Literatura académica sobre el tema "SketchParse"

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Artículos de revistas sobre el tema "SketchParse"

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Ren, Lei, Jin Cui, Ni Li, Qiong Wu, Cuixia Ma, Dongxing Teng y Lin Zhang. "Cloud-Based Intelligent User Interface for Cloud Manufacturing: Model, Technology, and Application". Journal of Manufacturing Science and Engineering 137, n.º 4 (1 de agosto de 2015). http://dx.doi.org/10.1115/1.4030332.

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Cloud manufacturing is gradually transforming the way enterprises do business from traditional production-oriented manufacturing to service-oriented manufacturing. The development of cloud manufacturing in industry practice is closely related to domain-specific user experience. The huge amount of users with diverse roles and various requirements in manufacturing industry are facing great challenges of cloud system usability problems. Thus, user interface issues play a significant role in pushing this new area forward. In this paper, we discuss the key characteristics of intelligent user interface (IUI) for cloud manufacturing, i.e., naturality, smart mobility, self-configuration, and flexible customization. Further, a cloud-plus-IUI model for cloud end-users is presented. Then we discuss the enabling technologies, i.e., automatic configuration based on virtualization, context-aware adaption and recommendation, and multimodal interaction. Finally, we present SketchPart, a sketch-based pad system prototype for searching part drawings in the cloud, to show the advantages of the proposed cloud-plus-IUI solution.
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Tesis sobre el tema "SketchParse"

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Sarvadevabhatla, Ravi Kiran. "Deep Learning for Hand-drawn Sketches: Analysis, Synthesis and Cognitive Process Models". Thesis, 2018. https://etd.iisc.ac.in/handle/2005/5351.

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Deep Learning-based object category understanding is an important and active area of research in Computer Vision. Most work in this area has predominantly focused on the portion of depiction spectrum consisting of photographic images. However, depictions at the other end of the spectrum, freehand sketches, are a fascinating visual representation and worthy of study in themselves. In this thesis, we present deep-learning approaches for sketch analysis, sketch synthesis and modelling sketch-driven cognitive processes. On the analysis front, we first focus on the problem of recognizing hand-drawn line sketches of objects. We propose a deep Recurrent Neural Network architecture with a novel loss formulation for sketch object recognition. Our approach achieves state-of-the-art results on a large-scale sketch dataset. We also show that the inherently online nature of our framework is especially suitable for on-the- fly recognition of objects as they are being drawn. We then move beyond object-level label prediction to the relatively harder problem of parsing sketched objects, i.e. given a freehand object sketch, determine its salient attributes (e.g. category, semantic parts, pose). To this end, we propose SketchParse, the first deep-network architecture for fully automatic parsing of freehand object sketches. We subsequently demonstrate SketchParse's abilities (i) on two challenging large-scale sketch datasets (ii) in parsing unseen, semantically related object categories (iii) in improving fine-grained sketch-based image retrieval. As a novel application, we also illustrate how SketchParse's output can be used to generate caption-style descriptions for hand-drawn sketches. On the synthesis front, we design generative models for sketches via Generative Adversarial Networks (GANs). Keeping the limited size of sketch datasets in mind, we propose DeLi- GAN, a novel architecture for diverse and limited training data scenarios. In our approach, we reparameterize the latent generative space as a mixture model and learn the mixture model's parameters along with those of GAN. This seemingly simple modification to the vanilla GAN framework is surprisingly e ective and results in models which enable diversity in generated samples although trained with limited data. We show that DeLiGAN generates diverse samples not just for hand-drawn sketches but for other image modalities as well. To quantitatively characterize intra-class diversity of generated samples, we also introduce a modi ed version of \inception-score", a measure which has been found to correlate well with human assessment of generated samples. We subsequently present an approach for synthesizing minimally discriminative sketch-based object representations which we term category-epitomes. The synthesis procedure concurrently provides a natural measure for quantifying the sparseness underlying the original sketch, which we term epitome-score. We show that the category-level distribution of epitome-scores can be used to characterize level of detail required in general for recognizing object categories. On the cognitive process modelling front, we analyze the results of a free-viewing eye fixation study conducted on freehand sketches. The analysis reveals that eye relaxation sequences exhibit marked consistency within a sketch, across sketches of a category and even across suitably grouped sets of categories. This multi-level consistency is remarkable given the variability in depiction and extreme image content sparsity that characterizes hand-drawn object sketches. We show that the multi-level consistency in the fixation data can be exploited to predict a sketch's category given only its fixation sequence and to build a computational model which predicts part-labels underlying the eye fixations on objects. The ability of machine-based agents to play games in human-like fashion is considered a benchmark of progress in AI. Motivated by this observation, we introduce the first computational model aimed at Pictionary, the popular word-guessing social game. We first introduce Sketch-QA, an elementary version of Visual Question Answering task. Styled after Pictionary, Sketch-QA uses incrementally accumulated sketch stroke sequences as visual data and gathering open-ended guess-words from human guessers. To mimic humans playing Pictionary, we propose a deep neural model which generates guess-words in response to temporally evolving human-drawn sketches. The model even makes human-like mistakes while guessing, thus amplifying the human mimicry factor. We evaluate the model on the large-scale guess-word dataset generated via Sketch-QA task and compare with various baselines. We also conduct a Visual Turing Test to obtain human impressions of the guess-words generated by humans and our model. The promising experimental results demonstrate the challenges and opportunities in building computational models for Pictionary and similarly themed games.
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Libros sobre el tema "SketchParse"

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Daniel, Tamar. The Mini Fashion Sketchpads. Chronicle Books, 2015.

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Story, Art. Fairy Sketchbook : A Sketchbook for Girls with Drawing Pad and a Doodle Pads. Size: 8. 5 X11 Sketchpads. Designed for Fairy Loving Girls. Independently Published, 2020.

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Capítulos de libros sobre el tema "SketchParse"

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Harth, Erich. "Sketchpads In and Beyond the Brain". En Understanding Representation in the Cognitive Sciences, 143–46. Boston, MA: Springer US, 1999. http://dx.doi.org/10.1007/978-0-585-29605-0_16.

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Actas de conferencias sobre el tema "SketchParse"

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Sarvadevabhatla, Ravi Kiran, Isht Dwivedi, Abhijat Biswas, Sahil Manocha y Venkatesh Babu R. "SketchParse". En MM '17: ACM Multimedia Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3123266.3123270.

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Daru, Roel. "Sketch as Sketch Can - Design Sketching with Imperfect Aids and Sketchpads of the Future". En eCAADe 1991: Experiences with CAAD in Education and Practice. eCAADe, 1991. http://dx.doi.org/10.52842/conf.ecaade.1991.x.k1t.

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Daru, Roel. "Sketch as Sketch Can - Design Sketching with Imperfect Aids and Sketchpads of the Future". En eCAADe 1991: Experiences with CAAD in Education and Practice. eCAADe, 1991. http://dx.doi.org/10.52842/conf.ecaade.1991.x.k1t.

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