Journal articles on the topic 'Visual and time-based digital thesis'

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1

Singh, Bohar, and Mrs Mehak Aggarwal. "Knn And Steerable Pyramid Based Enhanced Content Based Image Retrieval Mechanism." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 17, no. 2 (August 16, 2018): 7215–25. http://dx.doi.org/10.24297/ijct.v17i2.7606.

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Recently, digital content has become a significant and inevitable asset of or any enterprise and the need for visual content management is on the rise as well. There has been an increase in attention towards the automated management and retrieval of digital images owing to the drastic development in the number and size of image databases. A significant and increasingly popular approach that aids in the retrieval of image data from a huge collection is called Content-based image retrieval (CBIR). Content-based image retrieval has attracted voluminous research in the last decade paving way for development of numerous techniques and systems besides creating interest on fields that support these systems. CBIR indexes the images based on the features obtained from visual content so as to facilitate speedy retrieval. Content based image retrieval from large resources has become an area of wide interest nowadays in many applications. In this thesis work, we present a steerable pyramid based image retrieval system that uses color, contours and texture as visual features to describe the content of an image region. To speed up retrieval and similarity computation, the database images are classified and the extracted regions are clustered according to their feature vectors using KNN algorithm We have used steerable pyramid to extract texture features from query image and classified database images and store them in feature features. Therefore to answer a query our system does not need to search the entire database images; instead just a number of candidate images are required to be searched for image similarity. Our proposed system has the advantage of increasing the retrieval accuracy and decreasing the retrieval time.
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Skowroński, Krzysztof Piotr. "Stoic pragmatist ethics in the time of pandemic." Ethics & Bioethics 11, no. 1-2 (June 1, 2021): 82–91. http://dx.doi.org/10.2478/ebce-2021-0010.

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Abstract The present paper is a response, of sorts, to the challenges of the coronavirus pandemic (COVID) and lockdown that we all must face. We have an idea of what doctors, nurses, teachers, among many of the other professions, do for the general public, but one may ask whether there is something substantial that philosophers and ethicists can offer in these circumstances. The thesis of this paper is that the stoic attitude towards times of trouble and the pragmatist way of finding out what is possible to elevate the quality of living against all odds, if skilfully interwoven, could be an important tool in keeping mental health in good shape and, additionally, could contribute to the cultural scene at large. If this is the case, stoic pragmatists can indeed offer an interesting example of practical philosophy for many audiences, especially during the pandemic lockdown and, perhaps, for other serious difficulties or problems. To be effective in delivering their message, stoic pragmatists, as most with philosophers today, should enrich their textual and oral modes of traditional transmission of knowledge and become digital-culture public intellectuals that can recognize and reach more general audiences by, among other things, visual modes of digital communication.
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Feng, Liang, Liang Yuhong, and Li Jian. "Information-Based Development Trend of Building Skin Design." Leonardo 47, no. 2 (April 2014): 173–75. http://dx.doi.org/10.1162/leon_a_00736.

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From the perspective of Information design science, this thesis discusses the fact that in the transition of the entire society toward informatization, building skins have unprecedentedly picked up more complex functions and borne more social responsibilities, as shown in the following aspects: As the interaction between outdoor advertising media and humans and environment, as the media that link up indoor and outdoor information and as the media for indoor householders to express their needs, the infiltration of being digital into the architectural field has made building skins the interface for human-computer interaction in a broad sense. Accordingly, in addition to professional skills, architectural designers must keep on learning the knowledge and methods of digital interactive design and develop the awareness of studying inhabitants' behaviors. Architectural design has become an integration process of massive information in a way that is different from traditional design ideas. Therefore, designers need to look for more appropriate building skin design methods in this new period of architectural design.
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Robbins, Christopher. "Crossing Conventions in Web-Based Art: Deconstruction as a Narrative Device." Leonardo 40, no. 2 (April 2007): 161–66. http://dx.doi.org/10.1162/leon.2007.40.2.161.

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The author explores the thesis that crossing the boundaries of genre within a medium requires the reassignment of defining constructs and can be used as a tool for deconstructing the medium. In this process, elements considered impartial or invisible become consciously manipulated tools, deconstructed and reassigned as narrative devices. The author posits that this reassessment is essential for the continued development of any medium or genre and discusses reasons for its recent renewed prominence. The author traces convention-crossing in several media, revealing attributes that are redefined by subversions, and explores subversions of digital media constructs, before discussing his own forays into web-based works that hinge on the artifice of convention.
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Liang, Ju Hua, and Jun Qian. "A Method for Printing Image Sharpening Based on the Principle of Electronic Scanners." Applied Mechanics and Materials 543-547 (March 2014): 2368–72. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2368.

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For enhancing printing images quality so as to meet human visual needs, two ways of scanners clarity compensating by optical unsharp-mask and electronic second differential had been devoted based on investigating the cause of cut down on presswork definition produced by printing, the advantages of the twofold method which combine the two was also discussed in the thesis. The method of applying the technique was proposed in digital image processing. Tests had been done on standard images by the suggested method in Matlab, normal ways of USM and second differential were also used for comparing, printing proofs were made after manipulation for subjective evaluation on sharpening degree, statistic analysis on assessment data was also made, which shows that: the second differential method will bring the highest clarity on images with the side-effect of too heavy edges, USM can get relative mild margins and slightly lacking of distinct, the twofold method get preferable contour strengthen and smoothness, it can be used in printing image sharpening.
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Emilia, C. "Implementing new digital options in education/ occupational/ play/ art therapy as tools for self-knowledge, self-managements, self-esteem." European Psychiatry 64, S1 (April 2021): S681—S682. http://dx.doi.org/10.1192/j.eurpsy.2021.1808.

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IntroductionThe purpose of art in art-therapy, in this context, is not an exercise of the already acquired knowledge upon the artistic material, but a discovery of the yet unknown. “Multimedia technology, which has evolved into meaningful visual representations, incorporates the science behind human perception and knowledge…Contemporary visual arts bring together, in different degrees of relationship and fusion, fields of art that until now were understood and practiced more individually. The most suitable territory for this partnership is that of the physical and metaphysical environment, provided by the installationist and shareholder arts.” [1].ObjectivesArt-based therapies, as nondirective methods, attempt to visualize past traumatic experiences and harmonize the individual with himself and with others.MethodsIn the preventive activities we include all activities involving nonverbal communication and holistic engagement. ”Beneficiaries can create their own images with which they want to interact, to arrange their environment…We experiment with art-specific ways to make interdisciplinary exchanges and cultural interferences using the universal language of visual arts along with intercultural elements and religious ecumenism … Sometimes, common themes with schools and higher education are addressed as an extra-curricular complement. Benefits are multiple, diverse and complex, appear on the paths that offer inter/pluri/transcultural learning opportunities and exchange of knowledge, making space and time connections between different cultures. [2]ResultsThe creative process and the interaction increases self esteem, courage, taking of risks, the learning of new skills.ConclusionsNew ideas, conceptions and ways of expression emerge, enriching the patient’s life according with the therapeutic purposes. [3].DisclosureREFERENCES [1] Chirila, Emilia (2011), PhD Thesis, Educaţie artistică şi art-terapie cu mijloace specifice ceramicii [Artistic Education and Art-therapy within the Specific Means of Ceramics], University of Art and Design, Cluj-Napoca, Romania, p. 390
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Shaumi, Rahmat. "Indonesian-Aceh Application Translation Design Based on Android." International Journal Education and Computer Studies (IJECS) 1, no. 1 (May 4, 2021): 24. http://dx.doi.org/10.35870/ijecs.v1i1.331.

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Language is a sign to communicate. In the world, there are many languages that characterize the country, for example, the State of Indonesia which has various regional languages, one of which is the Aceh language which is dominantly used by residents in the Aceh Province to communicate. The purpose of this research is to design and build an android-based digital dictionary application that can be used to make it easier to find translated vocabulary in Indonesian or in Acehnese so that they can be used in general so as to provide convenience for the user. The method used in this thesis is the prototyping method. Based on the test results on the Android-based Indonesian-Aceh application, it can be seen and can conclude several things, namely; The search system is designed to be able to display words in the text file in program code faster because it does not require large data, in the coding process using the auto-search model and an array that matches the application user input string, this dictionary application is designed using Xamarin Microsoft Visual Studio 2017 which can be exported on IOS and Windows Phone systems in a single project built.
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Vanderbeeken, Robrecht. "Relive the Virtual: an Analysis of Unplugged Performance Installations." New Theatre Quarterly 26, no. 4 (November 2010): 361–68. http://dx.doi.org/10.1017/s0266464x10000667.

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Can retro media make us relive the virtual from digital media? Following McLuhan's thesis that the proper characteristics of a medium are revealed through remediation, it could well be that retro media re-enacting digital media can make explicit what the concept ‘virtual’ entails. Two recent works analyzed in this article take as their starting point antique theatrical techniques (the ballet pulley, the panorama) to evoke optical illusions, not to stage another illusion but for other purposes. Both works, which have no actual connection with cyberspace, include non-narrative interplay with antiquated technological installations that generate a challenging experience for the contemporary spectator in a digital era. The performance-installation I / II / III / IIII by Kris Verdonck stages a repetition in time in which the viewer gets trapped. By reviving virtual features into real ones and presenting them in replay-mode, the viewer discovers how a variation of sameness can evoke significant differences, or how identity arises due to a repetition in time. Hans Op de Beeck's installation Location (6) displays an all-round view in a real but generic space that induces the spectator's performative power – like an avatar, able to dwell in the virtuality of personal imagination. Robrecht Vanderbeeken has published on a variety of topics, including metaphysics, philosophy of technology, and aesthetics. Formerly a researcher in the Theory Department of the Jan van Eyck Academy, he now teaches at the Royal Academy of Fine Art at University College Ghent (KASK), and is currently researching the philosophical implications of technological innovations in art and culture.
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Głowacka, Ewa. "Assessment of the quality of digital libraries based on the principles of information architecture. Research plan." Digital Library Perspectives 37, no. 4 (October 18, 2021): 416–28. http://dx.doi.org/10.1108/dlp-10-2020-0104.

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Purpose The purpose of this paper is to present a detailed plan of research on the information architecture of digital library websites. Design/methodology/approach The research plan was prepared on the basis of a critical analysis of the scientific literature concerning the areas and criteria for the analysis and evaluation of the information architecture of digital resources. The evaluation criteria selected in individual areas of information architecture and the entire evaluation model were tested on the example of Europeana. The study proposes criteria for all areas of information architecture: service identity, organizational system, labeling system and navigation system. Findings The proposed research model containing areas and criteria for assessing usefulness from the point of view of information architecture may complement the methodology for assessing digital libraries. In a structured manner, it presents areas important for building good digital resources together with criteria for heuristic evaluation. This thesis is confirmed by a study conducted on the example of Europeana. Research limitations/implications For a more precise assessment of quality, you can add to the proposed criteria related to the information architecture the criteria proposed by Nielsen or other authors. These include, e.g. help users recognize, diagnose and recover from errors, result relevance, consistency of terminology and specific action conventions and an appropriate visual presentation. Practical implications The model can be used to assess the quality of websites of various digital libraries. Originality/value The methodology of assessing the quality of digital libraries is in the stage of formation and development. Such studies can apply evaluation criteria prepared to analyze all kinds of information systems and most of all web pages. At the beginning of the 21st century, concepts of using information architecture principles to design and evaluate digital libraries’ usability began to take shape. However, no detailed criteria for evaluating digital libraries based on the principles of information architecture have been presented.
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Aldino, Ivanovich. "Strategi Pemasaran Digital Pariwisata Berbasis Budaya Pemerintah Kota Surakarta (Studi Kasus Batik Solo TV di Instagram)." Jurnal Tata Kelola Seni 7, no. 1 (May 24, 2021): 45–61. http://dx.doi.org/10.24821/jtks.v7i1.5350.

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Penelitian ilmiah terkait promosi digital dalam bidang pariwisata kota dibutuhkan untuk memberikan edukasi pentingnya perancangan sistem promosi di era digital. Studi kasus pada Batik Solo TV ini membahas dan menganalisis berbagai faktor yang memengaruhi capaian konten promosi digital yang diunggah akun resmi Pemerintah Kota Surakarta dalam platform media sosial. Rumusan penelitian ini mengulas strategi yang dilakukan pengelola Solo Batik TV dalam merancang konten dan bekerja sama dengan pengelola event kebudayaan di Kota Surakarta. Penelitian ini juga menguji konten promosi digital Solo Batik TV dengan sudut pandang follower akun media sosial pemerintah kota. Penulis menggunakan metode penelitian deskriptif kualitatif dengan pendekatan studi kasus, bertujuan mengetahui teknik penerapan konten audio visual untuk meningkatkan hasil capaian dari kegiatan kebudayaan Kota Surakarta. Penelitian ini menunjukkan bagaimana pengelola Solo Batik TV mengelola konten promosi digital wisata kota. Sehingga hasil penelitian bisa memberikan pandangan baru dalam implementasi manajemen khususnya pada bidang pengelolaan konten audio visual untuk promosi digital wisata kota. Tourism Digital Marketing Strategy Based on the Culture of the Surakarta City Government (Case Study Batik Solo TV on Instagram) ABSTRACT Scientific research in digital promotion for city tourism is paramount to educate the importance of promotion system design in the digital era. A case studies Solo Batik TV analyzing and discussing factors concerning achieved digital promotion content uploaded by official Surakarta’s Government account on the social media platform. This research reviews strategy used by Solo Batik TV management in designing content and collaboration with other cultural affairs agencies in Surakarta. This thesis also tested Solo Batik TV digital promotion content from the city’s social media follower perspective. The researcher used a qualitative descriptive research method with a case study approach to better understand the usage of audiovisual content to increase performance from cultural events in Surakarta. This research shows how Solo Batik TV manages the city’s digital promotion content. This research aims to give a new perspective in the management implementation, notably in the audiovisual content management for city digital tourism promotion.
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Kostoglotov, Dmitry A. "Soviet Visual Symbols in Internet Memes." Observatory of Culture 19, no. 5 (November 14, 2022): 460–66. http://dx.doi.org/10.25281/2072-3156-2022-19-5-460-466.

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The article analyzes Soviet symbols that are present in Internet memes — an important, developing part of modern communication. Despite the fact that the Internet meme has many definitions, the article presents a clear, heuristic view that considers the Internet meme as an element of the emerging metalanguage. Such an understanding is possible due to the structure of an Internet meme, which contains an unchangeable part (language) and a changing part in every new picture (speech). This optics allows us to consider an Internet meme as a saying available for analysis.Using this provision, the article examines the existence and functioning of Soviet symbols in Internet memes. They are usually the subject of various studies of cultural and historical memory. Despite the great attention paid to the Soviet memory discourse, researchers mainly focus on the confrontation of positive and critical memory about the Soviet experience and on the construction of such memory. The author puts forward the thesis about the presence of Soviet symbols outside this discourse and its consolidation in cultural memory and everyday communication on the Internet. The involvement of Soviet symbols can be found outside the paradigm of memory construction and any explicit political discourses. At the same time, Soviet symbols regularly appear in new Internet memes, acting as a universal, understandable code of culture. Symbols such as the hammer and sickle, the red star, the May Day demonstration, figures of leaders and many others serve as a matrix of understanding for everyday communication, purified from purely historical discourses.Using various examples, the article demonstrates symbols, seemingly irrelevant to a young audience, which are successfully used in Internet memes that play out a variety of situations. This approach makes it possible to implement the interdisciplinary paradigm in the studies of cultural memory in the digital environment, using the methods of cultural theorists and the methods of media researchers.
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Hamann, Christoph. "Indeks, ikona i symbol. O stosunku fotografii, historii (czasu) i pamięci." Kultura i Społeczeństwo 55, no. 4 (November 22, 2011): 107–27. http://dx.doi.org/10.35757/kis.2011.55.4.6.

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The Author starts with a thesis that photography and modern historiography developed at the same time, and then tries to look for relationships between the two. He starts from analyzing a specificity of a photograph which — as a medium — not only represents the past, but can be an energizing impulse both in the presence and the future. By referring to the semiotic classification of Charles Sanders Peirce, the Author describes the importance of a photograph to historical research as an index, an icon and a symbol. This helps understand the way of using a collective resource of photographs and to define a status of digital photographs as a source. Finally, the Author tries to show the perspectives of visual history analysis and the role which might be played by images when forming and changing memory communities in the era of globalization and diversification.
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Rocha, Ana Isabel Serra de Magalhães. "Cardography as a research method through writing and drawing in higher education workshops." Journal of Writing in Creative Practice 14, no. 2 (September 1, 2021): 193–207. http://dx.doi.org/10.1386/jwcp_00022_1.

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This article is supported by the author’s experience through a methodology created during her Ph.D. thesis ‘The experience of book’s place at the university’, also during COVID-19 restrictions. The student transformed public presentations into collaborative research workshops, where new interrelations and concepts occurred rooted in arts-based research methodologies, exploring art and education, in its scope. Cardography is an invented designation based on a/r/tography, as a creative living research methodology that uses cards as a device for a visual inquiry, considering that each book’s page is a card to be written or drawn (digital or paper), documenting the dialogic process during each research workshop. The research result contemplates an artistic object, which is displayed afterwards in university and art exhibitions. The reader is invited to follow a fil rouge alignment, inspired by a book structure, reflecting upon concepts and research methods not yet implemented at the art education doctoral course.
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Pooja, Pooja, and Sonika Jindal. "ENHANCED CBIR MECHANISM USING STEERABLE PYRAMID AND MEDIAN VECTOR ALGORITHM." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 15, no. 14 (January 26, 2017): 7504–14. http://dx.doi.org/10.24297/ijct.v15i14.5705.

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Recently, digital content has become a significant and inevitable asset of or any enterprise and the need for visual content management is on the rise as well. Content-based image retrieval has attracted voluminous research in the last decade paving way for development of numerous techniques and systems besides creating interest on fields that support these systems. CBIR indexes the images based on the features obtained from visual content so as to facilitate speedy retrieval. In this thesis work, we present a steerable pyramid based image retrieval system that uses color, contours and texture as visual features to describe the content of an image region. We have initially used steerable pyramid to extract texture features from query image and database images and store them in feature vectors. Second, to speed up retrieval and similarity computation, the database images are classified and the extracted regions are clustered according to their feature vectors using median vector algorithm. This process is performed before query matching takes place. Therefore to answer a query our system does not need to search the entire database images; instead just a number of candidate images are required to be searched for image similarity. Our proposed system has the advantage of increasing the retrieval accuracy and decreasing the retrieval time. The experimental evaluation of the system is based on a satellite and medical image database. From the experimental results, it is evident that our system performs significantly better and faster compared with other existing systems. In our analysis, we provide a comparison between retrieval results based on features extracted from the whole image using steerable pyramid with median vector and features extracted from same image without median vector. The results demonstrate that each type of feature is effective for a particular type of images according to its semantic contents, and using a combination of them giving better retrieval results for almost all different classes of images in the dataset. Â
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Sunardi and Yunan Henryanto. "Design Translation Application from Indonesian to the Nyow Dialect (Pepadun) Based on Android." International Journal Software Engineering and Computer Science (IJSECS) 2, no. 1 (May 30, 2022): 18–25. http://dx.doi.org/10.35870/ijsecs.v2i1.762.

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Language is a sign to communicate. In the world, there are many languages ​​that characterize the country, for example, the State of Indonesia has various regional languages, one of which is the Nyow Dialect (Pepadun) which is dominantly used by residents in the coastal Lampung area to communicate. The purpose of this research is to design and build an Android-based digital dictionary application that can be used to make it easier to find translated vocabulary either in Indonesian or in the Nyow Dialect (Pepadun) so that it can be used in general so as to provide convenience for the wearer. The method used in this thesis is the prototyping method. Based on the test results on the Android-based Indonesian-Now Dialect (Pepadun) application, it can be seen and can conclude several things as follows; The search system designed is able to display words in the database more quickly and equivalently, the search process is carried out by an implicit system where the words to be searched will be processed based on an array that matches the user input string, and system design with Xamarin in the Visual Studio 2017 application package. as an android programming language toll in making applications, it is right because of the ease in the application development process.
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Krause, Lena. "Creating a Digital Atlas of French Public Architecture (1795–1840)." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-188-2019.

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<p><strong>Abstract.</strong> After the French Revolution, a national council called <i>Conseil des bâtiments civils</i> was put in charge of the nation's public architecture. Its aim was to build the Republic, providing the necessary infrastructure to establish the new political power and to control public space. The CONBAVIL database consists in the compiled statements of the council meetings, from its creation in 1795 until 1840. It therefore contains all civil building projects pertaining to this time, as each project was examined by the council due to nation-wide administrative centralisation. This database is currently available on the web, yet its use is constrained to interrogation through a static form. Each query returns a list of results which can be studied individually. This model makes limited use of the digital potential within the database and restricts exploration of its contents.</p><p>In this presentation, the focus will be set on the intrinsically spatial nature of the data. Beyond the immediate implementation of architecture in space, civil buildings were planned and constructed with spatial awareness on local, regional and national scales. What kind of interface can render these characteristics of the CONBAVIL data? Furthermore, how can it impact discovery and knowledge production? My hypothesis is that creating an interactive interface focused on visual and spatial approaches to the data will enable discovery and foster new theories on its contents. My thesis therefore consists in the editorialization and visualization of the CONBAVIL database into a <i>Digital Atlas of French Public Architecture</i>.</p>
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Nake, Frieder. "The Pioneer of Generative Art: Georg Nees." Leonardo 51, no. 3 (June 2018): 277–79. http://dx.doi.org/10.1162/leon_a_01325.

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The pioneer of computer art Georg Nees passed away on 3 January 2016, at the age of 89. He was the first to exhibit computer-generated drawings, in Stuttgart in February 1965. Influenced by Max Bense’s information aesthetics (a rational aesthetics of the object based on Shannon’s information theory), Nees completed his PhD thesis in 1968 (in German). Its title, Generative Computergraphik, is an expression of the new movement of generative art and design. Trained as a mathematician, Nees participated in many early, but also recent, displays of computer art. After retiring from his research position at Siemens in Erlangen, he again concentrated on computer-generated art and researched issues of digital coloring but also wrote several novels expressing his philosophy of a nonreligious, human-made culture.
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Sala, Èlia. "Rendering Tone and Mood in Creactive Subtitles for Deaf and Hard-of-hearing." Między Oryginałem a Przekładem 28, no. 1 (55) (March 30, 2022): 73–91. http://dx.doi.org/10.12797/moap.28.2022.55.04.

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This article introduces the concept of creactivity – the process of making creative solutions to provide emotional accessibility, especially in subtitling for the d/Deaf and the hard-of-hearing. It is based on the findings of the PhD thesis Creactive Subtitles: Subtitling for All, defended by the author in 2016. To understand the need for a new way of providing accessibility, a review of digital communication is presented. It illustrates the pivotal role of digitization at present, after the pandemic has increased digital inequality for those who lack digital skills or access due to their sociodemographic background or sensory impairment. The impact of deafness is discussed, particularly, how early hearing loss influences the cognitive, communicative, linguistic, and social development of children and affects not only their language choice, but also the way they communicate, understand, and perceive the world we live in. Thus, to transmit what is perceived by means of hearing to make the audiovisual message complete for everyone, Sala [2016] designed the creactive subtitles. Targeted at younger (deaf) audiences, they are visual tailor-made subtitles designed ad hoc to be adapted to the unique features of each audiovisual product and its audiences’ abilities. Now that creactive subtitles are a reality, creactivity becomes the new goal: to spread the attitude to create new solutions in favor of accessibility.
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Lēvalde, Vēsma. "Digimodernisms teātrī: perspektīva un naratīvs." Aktuālās problēmas literatūras un kultūras pētniecībā: rakstu krājums, no. 25 (March 4, 2020): 276–85. http://dx.doi.org/10.37384/aplkp.2020.25.276.

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The digital era has created a new form of textuality, defined ten years ago by British cultural critic Alan Kirby as digimodernism, manifested in both literature and art, and gradually replacing postmodernism. The new media-language theorist Lev Manovich sees similarities in digital art and the aesthetics of the Left Avant-Garde of the 1920s, as well as cinema. In the early and middle 20th-century cinema development produced an impact on modernism art. In the 21st century, digital technologies emerging from film aesthetics leave the footprints in contemporary art and theatre. Identifying the key principles of Kirby’s theory in particular productions allows partial revising Hans-Thies Lehmann’s concept of post-dramatic theatre, and raising a thesis on digimodernism as one of the contemporary tendencies in theatre. Thus, fundamental categories of theatrical language – space, time, character, narrative – are becoming relevant. The article aims to research the narrative in digital art and look for a similar strategy of sense construction in theatre productions, drawing conclusions on the effects of digimodernism on theatre. If a narrative is perceived as a sign system, there are two dimensions – the syntagmatic or “real narrative” and the paradigmatic or a range of choices from which narrative is selectively created. Manovich’s theory proves that in new media language paradigm and syntagma interchange, therefore the paradigm becomes a sense-bearer. Similar principles are applied in modern theatre directing. A typical example is the selected production by Latvian director Elmars Senkovs based on the classic play “Blow, wind!” (Pūt, vējiņi!) by Latvian poet and playwright Rainis. The author of the research concludes that the principles of digimodernism in theatre can change the visual perspective of the stage space, namely, the concepts of “downstage” and “upstage” are often replaced by the terms “top” and “bottom”, making the stage “flat”, similar to a screen. Meanwhile, the central perspective or the narrative as a sense-construction strategy still depends on the intellectual capacity and emotional sensitivity of theatre-makers as interpreters.
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Ranocchi, Emiliano. "Liberature or Literature in the Electric Age." Acta Academiae Artium Vilnensis, no. 101-102 (February 6, 2021): 277–96. http://dx.doi.org/10.37522/aaav.101.2021.72.

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The article proposes a media-oriented approach to liberature, a literary trend born in Poland at the end of the 20th century which aims at reconsidering the physical body of the book as an integral part of the literary work. The idea of liberature is not only a contemporary literary programme, but it has also helped in redefining phenomena from the past hitherto considered to be marginal. The thesis of the article is that this corporeal turn is directly connected with what Marshall McLuhan has called the electric age – a time in which electrical media have put an end to print culture and consequently to the predominance of sight over other senses, to standardisation, specialisation, and linear thinking in favour of a new audio-tactile sensibility. Liberature, if considered from this point of view, turns out to be not a form of resistance of old print culture in a digital world, but the natural consequence of a change of paradigm we can trace also in other fields such as physics and linguistics where the concept of embodiment has occupied a central position for several decades. Hence, far from being a curiosity at the periphery of contemporary literature, it ought to be considered as an important expression of present times.
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Roloff, Bianka Nieckel da Costa, and Cida Golin. "A cobertura jornalística das megaexposições de artes visuais no Brasil (2010-2016): o mapa quantitativo de um acontecimento saliente // The news coverage of the visual arts blockbuster exhibitions in Brazil (2010-2016)." Contemporânea Revista de Comunicação e Cultura 16, no. 3 (February 6, 2019): 602. http://dx.doi.org/10.9771/contemporanea.v16i3.23369.

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Este artigo busca sistematizar e analisar quais indícios o jornalismo acionou ao cobrir o acontecimento de seis megaexposições de artes visuais que circularam no Brasil entre 2010 e 2016, a partir da cobertura de jornais de referência em suas plataformas impressa e digital. Tendo como base os estudos do acontecimento, entendemos que o jornalismo configura-se como um lugar especializado de construção de sentidos sobre arte e de mediação entre esta e os públicos, mediando também o próprio ciclo de existência dos produtos culturais. Recorte parcial de pesquisa, problematizamos os dados quantitativos aferidos no exame das coberturas por meio de Análise de Conteúdo. Destaca-se a espetacularização do evento na celebração de aspectos biográficos do(s) artista(s), nos atributos passíveis de serem traduzidos na forma de números e na capacidade de atração de público, entre diversos outros indícios. The news coverage of the visual arts blockbuster exhibitions in Brazil (2010-2016): the quantitative map of a spectacular event This article pursues to systematize and analyze which evidences journalism has triggered to cover six visual arts blockbuster exhibitions that happened in Brazil between 2010 and 2016, from the coverage of important newspapers in their printed and digital platforms. Based on the event studies, we understand that journalism is a specialized environment for building senses about art, as well as a mediator between the craft and its publics, also mediating the cycle of existence of cultural products themselves. Partial cut-off of a master thesis, we problematize the quantitative data obtained in the examination of the coverages using the Content Analysis methodology. Stands out the spectacularization of the event in the celebration of biographical aspects of the artist(s), in the attributes that can be treated as numbers and in the ability of driving crowds, among several other aspects.
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Rodriguez, Andres. "Sketching enactive interactions." Journal of Computer Science and Technology 20, no. 2 (October 29, 2020): e13. http://dx.doi.org/10.24215/16666038.20.e13.

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The continuous development of interactive technologies and the greater understanding of body importance in cognitive processes has driven HCI research, specifically on interaction design, to solve the user’s relationship with a multitude of beyond desktop devices. This has opened new challenges for having processes, methods and tools to achieve appropriate user experiences. Insofar as new devices and systems involve the body and social aspects of the human being, the consideration of paradigms, theories and support models that exceed the selection of navigation nodes and the appropriate visual organization of widgets and screens becomes more relevant. The interaction design must take care not only to get the product built properly but also to build the right product. This thesis is at the crossroads of three themes: the design of interactive systems that combine a foot in the digital and one in the physical, the theories of embodied and enactive cognition and the creative practices supported by sketching, in particular the processes of generation, evaluation and communication of interaction design ideas. This work includes contributions of different character. An in-depth study of the theories on embodied and enactive cognition, the design of interaction with digital devices and sketching as a basic tool of creative design is carried out. Based on this analysis of the existing literature and with a characterization of the enactive practice of enactive interactions based on ethnomethodological studies, a framework is proposed to conceptually organize this practice and a support tool for that activity conceived as a creative composition. The contributions are discussed, and possible lines of future work are considered.
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Wu, Weijie, Mike Pivnenko, and Daping Chu. "LCOS Spatial Light Modulator for Digital Holography." Photonics Letters of Poland 13, no. 4 (December 30, 2021): 76. http://dx.doi.org/10.4302/plp.v13i4.1123.

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Liquid crystal on silicon (LCOS) spatial light modulator (SLM) is the most widely used optical engine for digital holography. This paper aims to provide an overview of the applications of phase-only LCOS in two-dimensional (2D) holography. It begins with a brief introduction to the holography theory along with its development trajectory, followed by the fundamental operating principle of phase-only LCOS SLMs. Hardware performance of LCOS SLMs (in terms of frame rate, phase linearity and flicker) and related experimental results are presented. Finally, potential improvements and applications are discussed for futuristic holographic displays. Full Text: PDF ReferencesM. Wolfke, Physikalische Zeitschrift 21, 495 (1920). DirectLink D. Gabor, "A New Microscopic Principle", Nature 161, 777 (1948). CrossRef H. Haken, "Laser Theory", Light and Matter 5, 14 (1970). CrossRef S. Benton, "Selected Papers on Three-dimensional displays", SPIE Press (2001). DirectLink X. Liang et al, "3D holographic display with optically addressed spatial light modulator", 3DTV-CON 2009 - 3rd 3DTV-Conference (2009). CrossRef J. Chen, W. Cranton, M. Fihn, "Handbook of Visual Display Technology", Springer (2012). CrossRef D. Rogers, "The chemistry of photography: From classical to digital technologies", Royal Society of Chemistry (2007). CrossRef S. Reichelt et al, "Depth cues in human visual perception and their realization in 3D displays", Proc. SPIE 7690, 76900B (2010). CrossRef A.W. Lohmann, D. Paris, "Binary Fraunhofer Holograms, Generated by Computer", Appl. Opt. 6, 1739 (1967). CrossRef J.W. Goodman, R.W. Lawrence, "Digital Image Formation from Electronically Detected Hologtrams", Appl. Phys. Lett 17, 77 (1967). CrossRef D.C. O'Brien, R.J. Mears, and W.A. Crossland, "Dynamic holographic interconnects that use ferroelectric liquid-crystal spatial light modulators", Appl. Opt. 33, 2795, (1994). CrossRef R.W. Gerchberg, and W.O. Saxton, "A practical algorithm for the determination of phase from image and diffraction plane pictures", Optik 35, 237 (1972). DirectLink M. Ernstoff, A. Leupp, M. Little, and H. Peterson, "Liquid crystal pictorial display", Proceedings of the 1973 International Electron Devices Meeting, IEEE, 548 (1973). CrossRef W.A. Crossland, P.J. Ayliffe, and P.W. Ross, "A dyed-phase-change liquid crystal display over a MOSFET switching array", Proc SID 23, 15 (1982). DirectLink M. Tang, and J. Wu, "Optical Correlation recoginition based on LCOS", Internation Symposium on Photoelectronic Detection and Imaging 2013, Optical Storage and Display Tech., 8913 (2013). CrossRef A. Hermerschmidt, et al. Holographic optical tweezers with real-time hologram calculation using a phase-only modulating LCOS-based SLM at 1064 nm, Complex Light and Optical Forces II, International Society for Optics and Photonics, 30282 (2008). CrossRef M. Wang, et al. "LCoS SLM Study and Its Application in Wavelength Selective Switch", Photonics 4, 22 (2017). CrossRef Z. Zhang, Z. You, and D. Chu, "Fundamentals of phase-only liquid crystal on silicon (LCOS) devices", Light Sci. & Appls. 3, e213 (2014). CrossRef D. Yang, and S. Wu, Fundamentals of liquid crystal devices, 2nd edition (Wiley 2015). CrossRef B. Prince, Semiconductor memories: A handbook of design, manufacture, and application, 2nd ed. (John Wiley & Sons 1996). DirectLink J.C. Jones, Liquid crystal displays, Handbook of optoelectronics: Enabling Technologies, 2nd ed. (CRC Press 2018). DirectLink A. Ayriyan, et al. "Simulation of the Static Electric Field Effect on the Director Orientation of Nematic Liquid Crystal in the Transition State", Phys. Wave Phenom. 27, 67 (2019). CrossRef S.M. Kelly, and M. O'Neil, Liquid crystal for electro-optic applications, Handbook of advanced electronics and photonic materials and devices 7, 15 (2000). DirectLink Y. Ji, et al., "Suspected Intraoperative Anaphylaxis to Gelatin Absorbable Hemostatic Sponge", J. SID 22, 4652 (2015). CrossRef X. Chang, Solution-processed ZnO nanoparticles for optically addressed spatial light modulator and other applications, Ph.D. thesis, (University of Cambridge, Cambridge 2019) CrossRef E. Moon, et al. "Holographic head-mounted display with RGB light emitting diode light source", Opt. Express 22, 6526 (2014). CrossRef G. Aad, et al. "Study of jet shapes in inclusive jet production in pp collisions at √s=7 TeV using the ATLAS detector", Phys Rev. D 83, 052003 (2011). CrossRef M. Pivnenko, K. Li, and D. Chu, "Sub-millisecond switching of multi-level liquid crystal on silicon spatial light modulators for increased information bandwidth", Opt. Express 29, 24614 (2021). CrossRef H. Yang, and D.P. Chu, "Phase flicker optimisation in digital liquid crystal on silicon devices", Opt. Express 27, 24556 (2019). CrossRef P. Bach-Y-Rita, et al. "Seeing with the Brain", Int. J. Hum. -Comput. Interact 15, 285 (2003). CrossRef Y. Tong, M. Pivnenko, and D. Chu, "Improvements of phase linearity and phase flicker of phase-only LCoS devices for holographic applications", Appl. Opt. 58, G248 (2019). CrossRef Y. Tong, M. Pivnenko, and D. Chu, "Implementation of 10-Bit Phase Modulation for Phase-Only LCOS Devices Using Deep Learning", Adv. Dev. & Instr. 1, 10 (2020). CrossRef H. Yang, and D. Chu, "Phase flicker optimisation in digital liquid crystal on silicon devices", Opt. Express 27, 24556 (2019). CrossRef J. García-Márquez, et al. "Mueller-Stokes characterization and optimization of a liquid crystal on silicon display showing depolarization", Opt.Express 16, 8431 (2008). CrossRef
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Tirtadarma, Edo, Agung Eko Budi Waspada, and Elda Franzia Jasjfi. "Kajian Peranan Desain UX (Pengalaman Pengguna) - UI (Antar Muka Pengguna) Mobile Application Kategori Transportasi Online terhadap Gaya Hidup Bertransportasi Masyarakat Urban." Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain 1, no. 1 (November 1, 2018): 181207. http://dx.doi.org/10.25105/jsrr.v1i1.4046.

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<p>The role of digital and internet technology, and the presence of smartphones have created two-way communication between users and digital application manufacturers. Users are connected by applications that are downloaded into their smartphone so they can commuicated, sharing information. As the resuluts of the existence of mobile application in modern era nowadays, that the user will feel easier while doing their daily activities. Users can also choose the type or category of mobile application that suits their needs.<br />The category of online transportation, is a mobile application that is often used by users in modern era in the last five years. The beginning of online transportation was started by Uber, the first online mobile application based transportation that was present in Jakarta, and then it was followed by Go-Jek and Grab. The three online transpotrations come as a solution to transportation problem in urban city, Jakarta. In this thesis the researcher will analyzing the role of user experience (UX) and user interface (UI) mobile application online transportation category from visual communication perspective, so the mobile application that are made can give a solution in transportation needs and friendly user. Also in this research, the reseracher also analyze the effect of UX-UI on the lifestyle transportation in urban city, Jakarta. It is expected that in the future this research can assist designers in designing mobile application with UX-UI that are gave useful outcome for user's life, viewed from the design perspective. The methodology that is used in this thesis research is qualitative methodology, with case study analysis technique. The result of this research is the difference of user experience between the three online transportation company was made due to different vision and mission of each company, which effected the difference of their user interface. UX-UI that has difference between Grab, Go-Jek and Uber gave result in difference mindsets that casue difference motivation of each user while they using Grab, Go-Jek and Uber and thereby causing different lifestyle when using mobile application online transportation</p><p> </p><p>Abstrak<br />Peranan teknologi digital dan internet, serta keberadaan telepon genggam pintar (smartphone) telah menciptakan komunikasi dua arah, antara pengguna (user) dan produsen. Para user dihubungkan oleh aplikasi yang terunduh pada mobile application. Dampak dari keberadaan mobile application, adalah pengguna (user) akan merasa dimudahkan dalam menjalankan aktivitas sehari-harinya. Pengguna juga bisa memilih tipe atau kategori mobile application yang sesuai dengan kebutuhan mereka Kategori transportasi online, merupakan mobile application yang sering digunakan oleh para pengguna (user) dalam rentang waktu lima tahun terakhir. Diawali oleh kemunculan Uber, mobile application transportasi berbasis online pertama yang hadir di Jakarta, disusul oleh Go-Jek dan Grab. Ketiga produsen transpotrasi online ini hadir sebagai solusi permasalahan transportasi di kota urban, Jakarta. Pada tesis ini akan diteliti peranan dari user experience (UX) dan user interface (UI) pada mobile application transportasi online dilihat dari kacamata desain komunikasi visual, sehingga mobile application yang dibuat bisa memenuhi kebutuhan akan transportasi dan mudah digunakan oleh pengguna (user). Serta pengaruh UX-UI terhadap gaya bertransportasi masyarakat urban. Diharapkan di masa depan penelitian ini dapat membantu para desainer dalam mendesain mobile application dengan kaidah UX-UI yang berguna bagi kehidupan user, dilihat dari kacamata desain. Metodologi yang dipakai dalam penelitian tesis ini adalah metodologi penelitian kualitatif, dengan teknik analisis studi antar kasus. Hasil dari penelitian ini adalah ditemukannya perbedaan user experience antara ketiga penyedia jasa transportasi online, dikarenakan perbedaan visi misi perusahaan yang berbeda, yang mengakibatkan perbedaan user interface. Perbedaan UX-UI antara Grab, Go-Jek dan Uber pada akhirnya mengakibatkan perbedaan pola pikir yang melandasi motivasi masing-masing user dalam menggukaan Grab, Go-Jek dan Uber sehingga menyebabkan perbedaan gaya bertransportasi (lifestyle) yang berbeda pula saat menggunakan mobile application transportasi online.</p><p> </p>
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Wang, Yan Liang, Gui Tang Wang, and Wen Juan Liu. "Design and Implementation of the RF Front-End All-Digital Phase-Locked Loop in the UHF RFID Reader." Key Engineering Materials 474-476 (April 2011): 63–68. http://dx.doi.org/10.4028/www.scientific.net/kem.474-476.63.

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PLL is an important part of the RF front-end module,its performance is directly related to stability and accuracy of the RF base-band signal extracted. A FPGA-based all-digital PLL is implemented in this thesis, Hilbert digital phase detector (HDPD) ,Numerically controlled oscillator (NCO) and FIR digital loop filter module implemented using Verilog language ensure accuracy and stability to Sample input Baseband signal modulated. The experiments confirmed that the all-digital PLL designed in this thesis can overcome the defects of DPLL based on semi-analog circuits; and has high Operating frequency, exact capture time, precision adjustable, simple interface, and so on; can be widely used in radio frequency identification (RFID) and automatic control system.
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Petit, Gilles. "From glutton to gourmet: is gourmandise still a deadly sin?" Hospitality Insights 4, no. 1 (May 13, 2020): 9–11. http://dx.doi.org/10.24135/hi.v4i1.70.

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Drawing from historical literary works and contemporary French literature, this study [1] explored the evolution of the meanings of ‘gourmandise’ as a concept, from its early characterisation as a cardinal sin to a contemporary notion merging with visual textualisation. Furthermore, it argues that the twentieth century paved the way for a transformation in the meaning of gourmandise: its definition now emphasises a visual refinement characteristic, while retaining the element of excess as part of its appeal, thus making ‘gourmandise’ symbolic, accessible and acceptable to the general public. Although the word ‘gourmandise’ appeared in written documents at the end of the Middle Ages, its history is much older since its use dates back to the early days of Christianity, to the first monastic communities of the third and fourth centuries. In addition, while the term still exists today, its significance has had many variations over the centuries. While contemporary lexicographers define it as “the aptitude to appreciate the quality and delicacy of dishes” and the “excessive taste for the pleasure of the table” [2], its meaning has varied over the centuries [3] and is still contested. Philosophical, spiritual and social debates exist over whether the word depicts excess or moderation. In Western society, gourmandise refers to three denotations roughly corresponding to three historical periods. The earliest meaning refers to the big eaters, the heavy drinkers, and all the excesses of the table. Strongly negative, the word ‘gourmandise’ qualifies a horrible vice, one of the seven deadly sins codified by the Christian Church. Gradually, gourmandise was enriched by a second, positive sense, which would triumph in France in the seventeenth and eighteenth centuries and introduce the word ‘gourmet’ into European languages. While still reprobated by the Christian Church and moralists, gourmandise became a respectable epithet characterising amateur appreciators of good food, good wines and good company. The eighteenth century brought about a redefinition of the notion of gourmandise, all the more so as the influence of the Christian Church declined considerably. The works of Grimod de la Reynière and, a few years later, Brillat-Savarin saw a semantic change in the meaning of gourmandise, which has been attributed to the transition of an economy of scarcity to one of abundance [4, 5]. The twentieth and twenty-first centuries brought a new era for gourmandise. With the advent of digital communication, people began to talk about their experiences more rapidly and to a wider audience. Eating out has become a social event, one which must be shared instantly. Gourmandise has become digital and focuses both on quality and quantity, retaining some of its original meaning but with a new visual dimension [5]. Gourmandise is now part of everyday and professional life. It still includes the implications of excess, sharing and exchange, but now denotes transference in an increasingly seductive and interactive way. This rediscovered gourmandise is now voyeuristic instead of the gourmandise of the stomach. The findings of this study suggest that, while the meaning of gourmandise has evolved over a period of two millennia, the aspect of excessive food consumption has been retained from its beginnings right through to the twenty-first century. Paralleling its growing prestige within popular culture and social media, the discourse on gourmandise is thriving. Amidst the ‘explosion’ of food-related blogs, vlogs, websites and television programmes, gourmandise has become an engaging form of entertainment, trying to satisfy the appetites of a contemporary ‘food-crazed’ culture. The original research on which this article is based is available here http://hdl.handle.net/10292/12964 Corresponding author Gilles Petit can be contacted at: gilles.petit@aut.ac.nz References (1) Petit, G. From Glutton to Gourmet: Is Gourmandise Still a Deadly Sin? Master’s Thesis, Auckland University of Technology, Jul 2019. http://hdl.handle.net/10292/12964 (accessed Apr 20, 2020). (2) Gourmandise. Dictionnaire de l'Académie Française [online], 9th ed. https://academie.atilf.fr/consulter/Gourmandise?page=1 (accessed May, 2018). (3) Bantreil-Voisin, N. Gourmandise: Histoire d'un péché capital [online]. La Cliothèque, Jan 3, 2011. http://clio-cr.clionautes.org/gourmandise-histoire-d-un-peche-capital.html (accessed May 1, 2016). (4) Meyzie, P., Ed. La gourmandise entre péché et plaisir. Lumières 2008, 11. https://www.fabula.org/actualites/lumieres-ndeg11-la-gourmandise-entre-peche-et-plaisir_28260.php (accessed April, 2018). (5) Greene, C. Gourmands & Gluttons: The Rhetoric of Food Excess; Peter Lang Publishing: New York, 2015.
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Xu, Guo Sheng. "Temperature Control System Based on Intelligent Electronic Boiler." Applied Mechanics and Materials 325-326 (June 2013): 1185–88. http://dx.doi.org/10.4028/www.scientific.net/amm.325-326.1185.

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The electric boiler in use at present has a significant system inertia and a serious time-lag at the same time the difficulty of building the mathematical model. We often use PID algorithm of integral separation to improve the system. In this thesis, we put forward another PID algorithm of alteration in rate and take the example of the temperature control system of electric boiler. Then we use digital simulation of control system based on MATLAB to The method of fuzzy PID control is a ideal method.
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Panourgia, Eleni Ira, Finbar Wheelaghan, and Xue Yang. "Digital interactions." Airea: Arts and Interdisciplinary Research, no. 1 (June 13, 2018): 3–10. http://dx.doi.org/10.2218/airea.2732.

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This article discusses a prototype that explores the simultaneous manipulation of three-dimensional digital forms and sound. Our multi-media study examines the aesthetic affordances of tight parameter couplings between digital three-dimensional objects and sound objects based on notions of process and user-machine interaction. It investigates how effective cohesion between visual, spatial and sonic might be established through changes perceived in parallel; what Michel Chion refers to as 'synchresis'. Drawing from Mike Blow's work On the Simultaneous Perception of Sound and Three-Dimensional Objects and processual art, this prototype uses computer technology for forming and mediating a creative practice involving 3D animation, sound synthesis, digital signal processing and programming. Our practice-based approach entails the rendering of a three-dimensional digital object in Processing whose form changes over time according to specific actions. Spatial data is sent via Open Sound Control (OSC) to Max MSP in real time, where sound is synthesized and then manipulated. Sonic parameters such as amplitude, spectral density/width and timbre are controlled by select spatial parameters from the three-dimensional object. Sound processing is realized based on the changing of the three-dimensional object in time through basic actions such as splitting, distorting, cutting, shattering and rotating. We use digital technology to look beyond basic synchronisation of sound and vision to a more complex cohesion of percepts, based on changes to myriad sonic and visual parameters experienced concurrently.
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Gaona-García, Paul Alonso, David Martin-Moncunill, and Carlos Enrique Montenegro-Marin. "Trends and challenges of visual search interfaces in digital libraries and repositories." Electronic Library 35, no. 1 (February 6, 2017): 69–98. http://dx.doi.org/10.1108/el-03-2015-0046.

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Purpose This paper aims to present an overview of the challenges encountered in integrating visual search interfaces into digital libraries and repositories. These challenges come in various forms, including information visualisation, the use of knowledge organisation systems and metadata quality. The main purpose of this study is the identification of criteria for the evaluation and integration of visual search interfaces, proposing guidelines and recommendations to improve information retrieval tasks with emphasis on the education-al context. Design/methodology/approach The information included in this study was collected based on a systematic literature review approach. The main information sources were explored in several digital libraries, including Science Direct, Scopus, ACM and IEEE, and include journal articles, conference proceedings, books, European project reports and deliverables and PhD theses published in an electronic format. A total of 142 studies comprised the review. Findings There are several issues that authors did not fully discuss in this literature review study; more specific, aspects associated with access of digital resources in digital libraries and repositories based on human computer interaction, i.e. usability and learnability of user interfaces; design of a suitable navigation method of search based on simple knowledge organisation schemes; and the use of usefulness of visual search interfaces to locate relevant resources. Research limitations/implications The main steps for carrying out a systematic review are drawn from health care; this methodology is not commonly used in fields such as digital libraries and repositories. The authors aimed to apply the fundamentals of the systematic literature review methodology considering the context of this study. Additionally, there are several aspects of accessibility that were not considered in the study, such as accessibility to content for disabled people as defined by ISO/IEC 40500:2012. Originality/value No other systematic literature reviews have been conducted in this field. The research presents an in-depth analysis of the criteria associated with searching and navigation methods based on the systematic literature review approach. The analysis is relevant for researchers in the field of digital library and repository creation in that it may direct them to considerations in designing and implementing visual search interfaces based on the use of information visualisation.
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McDowell, Nicola. "Using digital technology to help identify children with brain based visual issues." Pacific Journal of Technology Enhanced Learning 4, no. 1 (February 8, 2022): 36–37. http://dx.doi.org/10.24135/pjtel.v4i2.127.

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Brain based, or cerebral visual impairments (CVI) are the most common cause of vision impairment affecting children in the economically developed world, with a prevalence rate of 3.4% of children in mainstream education (Williams et al., 2021). However, many of these children are going unrecognized or misdiagnosed due to the challenges of identifying the visual issues commonly associated with CVI. CVI has recently been defined as a verifiable visual dysfunction which cannot be attributed to disorders of the anterior visual pathways of any potentially co-occurring ocular impairment (Sakki et al., 2018). CVI can affect the basic visual functions, such as visual acuity, visual fields and contrast sensitivity and also, the higher visual functions or visual perceptual abilities. Currently, children with issues with their basic visual functions are more often being identified as having CVI. Whereas, children with issues with their higher visual functions are often going undiagnosed, due to having normal or near normal visual acuity (Chandna et al., 2021). This has highlighted the need for a novel, yet simple way to screen for higher visual function issues in children. As part of her doctoral research, the author developed the Austin Assessment for this purpose. Following the success of the initial research, which used playing cards in real time, the Austin Assessment was made into an App for iPads. The Austin Assessment is a simple activity of matching cards over five levels, with each level increasing the number of cards and pairs. The shapes on the cards on the App have been developed to for intrinsic crowding and visual crowding as the numbers of cards is increased. This allows the App to measure the key features of higher visual function issues, including: random search pattern using darting eye movements, increased search times (especially as the complexity increases) and decreases in performance when the numbers of objects increases (Bennett et al., 2018; Zihl & Dutton, 2015). The Austin Assessment App has been developed for the latest iPad with the TrueDepth camera, as this allows the child’s eyes to be tracked as they are completing the assessment and provides real time data on eye movement in the results section of the App. The App also measures time taken and accuracy in matching the pairs, as the initial research showed that children with higher visual function issues took twice as long as children without visual issues to match the pairs and also, that they were less accurate. In terms of helping to identify children with CVI, the App has the potential to be used as a screening tool to identify any children that warrant further assessment. Research is currently being undertaken to validate the Austin Assessment and also, to create a database of normative ranges by age group. Although developed as an assessment, the Austin Assessment can also be used as a training tool to improve visual abilities and different themes will be included in the App in future versions.
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Ming, Na. "Characteristics and Trends of English Testing Research in China: Visual Analysis Based on CiteSpace." Region - Educational Research and Reviews 3, no. 3 (August 4, 2021): 1. http://dx.doi.org/10.32629/rerr.v3i3.386.

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This thesis aims to have a visualized analysis of English testing from 1995 to 2020 in China with the help of the Scientometric software CiteSpace by drawing a map of keyword co-occurrence, time zone, and author cooperation network as well as scientific research institution cooperation network. It found that the cooperation between the authors is not strong and so do the research institutions. Besides, research focus detected mainly include college English, formative assessment, assessment, college English teaching, summative assessment and language testing. And according to the map of time zone, this research field is constantly moving towards enrichment and refinement. Finally, based on the mapping knowledge domains drawn by CiteSpace, the future development trends and deficiencies of this research are summarized.
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Mahyudi, Johan, Djoko Saryono, Wahyudi Siswanto, and Yuni Pratiwi. "Construction of Visual Features of Indonesian Digital Poetry." International Journal of Linguistics, Literature and Culture 3, no. 5 (September 3, 2017): 1. http://dx.doi.org/10.21744/ijllc.v3i5.526.

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In short time, Indonesian digital poetry attracts its audience through a series of visualization features of the digital art. This research uses a short segment analysis on Indonesian videography digital poetry to demonstrate the existence of visual conglomeration practices through the creation of objects, features, a feature of space, measuring distance in feature space, and dimension reduction. These five approaches are proposed by Manovich (2014) in ​​grouping millions of visual artworks based on simple criteria. Of the three common objects are found, Indonesian animators, prefer individuals and texts as the main impression. The movement features are found in cinematic poetry and its rely depend on kinetic texts. Meanwhile, non-movement features can be found in the form of human imitation or part of them, portraits, silhouettes, and comics. Indonesian digital poetry of space features in form of textual space is prioritizing on the kinetics text, the space of time is prioritizing the presentation of objects association of words are spoken, the neutral space is prioritizing the use of computer technology application. The grouping of visual art composition is based on two criteria: the technique of creating and artistic impressions. The dimensional reducing is prominently practiced by Afrizal Malna.
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Rizal, Achmad, Sugondo Hadiyoso, and Ahmad Zaky Ramdani. "FPGA-Based Implementation for Real-Time Epileptic EEG Classification Using Hjorth Descriptor and KNN." Electronics 11, no. 19 (September 23, 2022): 3026. http://dx.doi.org/10.3390/electronics11193026.

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The EEG is one of the main medical instruments used by clinicians in the analysis and diagnosis of epilepsy through visual observations or computers. Visual inspection is difficult, time-consuming, and cannot be conducted in real time. Therefore, we propose a digital system for the classification of epileptic EEG in real time on a Field Programmable Gate Array (FPGA). The implemented digital system comprised a communication interface, feature extraction, and classifier model functions. The Hjorth descriptor method was used for feature extraction of activity, mobility, and complexity, with KNN was utilized as a predictor in the classification stage. The proposed system, run on a The Zynq-7000 FPGA device, can generate up to 90.74% accuracy in normal, inter-ictal, and ictal EEG classifications. FPGA devices provided classification results within 0.015 s. The total memory LUT resource used was less than 10%. This system is expected to tackle problems in visual inspection and computer processing to help detect epileptic EEG using low-cost resources while retaining high performance and real-time implementation.
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Bian, Jianying, and Ying Ji. "Research on the Teaching of Visual Communication Design Based on Digital Technology." Wireless Communications and Mobile Computing 2021 (November 3, 2021): 1–11. http://dx.doi.org/10.1155/2021/8304861.

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In the era of big data, the rapid development of information technology has made the sharing of data and information more free, bringing convenience to the public, but at the same time, the massive amount of data also brings “information anxiety.” In this paper, we use the knowledge of design discipline, combined with psychological cognitive science, statistics, and communication discipline, and analyze a large number of excellent cases to effectively combine “information visualization-visual representation-design.” The purpose of this study is to enable audiences to efficiently access information through visual symbols in a large amount of data and to increase their interest in reading and satisfaction in accessing information. As a carrier of communication between designers and audiences in the process of visual representation of information visualization, visual symbols can effectively convey information content and emotional concepts to audiences. Finally, based on the theoretical support of the previous paper, combined with our own practical experience, we conduct a systematic study on the application of design thinking and the construction of design methods for the design of visual representations of information visualization. A comparative study on the aesthetics of different categories of APP interface design is conducted, and it is believed that different categories of APP can create distinctive and different categories of APP interface aesthetics through the differentiated design of interface layout, content expression, and visual form, which is considered as the ultimate goal that APP interface design must pursue. Visual representation is a method and means to realize information visualization as a representation practice that expresses the meaning of information in the form of visual symbols. The visual representation of information visualization uses visual symbols as a medium, and the audience interprets the visual symbols based on cognitive experience to obtain information, which helps to maximize the dissemination of information.
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Zhao, Yang, and Simin Lai. "Exploring the Visual Space Structure of Oil Painting Based on Visual Importance." Computational Intelligence and Neuroscience 2022 (August 16, 2022): 1–9. http://dx.doi.org/10.1155/2022/5112537.

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For present and future design, research on visual-spatial language and the mastery of its fundamental concepts is extremely valuable. Since a more comprehensive research system has not yet been established to investigate the aesthetics of visual form and its significance, the research fields of spatial color and spatial structure relationships are currently relatively unique. The visual forms of design will be fundamentally affected by the diverse development of the design thinking ideology, and the expansion of design language will become a given. Design thinking and methods are significantly impacted by the emphasis on digital technology in online media. Design is no longer restricted to the arrangement of two-dimensional planes thanks to the visual space of oil paintings; three-dimensional space and time organization structures are combined with visual elements, and content layout evolves from static layout to dynamic interactive layout. In order to better understand visual space and intuition, this study begins by examining the structure of visual space in oil paintings. It does this by using artistic psychology and spatial space as research hints. The experimental results demonstrate that the depth-aware image quality evaluation algorithm in this study consumes more time than the MSEPF + 30 algorithm and the MSEPF + 50 algorithm by 12 ms and 15 ms, respectively, while the time consumption of individual particles is increased by 0.08 ms and 0.04 ms, respectively. This algorithm can thus meet the real-time requirements. As a result, it is anticipated that this study will address more comprehensive and detailed data as well as theoretical underpinnings that will be helpful in the study of painting art.
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Luo, Le. "A Sports Digital Training System Based on Middle and Bottom Visual Information." Mobile Information Systems 2022 (May 18, 2022): 1–11. http://dx.doi.org/10.1155/2022/6765954.

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Physical exercise has become increasingly popular in China in recent years, and the number of individuals participating in physical activities is growing year after year. Therefore, they are facing the problem of a serious shortage of sports resources, especially in the central and western regions where a complete physical education teaching system has not been established yet. The introduction of sports digital training alleviates this problem to a great extent. This approach uses advanced computer technology for digital training, collects people’s sports information, and formulates suitable sports programs for different groups. The system can collect people’s action videos at the same time by two cameras, analyze the athletes’ actions from the side and face by using the software, and compare the professional athletes’ actions with the collected video action for in-depth analysis. The sports digital training system proposed in this study focuses on collecting the bottom visual information of sports. The visual information in the middle and low levels is mainly used to describe the content of video segments, i.e., key primitives, including motion trajectory, motion action, and tracking motion, and establishes a sports digital training system based on the bottom visual information. In addition to the completion of basic functions of a sports digital training system, the system also adds the functions of video segmentation, action freezing, speed calculation, table display, local locking, and tracking, which can accurately collect the bottom visual information of people’s sports and realizes the digital sports training.
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37

Guo, Xiao Jing, Xue You Yang, and Zhi Jing Yu. "Foreign Object Debris Detection on the Runway Based on Wavelet Method." Applied Mechanics and Materials 427-429 (September 2013): 1658–61. http://dx.doi.org/10.4028/www.scientific.net/amm.427-429.1658.

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Depending on image processing system, a major sub-system in foreign object debris (FOD) detecting system on the runway, FOD image will be observed efficiently and rapidly with few economy costs and highly accuracy and reliability so as to ensure the passengers safety. The thesis analyses the characteristics and principles of wavelet transformation and applies the theory in image processing under poor visual background for identifying the FODs shape and mark characteristic point on the runway by programming in MATLAB. Besides that, it brings about profound significance for realizing the real-time detecting on the FOD and testing the feasibility and efficiency.
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Liu, Tai An, Qiu Xin Yuan, Yin Lei Wang, Jia Chang Xu, and Zheng Cha. "Design for the Real-Time Three-Dimensional Digital Platform of GIS-Based Mine Safety Monitoring." Advanced Materials Research 225-226 (April 2011): 1162–66. http://dx.doi.org/10.4028/www.scientific.net/amr.225-226.1162.

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With the applications of GIS technology, 3D modeling, programming, database technology and network communication technology, combining with Visual C ++6.0 and OpenGL, a real-time three-dimensional digital platform of GIS-based safety monitoring was designed. In the platform, a GIS-based mine simulation model and database framework were built; an overall data integration structure of the three-dimensional digital platform was designed; the GIS-based safety monitoring platform model and platform architecture were designed too. The platform has been designed and implemented in some one mining area in Shandong province and the application works well. This platform’s design and implementation, one of the most typical and successful cases in digital mine construction, provides viable ideas and methods for the construction of the real-time and three-dimensional digital safety monitoring building.
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Kumar, Ashwani, Paras Jain, Jabir Ali, Shrawan Kumar, and John Samuel Babu. "A lightweight buyer-seller watermarking protocol based on time-stamping and composite signal representation." International Journal of Engineering & Technology 7, no. 4.6 (September 25, 2018): 39. http://dx.doi.org/10.14419/ijet.v7i4.6.20230.

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The protocol allows a content provider to detect duplicate copy of a digital content and restrict the content provider who blames the innocent customer. This paper, proposed a lightweight protocol, which uses composite signal representation and time-stamping for watermark embedding and extraction. We have used timestamp, which tells at what time the digital content was created, signed or verified to digital watermarking algorithms and uses the composite signal representation for minimizing the overhead and bandwidth due to the use of composite signals. The suggested protocol uses composite signal representations and timestamp based methods with digital watermarking scheme for content authentication. Our watermark embedding and detection algorithm achieves a balance between robustness and image visual quality. Simulation results demonstrate that the algorithm used by proposed protocol has an increase robustness and good quality of watermark images as well and withstand against various image-processing attacks.
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40

Wang, Yuhang. "Image 3D Reconstruction and Interaction Based on Digital Twin and Visual Communication Effect." Mobile Information Systems 2022 (July 23, 2022): 1–12. http://dx.doi.org/10.1155/2022/8510369.

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With the continuous development of multimedia technology and electronic information technology, the application of 3D images has become more and more extensive, and 3D reconstruction and interactive technology have also received more and more attention from researchers. Digital twin (DT for short) is a technology that makes full use of digital twin models and real-time monitoring data to complete real-time mapping of the real world in the digital world. Visual communication (CV for short) design is a design that is expressed and communicated to the audience through a visual medium. 3D reconstruction refers to the mathematical process and computer technology that uses 2D projection to recover 3D information of an object. This essay aims to study an image 3D reconstruction and interaction method based on DT and CV and analyze the practical feasibility and practical effect of this method. This essay proposes a model for image 3D reconstruction and interaction, which combines DT and CV effects and conducts a system simulation test for the model. The simulation is carried out on the three-dimensional reconstruction of the craniomaxillofacial area in medicine, and the reconstruction process is relatively smooth. And the final simulation test shows that the maximum CPU usage rate of the system during the rebuilding process is about 50%, which is relatively stable. The average CPU usage is about 30%, the overall system energy consumption is low, the lower limit of the overall SNR of the image is 57, and the upper limit is 62. The image quality of the reconstruction process is good, and the overall system reliability is high, which is feasible.
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41

Korycki, Rafał. "Methods of Time-Frequency Analysis in Authentication of Digital Audio Recordings." International Journal of Electronics and Telecommunications 56, no. 3 (September 1, 2010): 257–62. http://dx.doi.org/10.2478/v10177-010-0033-0.

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Methods of Time-Frequency Analysis in Authentication of Digital Audio RecordingsThis paper describes the problem of tampering detection and discusses the main methods used for authenticity analysis of digital audio recordings. For the first topic, two frequency measurement algorithms based on electric network frequency criterion are applied. Time-frequency analysis is used and improved with reassignment method for purpose of visual inspection of modified recordings. The algorithms are shortly described and exemplary plots are presented with interpretation. The last described method, recently proposed, is based on checking frame offsets in compressed audio files.
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42

Mishra, Shubhanshu. "Information extraction from digital social trace data with applications to social media and scholarly communication data." ACM SIGIR Forum 54, no. 1 (June 2020): 1–2. http://dx.doi.org/10.1145/3451964.3451981.

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Information extraction (IE) aims at extracting structured data from unstructured or semi-structured data. The thesis starts by identifying social media data and scholarly communication data as a special case of digital social trace data (DSTD). This identification allows us to utilize the graph structure of the data (e.g., user connected to a tweet, author connected to a paper, author connected to authors, etc.) for developing new information extraction tasks. The thesis focuses on information extraction from DSTD, first, using only the text data from tweets and scholarly paper abstracts, and then using the full graph structure of Twitter and scholarly communications datasets. This thesis makes three major contributions. First, new IE tasks based on DSTD representation of the data are introduced. For scholarly communication data, methods are developed to identify article and author level novelty [Mishra and Torvik, 2016] and expertise. Furthermore, interfaces for examining the extracted information are introduced. A social communication temporal graph (SCTG) is introduced for comparing different communication data like tweets tagged with sentiment, tweets about a search query, and Facebook group posts. For social media, new text classification categories are introduced, with the aim of identifying enthusiastic and supportive users, via their tweets. Additionally, the correlation between sentiment classes and Twitter meta-data in public corpora is analyzed, leading to the development of a better model for sentiment classification [Mishra and Diesner, 2018]. Second, methods are introduced for extracting information from social media and scholarly data. For scholarly data, a semi-automatic method is introduced for the construction of a large-scale taxonomy of computer science concepts. The method relies on the Wikipedia category tree. The constructed taxonomy is used for identifying key computer science phrases in scholarly papers, and tracking their evolution over time. Similarly, for social media data, machine learning models based on human-in-the-loop learning [Mishra et al., 2015], semi-supervised learning [Mishra and Diesner, 2016], and multi-task learning [Mishra, 2019] are introduced for identifying sentiment, named entities, part of speech tags, phrase chunks, and super-sense tags. The machine learning models are developed with a focus on leveraging all available data. The multi-task models presented here result in competitive performance against other methods, for most of the tasks, while reducing inference time computational costs. Finally, this thesis has resulted in the creation of multiple open source tools and public data sets (see URL below), which can be utilized by the research community. The thesis aims to act as a bridge between research questions and techniques used in DSTD from different domains. The methods and tools presented here can help advance work in the areas of social media and scholarly data analysis.
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Xia, Qi Bing. "The Food Warehouse Temperature Measurement System Design Based on Microcontroller." Applied Mechanics and Materials 416-417 (September 2013): 1043–48. http://dx.doi.org/10.4028/www.scientific.net/amm.416-417.1043.

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The thesis takes the microcontroller STC89C52 as the core control element. It selects the platinum thermal resistance PT100 sensor as a temperature detection element, and we use it to collect the temperature of the food warehouse act in concert with the Amplifier circuit and the ADC0809 analog-to-digital converter chip in real time. The collected temperature is displayed on the LCD1602 display module. According to the result of the comparison of the collected temperature values and setting values, this system gives off the corresponding alarm signal , and then starts the heating device or cooling device to achieve the purpose of controlling the temperature inside the warehouse, in this way, we can ensure the temperature of the warehouse in an appropriate range.
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44

Clément, Alexandre, and Gilberto Bernardes. "Assessing the Influence of Multimodal Feedback in Mobile-Based Musical Task Performance." Multimodal Technologies and Interaction 6, no. 8 (August 8, 2022): 68. http://dx.doi.org/10.3390/mti6080068.

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Digital musical instruments have become increasingly prevalent in musical creation and production. Optimizing their usability and, particularly, their expressiveness, has become essential to their study and practice. The absence of multimodal feedback, present in traditional acoustic instruments, has been identified as an obstacle to complete performer–instrument interaction in particular due to the lack of embodied control. Mobile-based digital musical instruments present a particular case by natively providing the possibility of enriching basic auditory feedback with additional multimodal feedback. In the experiment presented in this article, we focused on using visual and haptic feedback to support and enrich auditory content to evaluate the impact on basic musical tasks (i.e., note pitch tuning accuracy and time). The experiment implemented a protocol based on presenting several musical note examples to participants and asking them to reproduce them, with their performance being compared between different multimodal feedback combinations. Collected results show that additional visual feedback was found to reduce user hesitation in pitch tuning, allowing users to reach the proximity of desired notes in less time. Nonetheless, neither visual nor haptic feedback was found to significantly impact pitch tuning time and accuracy compared to auditory-only feedback.
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45

Chen, Jin. "The Integration of Image Processing Software and Plane Advertisement Design." Applied Mechanics and Materials 687-691 (November 2014): 3587–90. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.3587.

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Based on the analysis of the characteristic of digital imaging and form, that digital image visual performance of rewriting the traditional visual aesthetic paradigm. The design and the integration of affective communication ability are for the creation of the two-dimensional plane advertisement design provides a new performance space. It has a positive guiding significance. Based on this, this article from is the perspective of plane advertisement design. Summed up the following practical digital imaging visual penetration performance patterns: direct application of deconstruction refactoring, heterogeneous combination, total quality replacement, space-time displacement, deformation and exaggeration and anthropomorphic and combined with the actual application case is analyzed to illustrate arguments. Finally, from the Angle of the audience to digital imaging and visual penetration cognition has carried on the investigation and analysis, combining with related data statistics to verify the digital imaging performance in plane advertisement design, the application of space is very big and worth further research. We are looking forward to digital imaging brings in the two-dimensional plane visual feast for us.
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46

Tan, Yanli, and Yongqiang Zhao. "Digital Watermarking Image Compression Method Based on Symmetric Encryption Algorithms." Symmetry 11, no. 12 (December 11, 2019): 1505. http://dx.doi.org/10.3390/sym11121505.

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A digital watermarking image compression method based on symmetrical encryption algorithm is proposed in this study. First, the original image and scrambled watermarking image are processed by wavelet transform, and then the watermarking image processed by the Arnold replacement method is transformed into a meaningless image in the time domain to achieve the effect of encryption. Watermarking is generated by embedding the watermarking image into the important coefficients of the wavelet transform. As an inverse process of watermarking embedding, watermarking extraction needs to be reconstructed by the wavelet transform. Finally, the watermarking is extracted from the inverse scrambled watermarking image, and a new symmetrically encrypted digital watermarking image is obtained. The compression method compresses the embedded digital watermarking image, so that the volume of the compressed watermarking image is greatly reduced when the visual difference is very small. The experimental results show that the watermarking image encrypted by this method not only has good transparency, but also has strong anti-brightness/contrast attack, anti-shearing, and anti-noise performance. When the volume of the compressed image is greatly reduced, the root mean square error and visual difference measurement of the watermarking image are very small.
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47

Wang, Yiming, and Xidan Gong. "Optimization of Data Processing System for Exercise and Fitness Process Based on Internet of Things." Wireless Communications and Mobile Computing 2021 (July 6, 2021): 1–11. http://dx.doi.org/10.1155/2021/7132301.

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In the digital network era, people have higher requirements for physical fitness. In the future, physical fitness requires not only good fitness equipment and fitness environment but also more convenient and intelligent health management, service guidance, social entertainment, and other refined fitness services. The innovation of sports and fitness equipment for the digital network era will definitely depend on the development of information technology and network technology. Based on the cutting-edge Internet of Things technology, this thesis focuses on the development and application of a new generation of digital fitness equipment adapted to future development, advocating the new concept of seamless integration of fitness exercise and information services through human-oriented systematic design thinking and providing implementable solutions to realize the science, convenience, and life of public fitness. This thesis uses modern science and technology, especially the Internet of Things (IoT) technology, to fully meet the diversified fitness needs of the fitness crowd as the guide; IoT digital fitness equipment design and application research was newly generated, using a variety of research methods to explore the functional design and application of IoT fitness equipment; the goal is to create a more intelligent and three-dimensional IoT fitness service model in the future. Through the application research of intelligent devices in IoT fitness equipment, the realization of the functions of identity identification, environment perception, and data transmission of IoT fitness equipment is made faster. Intelligent devices can become the interaction channel between fitness service personnel, fitness equipment, and fitness users and also reduce the development cost of IoT fitness equipment. The construction of an IoT fitness cloud service platform and data management system integrates the application of IoT, cloud computing, mobile communication, and other technologies to make IoT fitness service supply remote, real-time, and diversified. While providing convenient and value-added fitness services for fitness people, it also brings sustainable development space for the health service industry.
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48

Li, Dazhuang, and Emad Saadi Alkathir. "Implementation of Computer-Based Vision Technology to Consider Visual Form of Ceramic Mural Art." Mathematical Problems in Engineering 2021 (August 30, 2021): 1–15. http://dx.doi.org/10.1155/2021/4236572.

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As one of the cultural forms of human beings, ceramic murals transcend the dimension of time and space and transcend the single cognition of materialism in the sense of purely material materials. The emergence of computer vision technology has also provided conditions for developing ceramic murals in terms of concepts and technical forms. This article first studies the visual communication language research in ceramic mural art, at the same time comprehensively analyzes the design principles of ceramic mural art, and interprets the visual form of ceramic mural art from the perspective of actual projects in the thesis; then, it boldly analyzes the future of ceramic mural art Development trend. Finally, this article analyzes the composition in ceramic mural art, the graphics in ceramic mural art, the color in ceramic mural art, the scale in ceramic mural art, the lighting in ceramic mural art, and the design principles in ceramic mural art. The experimental results show that there are significant differences in the artistic design principles of ceramic murals P < 0.05 , and there are significant differences in the artistic design principles of ceramic murals P < 0.05 . Therefore, the artistic design principles of modern ceramic murals should mainly follow elegant and prominent forms.
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Santoyo-Garcia, Hector, Eduardo Fragoso-Navarro, Rogelio Reyes-Reyes, Clara Cruz-Ramos, and Mariko Nakano-Miyatake. "Visible Watermarking Technique Based on Human Visual System for Single Sensor Digital Cameras." Security and Communication Networks 2017 (2017): 1–18. http://dx.doi.org/10.1155/2017/7903198.

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In this paper we propose a visible watermarking algorithm, in which a visible watermark is embedded into the Bayer Colour Filter Array (CFA) domain. The Bayer CFA is the most common raw image representation for images captured by single sensor digital cameras equipped in almost all mobile devices. In proposed scheme, the captured image is watermarked before it is compressed and stored in the storage system. Then this method enforces the rightful ownership of the watermarked image, since there is no other version of the image rather than the watermarked one. We also take into consideration the Human Visual System (HVS) so that the proposed technique provides desired characteristics of a visible watermarking scheme, such that the embedded watermark is sufficiently perceptible and at same time not obtrusive in colour and grey-scale images. Unlike other Bayer CFA domain visible watermarking algorithms, in which only binary watermark pattern is supported, proposed watermarking algorithm allows grey-scale and colour images as watermark patterns. It is suitable for advertisement purpose, such as digital library and e-commerce, besides copyright protection.
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Nemani, Mahadevamurty, Tsu-Chin Tsao, and Seth Hutchinson. "Multi-Rate Analysis and Design of Visual Feedback Digital Servo-Control System." Journal of Dynamic Systems, Measurement, and Control 116, no. 1 (March 1, 1994): 45–55. http://dx.doi.org/10.1115/1.2900680.

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This paper addresses the analysis and design of digital motion control system with machine vision as a feedback measurement in the servo loop. The camera vision is modeled as a discrete time-delayed sensor. A multirate formulation is proposed based on the fact that vision update rate is slower than the digital servo-control update rate and is analyzed through the lifting technique which converts the periodic time varying multirate system to a time invariant one. Some interesting properties of this specific multirate system are found and are utilized in control system design. An l-1 norm optimal control problem is formulated to minimize the maximum time domain error, which has direct connection to camera field of view and mechanical tolerance. A numerical example is given to demonstrate the presented methods.
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