Pattern Recognition and Artificial Intelligence 09, no. 01 (February 1995): 67–82. http://dx.doi.org/10.1142/s0218001495000043.

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We have developed a generalized alphanumeric character extraction algorithm that can efficiently and accurately locate and extract characters from complex scene images. A scene image may be complex due to the following reasons: (1) the characters are embedded in an image with other objects, such as structural bars, company logos and smears; (2) the characters may be painted or printed in any color including white, and the background color may differ only slightly from that of the characters; (3) the font, size and format of the characters may be different; and (4) the lighting may be uneven. The main contribution of this research is that it permits the quick and accurate extraction of characters in a complex scene. A coarse search technique is used to locate potential characters, and then a fine grouping technique is used to extract characters accurately. Several additional techniques in the postprocessing phase eliminate spurious as well as overlapping characters. Experimental results of segmenting characters written on cargo container surfaces show that the system is feasible under real-life constraints. The program has been installed as part of a vision system which verifies container codes on vehicles passing through the Port of Singapore.
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Achirei, Stefan-Daniel, Mihail-Cristian Heghea, Robert-Gabriel Lupu, and Vasile-Ion Manta. "Human Activity Recognition for Assisted Living Based on Scene Understanding." Applied Sciences 12, no. 21 (October 24, 2022): 10743. http://dx.doi.org/10.3390/app122110743.

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The growing share of the population over the age of 65 is putting pressure on the social health insurance system, especially on institutions that provide long-term care services for the elderly or to people who suffer from chronic diseases or mental disabilities. This pressure can be reduced through the assisted living of the patients, based on an intelligent system for monitoring vital signs and home automation. In this regard, since 2008, the European Commission has financed the development of medical products and services through the ambient assisted living (AAL) program—Ageing Well in the Digital World. The SmartCare Project, which integrates the proposed Computer Vision solution, follows the European strategy on AAL. This paper presents an indoor human activity recognition (HAR) system based on scene understanding. The system consists of a ZED 2 stereo camera and a NVIDIA Jetson AGX processing unit. The recognition of human activity is carried out in two stages: all humans and objects in the frame are detected using a neural network, then the results are fed to a second network for the detection of interactions between humans and objects. The activity score is determined based on the human–object interaction (HOI) detections.
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De Benedetti, Massimiliano, Fabrizio Messina, Giuseppe Pappalardo, and Corrado Santoro. "Web-based Simulations of Multi-agent Systems." SIMULATION 93, no. 9 (May 8, 2017): 737–48. http://dx.doi.org/10.1177/0037549717706198.

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This paper describes the architecture of AgentSimJs, a Javascript-based multi-agent simulator intended to execute and visualize simulations through a Web browser. It includes the needed capabilities to render a 3D scene with objects and agents. AgentSimJs has a modular architecture, the several different components provide a set of flexible primitives to program the agent behaviour. With AgentSimJs, a user can perform a fine tuning of all the aspects related to communication, motion, and group formation. Users can also define a custom network topology and communication model.
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Liu, Tiesheng. "Multidimensional Nonlinear Landscape Planning Based on Parameter Feature Extraction and Multimedia Technology." Advances in Multimedia 2022 (May 9, 2022): 1–7. http://dx.doi.org/10.1155/2022/5477516.

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The development of information network and digital technology has improved people’s quality of life. Parametric design can reflect the thinking logic of users and the level of computer-aided design. Taking parameter features as the research object, this study makes multidimensional nonlinear landscape planning with multimedia technology. The application of multimedia technology will pave the way for the reference of computer design program, lead to multidimensional nonlinear landscape image analysis, sample and analyze it, and change the parameter characteristics through simulation to realize the optimization of landscape design. The research data show that the landscape correlation degree is 0.344–0.724. The similarity coefficient is between 0.433–0.645. The contribution level is between 0.323–0.774. The ambiguity factor is between 0.555–0.433. In this study, by simulating the spatial vision of the scene and changing the parameters, we can find the best scheme and get good results. Verify the real validity of the experimental data.
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Moharkar, Lalita, Sudhanshu Varun, Apurva Patil, and Abhishek Pal. "A scene perception system for visually impaired based on object detection and classification using CNN." ITM Web of Conferences 32 (2020): 03039. http://dx.doi.org/10.1051/itmconf/20203203039.

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In this paper we have developed a system for visually impaired people using OCR and machine learning. Optical Character Recognition is an automated data entry tool. To convert handwritten, typed or printed text into data that can be edited on a computer, OCR software is used. The paper documents are scanned on simple systems with an image scanner. Then, the OCR program looks at the image and compares letter shapes to stored letter images. OCR in English has evolved over the course of half a century to a point that we have established application that can seamlessly recognize English text. This may not be the case for Indian languages, as they are much more complex in structure and computation compared to English. Therefore, creating an OCR that can execute Indian languages as suitably as it does for English becomes a must. Devanagari is one of the Indian languages spoken by more than 70% of people in Maharashtra, so some attention should be given to studying ancient scripts and literature. The main goal is to develop a Devanagari character recognition system that can be implemented in the Devanagari script to recognize different characters, as well as some words.
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Lázaro-Gredilla, Miguel, Dianhuan Lin, J. Swaroop Guntupalli, and Dileep George. "Beyond imitation: Zero-shot task transfer on robots by learning concepts as cognitive programs." Science Robotics 4, no. 26 (January 16, 2019): eaav3150. http://dx.doi.org/10.1126/scirobotics.aav3150.

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Humans can infer concepts from image pairs and apply those in the physical world in a completely different setting, enabling tasks like IKEA assembly from diagrams. If robots could represent and infer high-level concepts, then it would notably improve their ability to understand our intent and to transfer tasks between different environments. To that end, we introduce a computational framework that replicates aspects of human concept learning. Concepts are represented as programs on a computer architecture consisting of a visual perception system, working memory, and action controller. The instruction set of this cognitive computer has commands for parsing a visual scene, directing gaze and attention, imagining new objects, manipulating the contents of a visual working memory, and controlling arm movement. Inferring a concept corresponds to inducing a program that can transform the input to the output. Some concepts require the use of imagination and recursion. Previously learned concepts simplify the learning of subsequent, more elaborate concepts and create a hierarchy of abstractions. We demonstrate how a robot can use these abstractions to interpret novel concepts presented to it as schematic images and then apply those concepts in very different situations. By bringing cognitive science ideas on mental imagery, perceptual symbols, embodied cognition, and deictic mechanisms into the realm of machine learning, our work brings us closer to the goal of building robots that have interpretable representations and common sense.
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Yildirim, Ilker, Mario Belledonne, Winrich Freiwald, and Josh Tenenbaum. "Efficient inverse graphics in biological face processing." Science Advances 6, no. 10 (March 2020): eaax5979. http://dx.doi.org/10.1126/sciadv.aax5979.

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Vision not only detects and recognizes objects, but performs rich inferences about the underlying scene structure that causes the patterns of light we see. Inverting generative models, or “analysis-by-synthesis”, presents a possible solution, but its mechanistic implementations have typically been too slow for online perception, and their mapping to neural circuits remains unclear. Here we present a neurally plausible efficient inverse graphics model and test it in the domain of face recognition. The model is based on a deep neural network that learns to invert a three-dimensional face graphics program in a single fast feedforward pass. It explains human behavior qualitatively and quantitatively, including the classic “hollow face” illusion, and it maps directly onto a specialized face-processing circuit in the primate brain. The model fits both behavioral and neural data better than state-of-the-art computer vision models, and suggests an interpretable reverse-engineering account of how the brain transforms images into percepts.
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BIRD, RICHARD S. "An in-situ algorithm for expanding a graph." Journal of Functional Programming 23, no. 2 (January 7, 2013): 174–84. http://dx.doi.org/10.1017/s0956796812000457.

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This pearl is devoted to a problem posed by Don Knuth about how to justify a certain array-based algorithm for changing the way an undirected graph is represented. In order to set the scene, we delay describing the precise problem until Section 4. Knuth (2011) recorded three different solutions, though no proofs of correctness were provided, nor even much explanation of why they worked. Recently, he asked various computer scientists interested in formal program development whether any of the proposed solutions “could have been discovered in a disciplined manner.” In what follows we respond by developing a purely functional solution. The solution makes heavy use of the operations in the Haskell library Data.Array, and the whole exercise turns out to be a fascinating study of the arithmetic of graphs and arrays. One of the conditions of the problem is that the final algorithm has to be in situ, but we will get to that in due course.
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Doneus, M., G. Verhoeven, M. Fera, Ch Briese, M. Kucera, and W. Neubauer. "From Deposit to Point Cloud – a Study of Low-Cost Computer Vision Approaches for the Straightforward Documentation of Archaeological Excavations." Geoinformatics FCE CTU 6 (December 21, 2011): 81–88. http://dx.doi.org/10.14311/gi.6.11.

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Stratigraphic archaeological excavations demand high-resolution documentation techniques for 3D recording. Today, this is typically accomplished using total stations or terrestrial laser scanners. This paper demonstrates the potential of another technique that is low-cost and easy to execute. It takes advantage of software using Structure from Motion (SfM) algorithms, which are known for their ability to reconstruct camera pose and threedimensional scene geometry (rendered as a sparse point cloud) from a series of overlapping photographs captured by a camera moving around the scene. When complemented by stereo matching algorithms, detailed 3D surface models can be built from such relatively oriented photo collections in a fully automated way. The absolute orientation of the model can be derived by the manual measurement of control points. The approach is extremely flexible and appropriate to deal with a wide variety of imagery, because this computer vision approach can also work with imagery resulting from a randomly moving camera (i.e. uncontrolled conditions) and calibrated optics are not a prerequisite. For a few years, these algorithms are embedded in several free and low-cost software packages. This paper will outline how such a program can be applied to map archaeological excavations in a very fast and uncomplicated way, using imagery shot with a standard compact digital camera (even if the ima ges were not taken for this purpose). Archived data from previous excavations of VIAS-University of Vienna has been chosen and the derived digital surface models and orthophotos have been examined for their usefulness for archaeological applications. The a bsolute georeferencing of the resulting surface models was performed with the manual identification of fourteen control points. In order to express the positional accuracy of the generated 3D surface models, the NSSDA guidelines were applied. Simultaneously acquired terrestrial laser scanning data – which had been processed in our standard workflow – was used to independently check the results. The vertical accuracy of the surface models generated by SfM was found to be within 0.04 m at the 95 % confidence interval, whereas several visual assessments proved a very high horizontal positional accuracy as well.
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Lwo, Laurence, and Michelle Chia-Tzu Lin. "The effects of captions in teenagers’ multimedia L2 learning." ReCALL 24, no. 2 (April 27, 2012): 188–208. http://dx.doi.org/10.1017/s0958344012000067.

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AbstractThis study aims to explore the impact of different captions on second language (L2) learning in a computer-assisted multimedia context. A quasi-experimental design was adopted, and a total of thirty-two eighth graders selected from a junior high school joined the study. They were systematically assigned into four groups based on their proficiency in English; these groups were shown animations with English narration and one of the following types of caption: no captions (M1), Chinese captions (M2), English captions (M3), and Chinese plus English captions (M4). A multimedia English learning program was conducted; the learning content involved two scientific articles presented on a computer. To track the learning process, data on oral repetition were collected after each sentence or scene was played. A post-test evaluation and a semi-structured interview were conducted immediately after viewing. The results show that the effect of different captions in multimedia L2 learning with respect to vocabulary acquisition and reading comprehension depend on students’ L2 proficiency. With English and Chinese + English captions, learners with low proficiency performed better in learning English relative to those who did not have such captions. Students relied on graphics and animation as an important tool for understanding English sentences.
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Tian, Xiaopeng. "Swimming Movement Guidance Training System Based on OpenCL Technology." Wireless Communications and Mobile Computing 2022 (September 14, 2022): 1–11. http://dx.doi.org/10.1155/2022/9097029.

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In order to improve the physical quality and even ability of swimmers, this study built OpenCL technology for the swimming movement design system of swimmers, so as to design a series of movements. Combined with the capture system, this paper captures and processes the athletes’ movements, obtains the key position information, and calculates the accurate data. It can provide effective guidance for accurately positioning athletes’ swimming movements, enable users to have a clearer understanding of their own movements, improve users’ movements, and enhance the system operation effect. According to the technology and application requirements of virtual swimming training simulator, the overall design scheme of the device is determined. From the point of view of ensuring the comfort and safety of simulated virtual swimming, the design, installation, and strength verification of the supporting structure are carried out. Hardware design and selection shall be carried out according to the requirements of head position detection and virtual environment presentation, including the design of positioning ball set, camera selection, and VR head display selection. The software functions of head position detection program and virtual scene program are designed according to the requirements of natural human-computer interaction. The designed swimming guidance training system has complete functions and stable operation and can be used as an auxiliary tool for swimming training.
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Amathes, Pyrrhon, and Paul Christodoulides. "Interpreting Locked Photographic Data: The Case of Apollo 17 Photo GPN-2000-00113." Designs 5, no. 1 (February 8, 2021): 8. http://dx.doi.org/10.3390/designs5010008.

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Photography can be used for pleasure and art but can also be used in many disciplines of science, because it captures the details of the moment and can serve as a proving tool due to the information it preserves. During the period of the Apollo program (1969 to 1972), the National Aeronautics and Space Administration (NASA) successfully landed humans on the Moon and showed hundreds of photos to the world presenting the travel and landings. This paper uses computer simulations and geometry to examine the authenticity of one such photo, namely Apollo 17 photo GPN-2000-00113. In addition, a novel approach is employed by creating an experimental scene to illustrate details and provide measurements. The crucial factors on which the geometrical analysis relies are locked in the photograph and are: (a) the apparent position of the Earth relative to the illustrated flag and (b) the point to which the shadow of the astronaut taking the photo reaches, in relation to the flagpole. The analysis and experimental data show geometrical and time mismatches, proving that the photo is a composite.
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Yousefsaber, Fatemeh, Zeinab Naseri, and Amir Hosein Hasani. "A Short Review of Forensic Microbiology." Avicenna Journal of Clinical Microbiology and Infection 9, no. 2 (June 29, 2022): 88–96. http://dx.doi.org/10.34172/ajcmi.2022.14.

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Background: Microbial forensics is a multidisciplinary area, which has been recently considered an effective tool in forensic investigations. This growing field of forensics covers a wide spectrum of different branches of science, including biology, chemistry, physics, geology, mathematics, and computer sciences, leading to a practical approach that can be applied in several areas such as bioterrorist actions, environmental issues, emerging and reemerging diseases, as well as reliable trace evidence at a crime scene. Methods: The information has been gathered via Google Scholar using several keywords, including forensic microbiology, bioterrorism, forensic investigation, and trace evidence. The data were from reliable articles and books published over 50 years. This paper is a short review of forensic microbiology with a bioinformatics perspective to use in different fields such as the court. Results: It is known that using either microorganisms or their toxins is a low-cost potential tool with serious morbidity and mortality rates that can spread all around the world by food or water supplies or even through the air, making them a perfect candidate bioweapon with minimum traceability. Studies have indicated that environmental conditions plus biological and abiotic factors would affect the following analysis and the final validation, which is an essential step in the forensic investigation due to its highly effective role in the court vote. To face different challenges, law enforcement has the infrastructure for attribution and deterrence (e.g., following the exact microbial forensics program) so that it can be used in court. Developing more reproducible, sensitive, and accurate methods, preparing a wide reliable database, and devoting the right amount of budget will help improve the whole forensic procedure in the legal system. Conclusions: The current paper is a short review of how forensic scientists can use microbial features on a crime scene to clarify and enhance the procedure to solve different criminal cases.
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Fadda, S., M. Fiori, and C. Matzuzzi. "Use of Global Positioning System in mine landscaping and visual impact assessment: A case study." Journal of Nepal Geological Society 34 (October 9, 2006): 129–34. http://dx.doi.org/10.3126/jngs.v34i0.31887.

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The satellite-based Global Positioning System (GPS) needs a clear view of sky for determining a geodetic position and hence it is particularly suitable in overall projects of open-pit recovery and landscape restoration. The purpose of such measurements is to make highly accurate topographic maps thus forming the backbone of a project. In the work presented here geodetic measurements are combined with advanced visualisation techniques and GIS applications in a possible recovery plan of the abandoned excavations of Bonucoro in the mining district of Orani, central Sardinia, Italy. Considering the naturalistic and geographic settings of the mining area and its surroundings, a few proposals concerning the re-utilisation of these excavations are presented. The preparatory work consisted of the area characterisation by carrying out a topographic survey followed by a geodetic control network establishment by the GPS to describe the morphological features of the landscape and for the subsequent three-dimensional analysis and geoprocessing. The final step involved the use of VueInfinite, a computer program capable to integrate graphical data with geological and morphological attributes. It was also able to create a virtual 3D scene of a present, past, or future landscape required for visual impact assessment.
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Morton, Hazel, Nancie Gunson, and Mervyn Jack. "Interactive Language Learning through Speech-Enabled Virtual Scenarios." Advances in Human-Computer Interaction 2012 (2012): 1–14. http://dx.doi.org/10.1155/2012/389523.

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This paper describes the evaluation of an educational game designed to give learners of foreign languages the opportunity to practice their spoken language skills. Within the speech interactive Computer-Assisted Language Learning (CALL) program, scenarios are presented in which learners interact with virtual characters in the target language using speech recognition technology. Two types of interactive scenarios with virtual characters are presented as part of the game: the one-to-one scenarios which take the form of practice question and answer scenarios where the learner interacts with one virtual character and the interactive scenario which is an immersive contextualised scenario where the learner interacts with two or more virtual characters within the scene to complete a (task-based) communicative goal. The study presented here compares learners’ subjective attitudes towards the different scenarios. In addition, the study investigates the performance of the speech recognition component in this game. Forty-eight students of English as a Foreign Language (EFL) took part in the evaluation. Results indicate that learners’ subjective ratings for the contextualised interactive scenario are higher than for the one-to-one, practice scenarios. In addition, recognition performance was better for these interactive scenarios.
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Ye, Ling, and Peng Yin. "Analysis of Improved YOLO Algorithm in English Translation." Scientific Programming 2022 (July 4, 2022): 1–6. http://dx.doi.org/10.1155/2022/2752334.

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As China becomes more and more international, the number of people traveling abroad is also increasing. The demand for English recognition is becoming more and more vigorous, and traditional translation software is time-consuming, laborious, and less accurate. This article optimizes the target detection model YOLOV3. Firstly, the image is divided into multiple model structures, and the K-means++ clustering algorithm is used to determine the target detection prior frame value and the high frame of the corresponding frame according to the characteristics of the English image. Then, by using K-means++ clustering algorithm to optimize the anchor parameters, the model structure is better adapted to the English identification dataset scene; finally, the feature information extracted by the DarkNet-53 model is spliced to improve the structure of the YOLOV3 convolutional layer, using 3090 graphics card GPU to perform multiscale training and testing. Experimental results show that the improved YOLOV3 algorithm in this paper has a mAP of 0.95 on the English identification dataset and a detection speed of 50fps, which is 0.11 higher than the mAP before optimization. Therefore, optimizing the YOLOV3 algorithm in this article has a good effect. In the future, English translation will become a necessary software program for Chinese people to go abroad.
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Liu, Wei. "Simulation Training Auxiliary Model Based on Neural Network and Virtual Reality Technology." Computational Intelligence and Neuroscience 2022 (July 1, 2022): 1–9. http://dx.doi.org/10.1155/2022/2636877.

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Training simulators have been gradually evolving in the direction of software, virtualization, networking, and multiplatform in recent years, with the continuous development of hardware and software technologies, particularly the maturity of VR (Virtual Reality) related technologies. The network intrusion program allows remote hackers to take control of the system, posing a serious threat to the network and computer security. As a result, this paper proposes a VR-based ID (intrusion detection) simulation training system. This paper proposes an ID model based on CNN (Convolutional Neural Networks) and LSTM to address these issues (Long Short-term Memory Networks). This model oversamples data from unbalanced data sets, reducing the difference in category data and thus improving the ID model’s performance and existing detection methods to compensate for the flaw. 3DSMAX technology is used to simulate the process visualization scene, as well as some key equipment models and signal transmission simulations, during the system design and implementation process. The experimental results show that CNN LSTM outperforms BP, and the overall evaluation index F1 has significantly improved, particularly the F1 index of D4. CNN LSTM outperforms GA (genetic algorithm) by 12.75 percent and BP by 14.07 percent. The system essentially accomplishes the anticipated simulation training goal, and the simulation training effect is impressive.
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Fabre, D., A. Vehier, C. Padovan, T. d’Amato, and M. Saoud. "Cognitive training in schizophrenia: PrACTice preparing action with contextual information." European Psychiatry 28, S2 (November 2013): 14–15. http://dx.doi.org/10.1016/j.eurpsy.2013.09.034.

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Patients with schizophrenia frequently complain about their difficulty to initiate new activities. In our view, a Δ major cause for difficulties in initiating activities is as deficit of goal directed/voluntary action that requires endogenous or self-triggered attention [2,3]. In the Le Vinatier hospital, Lyon, we designed a new cognitive software training program. The PrACTice program aims at improving the capacity of activating the internal representation related to a goal directed action in patients with schizophrenia [1]. Each trial begins with a goal directed action sentence displayed in the centre of a computer screen (“writing a letter”) followed by a scene containing contextual information. Participants have to imagine themselves performing the goal-directed action. Then pictures of an isolated object (e.g., a pencil) are displayed. Subjects have to answer whether the object is useful or not to achieve the goal-directed action previously presented. Four levels are available. Reaction times of accuracy response are recorded as a measure of the effort made to produce a mental representation of the action. Preliminary results: Results vary by session factor (pre and post training) and nature of target objects (useful and non-useful). Before the cognitive training, RTs to decide that an object is non useful to achieve a goal-directed action are longer than for useful objects. Inversed pattern of response is observed after the cognitive training. We discuss how this result can favour initiation of adequate behaviours. Adequate behaviour implies active mental representation of relevance action that thus facilitates inhibition of non-pertinent information.
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Pruitt, Russell F., Ronald F. Sing, C. W. Austin, and W. Joseph Messick. "57. Feasibility of the Global Positioning Satellite System for Rural Aeromedical Transport." Prehospital and Disaster Medicine 11, S2 (September 1996): S44. http://dx.doi.org/10.1017/s1049023x00045945.

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Aeromedical navigation to the scene of an accident using navigational assistance computer mapping software (NACM) can be difficult in rural areas due to the lack of topographic landmarks. In these instances, navigation is made easier using the Global Positioning Satellite (GPS) system to determine latitude and longitude.Purpose: To determine the reliability and feasibility of portable GPS receivers compared with our current system of NACM (MAP EXPERT®) in the navigation of aeromedical transport flights.Design: A non-randomized prospective trial comparing flights using either GPS or NACM. Setting: Flight program at a Level I trauma center.Methods: GPS receivers (for transmitting location) were carried by half the helicopters and ground EMS units. The NACM system was used to transmit the location of the accident to the other flights. Data on flight time, distance, and accident location were collected. Pilots and EMS personnel using the portable GPS system completed a questionnaire regarding accuracy, reliability, and ease of use.Results: This study included 51 flights; GPS (n = 26) and NACM (n = 25). There was no difference in the miles flown per minute in the NACM group (1.69 miles/minute) compared with the GPS group (1.70 miles/minute). Pilots and EMS personnel rated the GPS reliable, accurate, and easy to use for navigation.
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Pan, Tiande. "Intelligent Monitoring System for Prison Perimeter Based on Cloud Intelligence Technology." Wireless Communications and Mobile Computing 2022 (March 18, 2022): 1–10. http://dx.doi.org/10.1155/2022/2517446.

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In order to realize the security of prison perimeter, a prison perimeter intelligent monitoring system based on cloud intelligence technology is designed. Based on the multisupply chain collaboration framework, the prison network interface submodule and sniffer monitoring structure are connected on demand to complete the hardware execution environment of the prison perimeter intelligent monitoring system. Analyze the specific service mode of the cloud smart technology host, set the necessary cloud smart technology service monitoring protocol, judge the processing information parameters, select the prison perimeter remote communication port number, set the prison perimeter network IP address and password program, complete the construction of the software execution environment of the monitoring system, and intelligently monitor and track the abnormal conditions around the prison; combined with the relevant hardware and software structure, the design of prison perimeter intelligent monitoring system based on cloud intelligence technology is realized. The experimental results show that the DPI index of the designed system has an obvious upward trend, and the processing results are close to the original image results to avoid the impact caused by the change of monitoring scene.
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Demidov, O. V. "PREVENTING CYBER ATTACKS ON CRIRICAL INFRASTRUCTURE: A NEW PRIORITY FOR THE RUSSIAN PUBLIC DIPLOMACY?" MGIMO Review of International Relations, no. 5(32) (October 28, 2013): 58–61. http://dx.doi.org/10.24833/2071-8160-2013-5-32-58-61.

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The article analyses the problem of cyber attacks on critical infrastructure, including facilities of the nuclear industry. At present there is almost no international legal regulation of the possible usage of information technologies in order to information systems used by object of the critically important infrastructure. Still, there has been an unprecedented growth in the information threats in recent years. As it was revealed in 2010, several Middle East States, first of all Iran in 2008, were the target for a series of systematic and sophisticated computer attacks, whose initiators remain unknown, which were aimed at the collection of information about the objects of critical information infrastructure of these states and its program intrusion. The author supports the thesis of the need for early development of international legal instruments to prevent and prohibit such cyber attacks. At the same time the leadership in the formulation and solution of this problem on the international scene can assume the Russian Federation, whose initiatives have since 1998 shaped the global agenda in terms of regulating the behavior of states in cyberspace. Despite the significant differences of different countries in this area, their positions on ensuring protection against cyber attacks peaceful nuclear infrastructure are the closest to a consensus, creating a window of opportunity for practical progress on this issue in 2013-2014.
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Poreh, Davod, Antonio Iodice, Antonio Natale, and Daniele Riccio. "Software Tool for Soil Surface Parameters Retrieval from Fully Polarimetric Remotely Sensed SAR Data." Sensors 20, no. 18 (September 7, 2020): 5085. http://dx.doi.org/10.3390/s20185085.

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The retrieval of soil surface parameters, in particular soil moisture and roughness, based on Synthetic Aperture Radar (SAR) data, has been the subject of a large number of studies, of which results are available in the scientific literature. However, although refined methods based on theoretical/analytical scattering models have been proposed and successfully applied in experimental studies, at the operative level very simple, empirical models with a number of adjustable parameters are usually employed. One of the reasons for this situation is that retrieval methods based on analytical scattering models are not easy to implement and to be employed by non-expert users. Related to this, commercially and freely available software tools for the processing of SAR data, although including routines for basic manipulation of polarimetric SAR data (e.g., coherency and covariance matrix calculation, Pauli decomposition, etc.), do not implement easy-to-use methods for surface parameter retrieval. In order to try to fill this gap, in this paper we present a user-friendly computer program for the retrieval of soil surface parameters from Polarimetric Synthetic Aperture Radar (PolSAR) imageries. The program evaluates soil permittivity, soil moisture and soil roughness based on the theoretical predictions of the electromagnetic scattering provided by the Polarimetric Two-Scale Model (PTSM) and the Polarimetric Two-Scale Two-Component Model (PTSTCM). In particular, nine different retrieval methodologies, whose applicability depends on both the used polarimetric data (dual- or full-pol) and the characteristics of the observed scene (e.g., on its topography and on its vegetation cover), as well as their implementation in the Interactive Data Language (IDL) platform, are discussed. One specific example from Germany’s Demmin test-site is presented in detail, in order to provide a first guide to the use of the tool. Obtained retrieval results are in agreement with what was expected according to the available literature.
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Teixeira, Cleonice Campos, Mauri Martins Teixeira, Haroldo Carlos Fernandes, Edney Leandro da Vitória, Paulo Roberto Cecon, and Derly José Henriques da Silva. "QUALITY CONTROL OF PNEUMATIC SPRAYING IN TOMATO." REVISTA ENGENHARIA NA AGRICULTURA - REVENG 28 (November 23, 2020): 350–56. http://dx.doi.org/10.13083/reveng.v29i1.8577.

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Tomato is a vegetable of great importance on the national scene. One of the problems of this culture is the great susceptibility to attack by pests and diseases. Thus, one of the most used practices is chemical control with phytosanitary products. The objective of this study was to evaluate the technical parameters of pneumatic spraying in tomato culture, through the study of the volumetric index and the population of spray droplets, aiming to reduce the spray volume, obtain the best efficiency and the social and environmental safety of the applications. The study of the droplet population was performed using water-sensitive paper labels. These labels were placed in the canopies of the tomato plants at three different heights and two positions. The sprays were made using a pneumatic backpack sprayer. After applying the syrup (dye + water), the water-sensitive paper labels were collected and subjected to the coverage and droplet density analyses by the computer program “CIR” version 1.5. The pneumatic sprayer proved to be efficient for the application of phytosanitary products in the tomato. The percentage of the target covered area ranged from 2.1 to 8.3% for volumetric indices as a function of thirds and positions, whereas the density of droplets ranged from 145.4 to 690.1 drops cm-2 for thirds and positions of the tomato plants evaluated. Finally, the volumetric index of 5 mL m-3, with a consequent spray volume of 50 L ha-1, met the parameters of a quality spray.
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D’yachenko, D. Yu, A. A. Vorob’ev, Iu A. Makedonova, О. N. Kurkina, S. V. D’yachenko, O. Yu Afanas’eva, and S. A. Vargina. "Analysis of the lower jaw exoskeleton in finite element programs." Medical alphabet, no. 24 (September 26, 2021): 88–92. http://dx.doi.org/10.33667/2078-5631-2021-24-88-92.

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A special place in the methods of surgical treatment of bone fractures is occupied by transosseous osteosynthesis using external fixation devices of various designs.Objective: to analyze the lower jaw exoskeleton in finite element programs.Materials and research methods. During the research, 36 human lower jaws were involved from the museum of the Department of Oper-ative Surgery and Topographic Anatomy of the Volgograd State Medical University. They were scanned in 3D. All obtained images were loaded into a virtual scene reconstruction program. Fractures of the lower jaws in the corner area were modeled, an apparatus for external fixation of the lower jaw exoskeleton was installed, and the chewing load on the lower jaw was simulated. The place of application of the force was an area on a small fragment of a repositioned 3D model of the mandibular bone corresponding to the place of attachment of the masseter muscle. The evaluation of virtual studies was carried out according to the results of the stress-strain states of the bones and apparatus, the schedule of displacements of objects and the results of the analysis of the safety factor.Research results and discussion. In the course of evaluating the virtual placement of the mini-fixator wires of the apparatus for external fixation of the lower jaw exoskeleton, it was revealed that the main load is applied to the mini-fixator wires on a large fragment and the bone in the area of the wires. For the possibility of precise positioning of the osteofixers of the external fixation device, a device for the safe installation of the spokes of the lower jaw exoskeleton was also developed.Conclusion. Thus, on the basis of computer mathematical analysis, it can be argued that the developed design of the apparatus for external fixation of the lower jaw exoskeleton works under conditions of the maxillofacial region, performs reposition and fixation of bone fragments of the lower jaw under conditions of chewing functioning of the restored fracture of the lower jaw.
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Sun, Ying, and Lei Bai. "Examination on Security Performance Analysis Model of Internet of Things Assigned Based on Composite Security Key." Wireless Communications and Mobile Computing 2021 (October 18, 2021): 1–14. http://dx.doi.org/10.1155/2021/8548981.

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Rapid development of Internet of Things technology makes the Internet interact and communicate with objects in the real world. The diversity of Internet of Things’ system architectures and the diversity of networks determine the complexity of their security issues. A key step in building an Internet of Things’ security system is to build a model and evaluate threats of security. First, this paper studies the distribution of key security about mobile ad hoc networks and analyzed the characteristics of the scene. To promote the certification of the key exchange strategy of both sides, it supports key exchange between the core node and multiple nodes for existing problems that management scheme of random key preallocation is limited by the storage space of the node through combination of key matrix elements which has less information to generate a large number of keys, and each sensor node only needs to store related parameters and key matrix. It saves the memory space of node greatly. The results of simulation show that the program has a strong security; it can fight against the common attacks of wireless sensor networks, such as node forgery attacks, message replay attacks, and denial of service attacks. At the same time, it is superior to traditional solutions in terms of network connectivity and nondestructibility, which can apply clustered wireless sensor network massively.
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Goshin, Ye V., and A. P. Kotov. "Method for camera motion parameter estimation from a small number of corresponding points using quaternions." Computer Optics 44, no. 3 (June 2020): 446–53. http://dx.doi.org/10.18287/2412-6179-co-683.

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In this paper, we study methods for determining parameters of camera movement from a set of corresponding points. Unlike the traditional approach, the corresponding points in this paper are not used to determine the fundamental matrix, but directly to determine motion parameters. In addition, in this work, we use a multi-angle image formation model based on the representation of three-dimensional images and motion parameters in the form of quaternions. We propose method for determining motion parameters, including the selection of the most noise-free matches using the RANSAC method. The study presents results of an experiment on the “Middlebury” and “ETH3D” test kits, which contains a set of images with known values of the motion parameters. Using a program written in Python, a comparative experiment was conducted to evaluate the accuracy and reliability of the estimates obtained using the proposed method under conditions of a small number of corresponding points and a shallow depth of the scene. In the course of experimental studies, it was shown that under the above-described conditions, the reliability of parameter determination using the proposed method significantly exceeds the reliability of traditional methods for estimating motion parameters based on the calculation of the fundamental matrix.
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Zhang, Lei, Yangjie Sun, Meng Wang, and Yan Pu. "Wearable Product Design for Intelligent Monitoring of Basketball Training Posture Based on Image Processing." Journal of Sensors 2021 (October 21, 2021): 1–15. http://dx.doi.org/10.1155/2021/8964433.

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The algorithms of wearable image processing technology equipment have certain versatility and can be widely used in popular fields such as medical treatment, factories, drone development, human-computer interaction, virtual reality, and physical education. In order to deeply study the monitoring effect of smart wearable products based on the image processing technology on basketball training postures, this article uses the product manual comparison method, data collection method, and equipment development method to collect samples and analyze and develop intelligent monitoring equipment, streamlined algorithm. And it integrated and developed a wearable product that can monitor athletes’ training posture in real time during basketball training. After the product was researched, the training program of the product was used for low-handed dribbling. The first training lasted for 3 minutes and 10 seconds, and the second training lasted for 2 minutes and 45 seconds. The prototype and manual dribbles were studied in these two cases. The results showed that the prototype reminded the participants 31 times, while the coach only reminded them 13 times due to the large number of people. By comparing the satisfaction scores of the fitness software and the products developed in this article, the score ranges from 1 to 5 points, which is very consistent with the score of 5, and it is very inconsistent with the score of 1. Through the trial of this scene, positive information was obtained. The evaluation of the prototype is generally above that of the fitness software. The number of people eager to use the prototype again is 10 times more than that of the fitness software. These data are from the first combination chart and the third combination chart. The corresponding explanations and experimental methods will be introduced in the description of these two combination charts later. The prototype can widely cater to the public’s sport preferences. It is basically realized that starting from the image processing technology, a smart monitoring wearable product with high evaluation and good effect has been designed.
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Westphal, Alia, Jason Bailie, Melissa Caswell, Juan Lopez, Angela Basham, and Ida Babakhanyan. "A-140 Computer Based Cognitive Rehabilitation Interventions for Visual Attention Following Mild Traumatic Brain Injury." Archives of Clinical Neuropsychology 36, no. 6 (August 30, 2021): 1193. http://dx.doi.org/10.1093/arclin/acab062.158.

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Abstract Background Service members with a history of mild traumatic brain injury (mTBI) frequently report problems paying attention. In combat and training settings, visual attention is critical given the demand to warfighter performance. Many computerized cognitive rehabilitation programs exist, however the impact of their effectiveness on improving visual attention is unknown. Methods A randomized controlled trial consisted of 22 active-duty service members with a history of mTBI. Participants were randomized to Lumosity (N = 8) which focused on multiple cognitive domains or UCR which has a specific focus on visual attention (N = 14). Cognitive assessment was completed at baseline and following treatment. The Neuropsychological Assessment Battery (NAB) Driving Scenes subtest was used as the primary assessment of visual attention. All participants passed a validity measure pre and post assessment. Results A one-way ANOVA revealed that performance on NAB Driving Scenes improved for all participants after treatment (F = 4.18, p = 0.046); however, when computer program type was analyzed there was no interaction (F = 0.32, p = 0.860). Participants who completed the UCR intervention improved from M = 41.64, SD = 11.58 to M = 46.79, SD = 14.52, Cohen’s d = 0.43. For the Lumosity condition, there was a medium effect size (Cohen’s d = 0.46) from baseline (M = 38.63, SD = 14.33) to post treatment (M = 44.75, SD = 9.47) Conclusions The results indicated that both programs proved effective at improving visual attention symptoms. These findings provide support for the use of computerized cognitive rehabilitation programs as a form of intervention for mTBI.
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Acampora, Giovanni, Pasquale Trinchese, Roberto Trinchese, and Autilia Vitiello. "A Serious Mixed-Reality Game for Training Police Officers in Tagging Crime Scenes." Applied Sciences 13, no. 2 (January 16, 2023): 1177. http://dx.doi.org/10.3390/app13021177.

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Recognizing and collecting evidence at a crime scene are essential tasks for gathering information about perpetrators and/or the dynamics of a criminal event. Hence, the success of a crime investigation is strongly based on the ability of forensic investigators to perform these tasks. Recent studies observing and comparing the performance of experts and novices have highlighted the importance of experience and training for search and recovery strategies at crime scenes. Therefore, relevant training programs in evidence-recovery techniques should be attended by novices to improve their skills. However, the knowledge transfer between skills acquired in the classroom and their practical application in the field is a challenging task. In order to relieve this problem, this paper proposes a serious mixed-reality game, which is called TraceGame, aiming to support the training activities of novice forensic investigators by improving their skills related to the search and recovery of evidence at crime scenes. The purpose of the game is to identify the greatest number of useful traces present in a crime scene that is physically reconstructed at the training site as quickly as possible. As shown in an experimental session, TraceGame is a promising tool for supporting the training of novice forensic investigators.
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45

Junaedi, Hartarto, Jaya Pranata, Mochamad Hariadi, and I. Ketut Eddy Purnama. "Penempatan Posisi Multi Kamera Berdasarkan Gaya Sutradara Berbasis Logika Fuzzy." Jurnal Teknologi Informasi dan Ilmu Komputer 5, no. 6 (November 22, 2018): 687. http://dx.doi.org/10.25126/jtiik.2018561117.

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<p class="Abstrak">Teknologi komputer saat ini telah banyak digunakan dalam pengembangan animasi atau permainan komputer. Salah satu teknologi itu adalah <em>machinima </em>yaitu suatu sistem yang menggunakan teknologi mesin grafik 3D untuk menghasilkan produk sinematik secara <em>real time</em>. Dalam proses pembuatan produk sinematik itu penempatan posisi kamera sangat memegang peranan penting. Penempatan posisi kamera ini tentu harus sesuai dengan kaidah-kaidah sinematografi. Penelitian ini akan mengusulkan sebuah pendekatan agen cerdas dengan multi perilaku untuk menempatkan kamera <em>virtual</em> dalam lingkungan <em>virtual </em>secara otomatis sesuai dengan gaya seorang sutradara. Setiap kamera <em>virtual </em>itu akan memiliki perilaku yang berbeda berdasarkan kaidah sinematografi sehingga memiliki <em>Point of View</em> (POV) yang berbeda. Untuk memberikan perilaku pada kamera <em>virtual</em> akan digunakan pendekatan berbasis logika fuzzy dengan menggunakan metode <em>mamdani</em>. Jumlah variabel masukan yang digunakan sejumlah tiga dan variabel keluaran sejumlah tiga dengan <em>membership function </em>antara tiga sampai lima. Penelitian ini akan menggunakan simulasi permainan komputer dengan tiga kamera <em>virtual</em> dengan perilaku yang berbeda untuk merekam adegan yang sama dan hasilnya akan divalidasi berdasarkan hasil pengamatan dengan komunitas juru foto. Pada akhirnya dapat diambil kesimpulan bahwa pendekatan logika fuzzy dapat digunakan untuk memberikan sebuah perilaku atau gaya sutradara pada kamera <em>virtual</em>.</p><p class="Abstrak"><strong>Abstract</strong></p><p class="Abstract">Computer technology is has been used widely in the development of animation or computer games. One of the technologies is machinima, a system that uses reak time 3D graphics engine technology to produce cinematic products. In the process of develop a cinematic product, camera positioning is a very important component. The camera positioning must be comply with cinematography’s rule. This research will propose an intelligent multi agent behavior to positining a virtual camera in a virtual environment automatically according to the director’s style. Each virtual camera will have a different behavior based on cinematographic rules so that it has a different Point of View (POV). To assign a behavior on the virtual camera will be based on fuzzy logic using the mamdani method. The number of input variables are three and the output variables are three with the number membership functions between three to five. This research will program a computer game simulation with three multi behavior virtual cameras to capture some scene and the results will be validated based on observations with the photographer community. Finally it can be concluded that the fuzzy logic approach can be used to assign some behavior to a virtual camera.</p>
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XIE, M., J. S. KANDHASAMY, and H. F. CHIA. "MEANING-CENTRIC FRAMEWORK FOR NATURAL TEXT/SCENE UNDERSTANDING BY ROBOTS." International Journal of Humanoid Robotics 01, no. 02 (June 2004): 375–407. http://dx.doi.org/10.1142/s0219843604000137.

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In the past fifty years, efforts in classical AI have focussed on computerizing human intelligence. Naturally, computerized human intelligence is not a proof of machine or robot intelligence because the programs underlying computerized human intelligence are still made by humans. So far, there is no computer nor robot which is creative enough to master its own language and to compose a text expressing its intentions. Thus, it is time to shift our research focus from computerizing human intelligence to developing machine intelligence. A first and necessary step towards this goal is to make machines or robots learn, manipulate, understand and create both elementary and composite meanings encoded in a natural language such as English. Elementary and composite meanings could be acquired through both sample texts and images. Hence, we propose a learning-synthesis-analysis framework which aims to enable a robot, or computer, to understand and convey meaning through texts or images. The main contribution of this paper is to lay out a sound foundation on which interdisciplinary research could effectively progress toward the development of machines or robots that understand meaning through texts or images.
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47

Ning, Chuanlin, Jian Xu, Hao Gao, Xi Yang, and Tianyi Wang. "Sports Information Needs in Chinese Online Q&A Community: Topic Mining Based on BERT." Applied Sciences 12, no. 9 (May 9, 2022): 4784. http://dx.doi.org/10.3390/app12094784.

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The online Question and Answering (Q&A) community has grown globally, allowing users to ask, discuss, and answer questions based on shared interests. As a gathering place for people’s knowledge production, collaboration, and dissemination in the current Internet scene, the online Q&A community can intuitively reflect the public’s information needs and behavior. It also collects many sports-related data and becomes an effective vehicle for comprehending mass sports information needs and disseminating sports knowledge. However, sports-related studies on the online Q&A community have rarely been reported. This study took the sports information in Zhihu, the largest Q&A community in China, as the research object to explore the public needs for sports information in China. We introduced the BERT model through a self-compiled python program and collected 391,092 sports-topic answers in the online Q&A community of Zhihu. Then, we explored the topic content, evolution trend, and user attributes of these answers. We found that the overall trend of sports information needs in Zhihu can be divided into three cycles: the London 2012 Olympic period, the Rio 2016 Olympic period, and the Tokyo 2020 Olympic period in general. The diversified content of information needs included 40 second-level themes and eight first-level themes. Male and female users had similarities and differences in sports information needs. The male and female users had the same information needs for fitness-related information. However, men were more concerned with confrontational solid sports such as basketball and football; women were more likely to care about weight loss, shape effect, and self-protection while doing sports activities. In addition, compared with men, women preferred to emphasize their gender attributes when expressing their needs for sports information to obtain more practical knowledge. In conclusion, our finding reveals that the sports community formed by the current online Q&A community in China is still a male-dominated information field.
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Li, Nian Xuan, and Yue Feng Wang. "Visual Simulation for Satellite on Track and Shaded Part Compute for Solar Panel." Applied Mechanics and Materials 190-191 (July 2012): 758–62. http://dx.doi.org/10.4028/www.scientific.net/amm.190-191.758.

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Abstract: For the purpose of scene simulation of satellite moving on track and shaded part compute for solar panel, this paper analyzed the visualization system's software architecture, introduced Program design method with GDI+ and OpenGL on MFC frame. Based on the analysis, software architecture was optimized and some reusable classes were also designed. Therefore a more reusable, extendable and modularized visualization system can be realized. It covered a wide range of function such as the visual simulation, shaded part compute for solar panel and results display. The results showed that this visualization system was satisfactory and feasible in the simulation.
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Ehrmann, Guido, and Andrea Ehrmann. "Suitability of common single circuit boards for sensing and actuating in smart textiles." Communications in Development and Assembling of Textile Products 1, no. 2 (December 22, 2020): 170–79. http://dx.doi.org/10.25367/cdatp.2020.1.p170-179.

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Single-board computers and microcontrollers such as Raspberry Pi or Arduino are nowadays used in a broad range of applications. Their relatively low power consumption and low price, compact dimensions and relative ease to program them make them suitable for diverse areas of measuring and controlling various parameters. In the textile area, however, such single-board computers are still less often used than in other projects, in spite of their aforementioned advantages in comparison to other solutions. Here we give an overview of the differences between single-board computers and single-board microcontrollers in general, compare different versions and give examples which projects are reported in the scientific literature, in design or in the maker scene, enabling researchers, designers and makers to decide which future projects necessitate which single circuit boards.
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Dobravec, Tomaž. "Selected tools for Java class and bytecode inspection in the educational environment." Open Computer Science 11, no. 1 (December 17, 2020): 43–50. http://dx.doi.org/10.1515/comp-2020-0170.

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AbstractJava is not only a modern, powerful, and frequently used programming language, but together with Java Virtual Machine it represents a novel dynamic approach of writing and executing computer programs. The fact that Java programs are executed in a controlled environment has several important implications that define the nature of the language and makes it different from the traditional C-like languages. Knowing the detailed differences between the two types of languages and execution environments is a part of the holistic education of a computer engineer.In this paper, we present some behind-the-scene details about the Java Virtual Machine and we show how these details could be used in the educational process to demonstrate the differences and to emphasise the advantages of the dynamic programming approach when compared to the static one. After presenting some information about class files and about the internal structure and operation of the Java Virtual Machine we demonstrate the usage of public domain programs that could be used in the educational process to put these theoretical concepts into practice.
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