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1

Reicher, Maria Elisabeth. "Computer-generated Music, Authorship, and Work Identity". Grazer Philosophische Studien 91, n. 1 (2015): 107–30. http://dx.doi.org/10.1163/9789004302273_006.

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Manaf Isayev, Elvin. "Proqram təminatının istifadəçisi komputer tərəfindən yaradılan əsərin müəllifi kimi". ANCIENT LAND 12, n. 6 (26 giugno 2022): 19–22. http://dx.doi.org/10.36719/2706-6185/12/19-22.

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Today’s rapid development in technology creates new areas of discussion. These discussions include an extensive range of fields, one of which is the legal sphere, legislation, and legislative approach. Almost every field of law is affected and triggered to be adjusted by technological improvements, namely civil, criminal, administrative, intellectual property law, and others. In the modern era of technology, a computer is able to compose poetry, music, and even chat, which is becoming more and more challenging to separate them from man-made works. Most importantly, the originality and quality of such works raised the issue of this research paper, which is the determination of the authorship over the results generated by the computer or so-called Artificial Intelligence. Keywords: Intellectual Property Law, Copyright, Computer-generated work, Artificial intelligence Elvin Manaf oğlu İsayev Proqram təminatının istifadəçisi komputer tərəfindən yaradılan əsərin müəllifi kimi Xülasə Texnologiyanın bugünkü sürətli inkişafı yeni müzakirə sahələri yaradır. Bu müzakirələr geniş sahələri əhatə edir ki, bunlardan biri də hüquq sferası, qanunvericilik və qanunvericilik yanaşmasıdır. Hüququn demək olar ki, hər bir sahəsi texnoloji təkmilləşdirmələr, yəni mülki, cinayət, inzibati, əqli mülkiyyət hüququ və s. təsirə məruz qalır və tənzimlənməyə təkan verir. Müasir texnologiya dövründə kompüter şeir, musiqi və hətta söhbət yaza bilir ki, bu da onları süni əsərlərdən fərqləndirməyi getdikcə çətinləşdirir. Ən əsası, bu cür işlərin orijinallığı və keyfiyyəti kompüterin və ya süni intellektin yaratdığı nəticələr üzərində müəllif hüquqlarının sahibinin müəyyən edilməsi olan bu tədqiqat işinin problemini gündəmə gətirdi. Açar sözlər: Əqli Mülkiyyət Hüququ, Müəlliflik hüququ, Komputer tərəfindən hazırlanan əsər, Süni intellekt
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Manaf Isayev, Elvin. "Proqram təminatının tərtibatçısı komputer tərəfindən yaradılan əsərin müəllifi kimi". SCIENTIFIC RESEARCH 10, n. 6 (27 giugno 2022): 39–42. http://dx.doi.org/10.36719/2789-6919/10/39-42.

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The rapid advancement of technology in today's world has given rise to new areas of debate. These debates cover a wide range of topics, including the legal sphere, legislation, and legislative methodology. Almost every subject of law, including civil, criminal, administrative, intellectual property, and others, is affected and compelled to adopt as a result of technological advancements. In today's technological age, a machine may produce poetry, music, and even chat, making it more difficult to distinguish them from man-made works. The topic of authorship over results generated by a computer, or so-called Artificial Intelligence, was raised by the originality and quality of such works, which is the subject of this research article. Key words: intellectual property law, copyright, computer-generated work, artificial intelligence Elvin Manaf oğlu İsayev Proqram təminatının tərtibatçısı komputer tərəfindən yaradılan əsərin müəllifi kimi Xülasə Müasir dünyada texnologiyanın sürətli inkişafı yeni müzakirə sahələrinin yaranmasına səbəb olub. Bu müzakirələr hüquq sferası, qanunvericilik və qanunvericilik metodologiyası da daxil olmaqla geniş mövzuları əhatə edir. Demək olar ki, hər bir hüquq subyekti, o cümlədən mülki, cinayət, inzibati, əqli mülkiyyət və digərləri texnoloji tərəqqi nəticəsində təsirlənir və qəbul etməyə məcbur olur. Müasir texnoloji əsrdə bir maşın şeir, musiqi və hətta söhbət yarada bilər ki, bu da onları süni əsərlərdən ayırd etməyi çətinləşdirir. Kompüter və ya süni intellekt adlanan nəticələr üzərində müəlliflik mövzusu bu tədqiqat məqaləsinin mövzusu olan bu cür işlərin orijinallığı və keyfiyyəti ilə qaldırıldı. Açar sözlər: əqli mülkiyyət hüququ, müəlliflik hüququ, komputer tərəfindən hazirlanan əsər, süni intellekt
4

Shekhawat, Krishnendra. "A computer-generated plus-shaped arrangement and its architectural applications". Journal of Computational Design and Engineering 4, n. 4 (1 giugno 2017): 318–29. http://dx.doi.org/10.1016/j.jcde.2017.05.003.

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Abstract This work consider the problem of rectilinear arrangement which is about arranging given rectangular objects of different sizes in the frame of a given rectilinear polygon while considering dimension and position of each rectangle and adjacency relations among the rectangles. The current work is part of a larger work aimed at automated generation of rectilinear arrangements while satisfying given dimensional and topological constraints. In this paper, we present a set of algorithms for obtaining a plus-shaped arrangement. In addition, we present some heuristic techniques for reducing the size of extra spaces present inside the obtained arrangement. At the end, we demonstrate architectural application of the presented work. Highlights Problem is to arrange given sub-rectangles within a given predefined contour shape. Required arrangement must satisfies given adjacency and size constraints. An algorithm for generation of plus-shaped arrangements is presented. Architectural application of the work has been demonstrated.
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Veiksa, Ingrida. "Protection of computer-generated works in the era of new technologies". IAES International Journal of Artificial Intelligence (IJ-AI) 10, n. 1 (1 marzo 2021): 234. http://dx.doi.org/10.11591/ijai.v10.i1.pp234-243.

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<p>When data on works of different authors are entered into a computer system, the computer analyses, synthesizes and generates a new (derived) work, if such a task or algorithm is given to it. Should computer generated works be considered creative and copyright protected? This issue is relevant in the modern age of technology, when computer systems, the so-called artificial intelligence, are becoming more independent from human influence as they evolve.</p>
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Blinder, David, e Peter Schelkens. "Fast Low-Precision Computer-Generated Holography on GPU". Applied Sciences 11, n. 13 (5 luglio 2021): 6235. http://dx.doi.org/10.3390/app11136235.

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Computer-generated holography (CGH) is a notoriously difficult computation problem, simulating numerical diffraction, where every scene point can affect every hologram pixel. To tackle this challenge, specialized software instructions and hardware solutions are developed to significantly reduce calculation time and power consumption. In this work, we propose a novel algorithm for high-performance point-based CGH, leveraging fixed-point integer representations, the separability of the Fresnel transform and using new look-up table free cosine representation. We report up to a 3-fold speed up over an optimized floating-point GPU implementation, as well as a 15 dB increase in quality over a state-of-the-art FPGA-based fixed-point integer solution.
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Paek, Kyongtae. "Do Androids Dream of Sheep? - Copyright Protection on Authorship of Computer Generated Work -". Journal of Intellectual Property 13, n. 3 (30 settembre 2018): 145–70. http://dx.doi.org/10.34122/jip.2018.09.13.3.145.

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DeGaspari, John. "All in a Day's Work". Mechanical Engineering 122, n. 08 (1 agosto 2000): 74–77. http://dx.doi.org/10.1115/1.2000-aug-6.

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This article illustrates that teamwork by four companies cuts the time from mold design to finished part down to hours instead of weeks. The companies formed Rapid Use of Shop Hours (RUSH) team—pooling their expertise in mold making, computer-aided design (CAD)/computer-aided manufacturing (CAM) software, machine tools, and controls. The team members were Pleasant Precision Inc., a supplier of interchangeable insert mold systems; PTC, which supplied the tool design and NC toolpath software; Makino, a manufacturer of computer numerical control (CNC) machining centers; and Dynisco, which supplied the hot runner control. The RUSH team generated an injection mold design and numerical control toolpath data, machined and assembled a production injection mold, and installed hot runner controls to regulate plastic flow internally in the tool.
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Kowala, Michalina. "Collective Work as an Inspiration for Legal Qualification of Computer-Generated Works – Comparative Analysis of the Institution from Polish and French Copyright Law Perspective". Review of European and Comparative Law 45, n. 2 (16 giugno 2021): 35–56. http://dx.doi.org/10.31743/recl.10651.

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The paper focuses on the question whether the institution of collective work could be used as an inspiration in order to regulate the legal situation of computer-generated works. Technological progress makes the creation of art by artificial intelligence with only minimal human participation an increasingly popular phenomenon. For this reason, world literature more and more often discusses how to legally qualify algorithmic creativity. An interesting idea, proposed in January 2020 by French Superior Council of Literary and Artistic Property is to regulate the issue alike the institution of a collective work. The study of the nature of computer-generated creativity on the example of the Endel musical start-up conducted in this paper will help to understand the complexity of the problem of algorithmic creativity. It will be also a valuable introduction to the analysis of the institution of collective work in Polish and French law. This comparative study will be important in the context of assessing the French proposals for the legal qualification of algorithmic creativity and examining to what extent the model of the collective work can be applied to computer-generated works in Polish copyright law.
10

Zhang, Kang, Stuart Harrell e Xin Ji. "Computational Aesthetics: On the Complexity of Computer-Generated Paintings". Leonardo 45, n. 3 (giugno 2012): 243–48. http://dx.doi.org/10.1162/leon_a_00366.

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This article discusses how visual arts and computer technology could complement and assist each other in new and emerging interdisciplinary areas known as computational aesthetics and aesthetic computing. The authors present examples of computational aesthetics that demonstrate that modern computer technology can generate aesthetic forms of visual art. Several levels of complexity in computerized abstract paintings are discussed and explored. The authors recently experimented with encoding computational rules to automatically generate a particular style of abstract painting in an attempt to explore one of the levels. The preliminary results of this research are presented. A more systematic and grammar-based approach is discussed as a potential future direction of work.
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Tan, Kay C., e Donald L. Fisher. "Highlighting and Search Strategy Considerations in Computer—Generated Displays". Proceedings of the Human Factors Society Annual Meeting 31, n. 5 (settembre 1987): 524–28. http://dx.doi.org/10.1177/154193128703100509.

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Research on the highlighting of alphanumeric information is expanding greatly due to the increasing use of computer-generated displays. The assumed advantage of highlighting a particular selection or target on the display is that it speeds the search process for that information. However, recent work indicates that the enthusiasm for highlighting may be misplaced. In particular, it has been found that subjects can take longer to identify a target when highlighting is used than when no highlighting is used, at least when the number of options in the display is kept relatively small. One of the purposes of this study is to determine whether highlighting degrades performance when the number of options is increased substantially.
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Dye, R. C. F. "A Computer-Generated ‘Pseudo-Experiment’ in Fluid Mechanics". International Journal of Mechanical Engineering Education 31, n. 2 (aprile 2003): 143–49. http://dx.doi.org/10.7227/ijmee.31.2.6.

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The paper presents experience in setting up and running a computer-based alternative to a traditional undergraduate laboratory class as part of an introductory course in fluid mechanics. The ‘pseudo-experiment’ is not a computer simulation but provides each individual student with a realistic set of experimental readings (including likely random errors) for a real set of apparatus on which they have earlier conducted a real ‘hands-on’ experiment, and which was available for them to inspect or operate in their own time. Students were expected to process the results supplied and then write the usual form of full report on the experiment, including of course a full discussion of the results obtained. The results the students obtained were very close to what would have been obtained by real measurement at the flow rate given, and the inclusion of a realistic level of random error ensured that these results varied slightly from student to student, thus inhibiting copying of work. The arrangement eased timetabling problems and provided a significant saving in academic resource while retaining many of the advantages of a real hands-on laboratory class, and enhanced the students' educational experience compared with earlier arrangements. An additional advantage of the system adopted was that each student's correct calculated output was exactly known so that marking could be undertaken by paid postgraduate assistants rather than academic staff.
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Dinc, Niyazi Ulas, Joowon Lim, Eirini Kakkava, Christophe Moser e Demetri Psaltis. "Computer generated optical volume elements by additive manufacturing". Nanophotonics 9, n. 13 (25 giugno 2020): 4173–81. http://dx.doi.org/10.1515/nanoph-2020-0196.

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AbstractComputer generated optical volume elements have been investigated for information storage, spectral filtering, and imaging applications. Advancements in additive manufacturing (3D printing) allow the fabrication of multilayered diffractive volume elements in the micro-scale. For a micro-scale multilayer design, an optimization scheme is needed to calculate the layers. The conventional way is to optimize a stack of 2D phase distributions and implement them by translating the phase into thickness variation. Optimizing directly in 3D can improve field reconstruction accuracy. Here we propose an optimization method by inverting the intended use of Learning Tomography, which is a method to reconstruct 3D phase objects from experimental recordings of 2D projections of the 3D object. The forward model in the optimization is the beam propagation method (BPM). The iterative error reduction scheme and the multilayer structure of the BPM are similar to neural networks. Therefore, this method is referred to as Learning Tomography. Here, instead of imaging an object, we reconstruct the 3D structure that performs the desired task as defined by its input-output functionality. We present the optimization methodology, the comparison by simulation work and the experimental verification of the approach. We demonstrate an optical volume element that performs angular multiplexing of two plane waves to yield two linearly polarized fiber modes in a total volume of 128 μm by 128 μm by 170 μm.
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Farnush, Mohammad. "A Model for Heterogeneous Brain Tumor Cells that Cause Dizziness". Current Cancer Therapy Reviews 15, n. 3 (16 novembre 2019): 215–24. http://dx.doi.org/10.2174/1573394714666180907152741.

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Background:: Various models are used for brain tumors modeling. To our knowledge, no earlier work has been done on modeling the heterogeneous brain tumor that causes dizziness. However, specifying a cell using a model is not new. Unlike all earlier works in this regard, which consider analog or analog-CPU computers in the cell model, the model presented in this work fully utilizes processor computers. Materials and Methods:: The purpose of this study is to offer a comprehensive approach for heterogeneous modeling of brain tumor cells. The model uses a brain tumor cell in Matlab and Simulink 3D software. Two heterogeneous models are presented for brain tumor cells: the imagebased cell model and computer-generated cell model. The image-based cell model is obtained through the figure altering on X-ray or ocular figures by recognizing the dissimilar states in the tumors. Results:: The computer-generated cell model works based on locating computer produced aggregate cells into tumors. Some subdivisions for both the image-based and computer-generated cell models are presented as well. Conclusion:: The positive and negative points of the image-based cell models and computergenerated cell models some scientific advices are presented in this work. Generally, the imagebased cell models could offer analytical facts for each state, but they are expensive and timeconsuming; besides, their performance is heavily influenced by deformation techniques. The computer-generated cell model, on the other hand, provides a higher cost of production and simplicity, but its main contribution is the overall performance and accuracy.
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Fritz, Darko. "Vladimir Bonačić: Computer-Generated Works Made within Zagreb's New Tendencies Network (1961–1973)". Leonardo 41, n. 2 (aprile 2008): 175–83. http://dx.doi.org/10.1162/leon.2008.41.2.175.

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Scientist Vladimir Bonačić began his artistic career in 1968 under the auspices of the international New Tendencies movement (NT). From 1968 to 1971 Bonačić created a series of “dynamic objects”—interactive computer-generated light installations, five of which were set up in public spaces. The author shows the context of Bonačić's work within the Zagreb cultural environment dominated by the New Tendencies movement and network (1961–1973). The paper shows his theoretical and practical criticism of the use of randomness in computer-generated art and describes his working methods as combining the algebra of Galois fields and an anti-commercial approach with custom-made hardware. It seems that Bonačić's work fulfills and develops Matko Meštrović's proposition that “in order to enrich that which is human, art must start to penetrate the extra-poetic and the extra-human.”
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Krasin, George, Michael Kovalev, Nikita Stsepuro, Pavel Ruchka e Sergey Odinokov. "Lensless Scheme for Measuring Laser Aberrations Based on Computer-Generated Holograms". Sensors 20, n. 15 (2 agosto 2020): 4310. http://dx.doi.org/10.3390/s20154310.

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All of the existing holographic wavefront sensors are either bulky or have low accuracy of measuring wavefront aberrations. In this paper, we present an improvement of the holographic method of measuring wavefront aberrations using computer-generated Fourier holograms. The novelty of this work lies in the proposed approach to the synthesis of Fourier holograms, which are implemented using phase-only SLM. The main advantages of this method are the increased diffraction efficiency compared to the previously known methods, and the more compact implementation scheme due to the elimination of the conventional Fourier-lens. The efficiency of the proposed method was confirmed by numerical simulation and optical experiments.
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Fan, Junwei, e Hideaki Touyama. "Computer-Generated Emotional Face Retrieval with P300 Signals of Multiple Subjects". Journal of Advanced Computational Intelligence and Intelligent Informatics 20, n. 6 (20 novembre 2016): 902–9. http://dx.doi.org/10.20965/jaciii.2016.p0902.

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Applying brain signals to human-computer interaction enables us to detect the attention. Based on P300 signals – one type of event-related potential – enables brain-machine interface users to select desired letters by means of attention alone. Previous studies have reported the feasibility of P300 signals in enabling a single subject to realize novel information retrieval. In the recent collaborative EEG study of multiple subjects has enabled classification to detect attention in a markedly improved way. Here we propose emotional face retrieval using P300 signals of 20 subjects. As a result, the F-measure under the condition of a single subject was a standard deviation of 0.636 ± 0.05 and an F-measure of 0.886 with multiple subjects. In short, emotional face retrieval classification is improved with collaborative P300 signals from multiple subjects. This technique could be applied to life logs, computer-supported cooperative work, and neuromarketing.
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Duminil, Alexandra, Sio-Song Ieng e Dominique Gruyer. "A Comprehensive Exploration of Fidelity Quantification in Computer-Generated Images". Sensors 24, n. 8 (11 aprile 2024): 2463. http://dx.doi.org/10.3390/s24082463.

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Generating realistic road scenes is crucial for advanced driving systems, particularly for training deep learning methods and validation. Numerous efforts aim to create larger and more realistic synthetic datasets using graphics engines or synthetic-to-real domain adaptation algorithms. In the realm of computer-generated images (CGIs), assessing fidelity is challenging and involves both objective and subjective aspects. Our study adopts a comprehensive conceptual framework to quantify the fidelity of RGB images, unlike existing methods that are predominantly application-specific. This is probably due to the data complexity and huge range of possible situations and conditions encountered. In this paper, a set of distinct metrics assessing the level of fidelity of virtual RGB images is proposed. For quantifying image fidelity, we analyze both local and global perspectives of texture and the high-frequency information in images. Our focus is on the statistical characteristics of realistic and synthetic road datasets, using over 28,000 images from at least 10 datasets. Through a thorough examination, we aim to reveal insights into texture patterns and high-frequency components contributing to the objective perception of data realism in road scenes. This study, exploring image fidelity in both virtual and real conditions, takes the perspective of an embedded camera rather than the human eye. The results of this work, including a pioneering set of objective scores applied to real, virtual, and improved virtual data, offer crucial insights and are an asset for the scientific community in quantifying fidelity levels.
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Benidir, Tarik, Andrew Wood, Nour Abdallah, Erick M. Remer, Steven Campbell e Christopher J. Weight. "Predictive accuracy of computer-generated padua nephrometry scores based on continuous variables compared with categorical computer-generated scores and human-generated scores in predicting oncologic and perioperative outcomes." Journal of Clinical Oncology 41, n. 6_suppl (20 febbraio 2023): 624. http://dx.doi.org/10.1200/jco.2023.41.6_suppl.624.

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624 Background: The Preoperative Aspects and Dimensions Used for Anatomical Classification (PADUA) score is a validated predictor of a patient’s perioperative outcomes following partial nephrectomy. The use of a fully automated, unbiased and time sensitive PADUA scoring system is a novel concept that may help circumvent PADUA’s widespread adoptability. We sought to automate the scoring of preoperative computed tomography scans (CT) using a machine-learning-generated PADUA score (P-AI). In doing so, we aimed to compare P-AI’s ability to predict meaningful perioperative and oncologic outcomes as compared to human generated PADUA scores using both categorical (P-H) and continuous variables (P-AI+). Methods: 300 patients with pre-operative CT scans were identified from a cohort of 544 consecutive patients undergoing surgical extirpation for suspected renal cancer at a single institution. A deep neural network approach was used to automatically segment kidneys and tumors and geometric algorithms were developed to estimate each component of PADUA based on the segmented regions (P-AI). Tumors were also manually scored by medical personnel blinded to the P-AI (P-H). The ability of P-AI and P-AI+ to predict meaningful perioperative and oncologic outcomes was compared to P-H using logistic regression and receiver operating characteristics (ROC) curve analyses and areas under the curve (AUC). Results: Median age was 60 years, 40% were female. Median tumor size was 4.2 cm, 91.3% had malignant tumors, including 27% and 37% with high-stage and high-grade, respectively. Both P-AI and P-H were able to predict the need for partial nephrectomy (p < 0.001). From an oncologic standpoint, P-AI and P-H were able to predict meaningful oncologic outcomes including the presence of malignancy, high grade and high stage disease (p < 0.004) although the ROC curves were not different from one another). Interestingly, when each PADUA component was left as a continuous rather than ordinal variables (P-AI+), this automated continuous score was able to predict surgical type (AUC 0.88), presence of malignancy (AUC 0.67), indolent tumors (AUC 0.79) and high grade (AUC 0.77)/high stage disease (AUC 0.82), better than both P-AI and P-H. Conclusions: When viewed along a continuous spectrum, AI generated PADUA scores (P-AI+) yields predictive surgical and oncologic outcomes superior to both categorical AI and human generated PADUA scores. If nephrometry can be calculated automatically, there is no longer a need to simplify the equations and the use of an AI generated PADUA scoring system, provides a reliable estimate of meaningful outcomes in a manner that is time sensitive and superior to human expert evaluation. Further prospective work and reproducibility from other centers is encouraged.
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Ang, Soon, e Larry L. Cummings. "Panel Analysis of Feedback-Seeking Patterns in Face-to-Face, Computer-Mediated, and Computer-Generated Communication Environments". Perceptual and Motor Skills 79, n. 1 (agosto 1994): 67–73. http://dx.doi.org/10.2466/pms.1994.79.1.67.

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This study extends 1993 work by Ang, et al. and provides a temporal assessment of feedback sign and feedback communication environments on feedback-seeking behavior of 72 subjects. Analysis indicated that positive feedback engendered greater subsequent seeking than negative feedback. Subjects in both computer-mediated and computer-generated feedback environments were more willing to seek feedback on the next immediate opportunity than to defer seeking to later occasions. In contrast, subjects in the face-to-face environment were more reticent in seeking feedback on the next available opportunity, preferring either to delay it to later occasions or not to seek feedback. We discuss the results in the context of face-loss costs and public-image implications of feedback-seeking behavior.
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Humphreys, Sal. "Computer Games: Co-Creation and Regulation". Media International Australia 130, n. 1 (febbraio 2009): 50–52. http://dx.doi.org/10.1177/1329878x0913000107.

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This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.
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Alfaqheri, Taha, Akuha Solomon Aondoakaa, Mohammad Rafiq Swash e Abdul Hamid Sadka. "Low-delay single holoscopic 3D computer-generated image to multiview images". Journal of Real-Time Image Processing 17, n. 6 (19 giugno 2020): 2015–27. http://dx.doi.org/10.1007/s11554-020-00991-y.

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Abstract Due to the nature of holoscopic 3D (H3D) imaging technology, H3D cameras can capture more angular information than their conventional 2D counterparts. This is mainly attributed to the macrolens array which captures the 3D scene with slightly different viewing angles and generates holoscopic elemental images based on fly’s eyes imaging concept. However, this advantage comes at the cost of decreasing the spatial resolution in the reconstructed images. On the other hand, the consumer market is looking to find an efficient multiview capturing solution for the commercially available autostereoscopic displays. The autostereoscopic display provides multiple viewers with the ability to simultaneously enjoy a 3D viewing experience without the need for wearing 3D display glasses. This paper proposes a low-delay content adaptation framework for converting a single holoscopic 3D computer-generated image into multiple viewpoint images. Furthermore, it investigates the effects of varying interpolation step sizes on the converted multiview images using the nearest neighbour and bicubic sampling interpolation techniques. In addition, it evaluates the effects of changing the macrolens array size, using the proposed framework, on the perceived visual quality both objectively and subjectively. The experimental work is conducted on computer-generated H3D images with different macrolens sizes. The experimental results show that the proposed content adaptation framework can be used to capture multiple viewpoint images to be visualised on autostereoscopic displays.
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Corda, Roberto, Daniele Giusto, Antonio Liotta, Wei Song e Cristian Perra. "Recent Advances in the Processing and Rendering Algorithms for Computer-Generated Holography". Electronics 8, n. 5 (17 maggio 2019): 556. http://dx.doi.org/10.3390/electronics8050556.

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Digital holography represents a novel media which promises to revolutionize the way the users interacts with content. This paper presents an in-depth review of the state-of-the-art algorithms for advanced processing and rendering of computer-generated holography. Open-access holographic data are selected and characterized as references for the experimental analysis. The design of a tool for digital hologram rendering and quality evaluation is presented and implemented as an open-source reference software, with the aim to encourage the approach to the holography research area, and simplify the rendering and quality evaluation tasks. Exploration studies focused on the reproducibility of the results are reported, showing a practical application of the proposed architecture for standardization activities. A final discussion on the results obtained is reported, also highlighting the future developments of the reconstruction software that is made publicly available with this work.
24

Znamenskaya, I. A., I. A. Doroshchenko e N. N. Sysoev. "Computer Vision Study of the Flow Generated by a Sliding Discharge". Scientific Visualization 15, n. 4 (novembre 2023): 1–11. http://dx.doi.org/10.26583/sv.15.4.01.

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A quantitative study has been made of the flow with shock waves generated in air by a sliding surface discharge lasting less than one microsecond. The high-speed flow was visualized using the shadowgraph method, the process was recorded at a rate of 124 000 frames/s, the exposure time was 1 μs. The aim of this work is to study the dynamics of the two discontinuities: the cylindrical shock wave and the contact surface generated by the discharge. Each experiment allowed several hundred images to be taken of a short-lived gas-dynamic process lasting up to 1 ms. A YOLOv8 convolutional neural network was trained and used to determine the positions of the discontinuities. A data set of 984 markups was labeled. The model on the mAP50 metric achieved 0.887 and the mAP50-95 was 0.557. The model was used to automatically measure the vertical dimensions of the contact discontinuity. It expands at times up to 0.4 - 0.8 ms to a vertical size of 5 - 11 mm. The x-t plots and the velocities of the cylindrical shock waves were measured. It is shown that up to 1 ms after the discharge, the flow development is due to the blast wind motion behind the shock wave. It is shown that the use of computer vision can significantly speed up the analysis of high-speed flow visualizations and the extraction of quantitative information.
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Сахибгареева, Гульнара Фаритовна, e Влада Владимировна Кугуракова. "Interactive Structure Editor for Scenario Prototyping Tool". Russian Digital Libraries Journal 24, n. 6 (26 gennaio 2022): 1184–202. http://dx.doi.org/10.26907/1562-5419-2021-24-6-1184-1202.

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The task of automating the routine work of computer game writers and narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game is performed, a technological stack is selected and specific solutions for storing in the form of a structured script, allowing the generation of continuing narrative branches and testing of the narrative prototyping stage using the automatically generated text novelette are given.
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Minikhanov, Timur Z., Evgenii Y. Zlokazov, Pavel A. Cheremkhin, Rostislav S. Starikov e Nikolay N. Evtikhiev. "Computer-Generated Holography Methods for Data Page Reconstruction Using Phase-Only Medium". Applied Sciences 13, n. 7 (31 marzo 2023): 4479. http://dx.doi.org/10.3390/app13074479.

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Achievements in the field of high-speed spatial modulation electrooptic components provide the possibility to create perspective optical-digital diffractive systems for information storage and processing that outperform modern electronic counterparts by utilizing throughput, energy efficiency, and reliability. This work presents a study of computer-generated holography methods that allow the formation of spatially-modulated information signals (data pages) with high accuracy using phase-only spatial light modulators. Computer-generated Fourier hologram fringe patterns were formed using bipolar intensity and double-phase coding. Numerical and experimental results of both methods’ implementation are compared. It was determined that bipolar intensity holograms provide higher data density on the data page if complex digital modulation methods such as multilevel amplitude and phase or quadrature modulation are used to represent data points. Double-phase coding can offer perspective for multilevel amplitude or multilevel intensity modulated data page reconstruction; however, exact control of phase modulation characteristics is required to obtain high reconstruction quality.
27

Mitrović, Branko. "Leon Battista Alberti, Mental Rotation, and the Origins of Three-Dimensional Computer Modeling". Journal of the Society of Architectural Historians 74, n. 3 (1 settembre 2015): 312–22. http://dx.doi.org/10.1525/jsah.2015.74.3.312.

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One of the most fundamental assumptions of modern architectural practice is that all spatial relationships on a building are mathematically definable and can be systematically described by means of two-dimensional representations generated using procedures based on quantification. It is this assumption that makes three-dimensional computer modeling possible. In Leon Battista Alberti, Mental Rotation, and the Origins of Three-Dimensional Computer Modeling, Branko Mitrović analyzes the historical origins of this approach to visual communication about architectural works and its first explicit articulation in the work of Leon Battista Alberti.
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DRAPER, BRUCE A., e J. ROSS BEVERIDGE. "TEACHING IMAGE COMPUTATION: FROM COMPUTER GRAPHICS TO COMPUTER VISION". International Journal of Pattern Recognition and Artificial Intelligence 15, n. 05 (agosto 2001): 823–31. http://dx.doi.org/10.1142/s0218001401001179.

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This paper describes a course in image computation that is designed to follow and build up an established course in computer graphics. The course is centered on images: how they are generated, manipulated, matched and symbolically described. It builds on the student's knowledge of coordinate systems and the perspective projection pipeline. It covers image generation techniques not covered by the computer graphics course, most notably ray tracing. It introduces students to basic image processing concepts such as Fourier analysis and then to basic computer vision topics such as principal components analysis, edge detection and symbolic feature matching. The goal is to prepare students for advanced work in either computer vision or computer graphics.
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Massadeh, Firas, Fayez Alnusair, Ali Abdel Mahdi Massadeh e Mahmoud Ismail. "The legal protection of artificial intelligence-generated work: The argument for sui generis over copyright". Corporate Law and Governance Review 6, n. 1 (2024): 49–56. http://dx.doi.org/10.22495/clgrv6i1p5.

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Artificial intelligence (AI) is the simulation of human intelligence processes by machines, especially computer systems. As with other elements of society, the modern economy has become more reliant on AI, indicating the potentially great influence it has on innovation. Many previous studies on the status of AI-generated work have focused on its connection to intellectual property (IP) law, mainly under copyright and regulations, and whether this type of work could be protected within the legal framework of copyright. Therefore, an all-inclusive assessment of the fitness of the existing copyright law framework is necessary. While recent discussions have mostly considered AI-generated works. In this paper, we examine AI within the context of the international legal framework of IP rights, the Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS Agreement), and national legislation. We conclude that current copyright law is unsuitable for the protection of AI-generated works and that sui generis is a better option. However, the future legislative path should be specialized legislation addressing not only AI-generated works but also the prohibited acts that might create certain risks for industries. The research adopted a comparative analytical in-depth examination of the international legal framework of intellectual property law.
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Kane, Joseph, Michael N. Johnstone e Patryk Szewczyk. "Voice Synthesis Improvement by Machine Learning of Natural Prosody". Sensors 24, n. 5 (1 marzo 2024): 1624. http://dx.doi.org/10.3390/s24051624.

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Since the advent of modern computing, researchers have striven to make the human–computer interface (HCI) as seamless as possible. Progress has been made on various fronts, e.g., the desktop metaphor (interface design) and natural language processing (input). One area receiving attention recently is voice activation and its corollary, computer-generated speech. Despite decades of research and development, most computer-generated voices remain easily identifiable as non-human. Prosody in speech has two primary components—intonation and rhythm—both often lacking in computer-generated voices. This research aims to enhance computer-generated text-to-speech algorithms by incorporating melodic and prosodic elements of human speech. This study explores a novel approach to add prosody by using machine learning, specifically an LSTM neural network, to add paralinguistic elements to a recorded or generated voice. The aim is to increase the realism of computer-generated text-to-speech algorithms, to enhance electronic reading applications, and improved artificial voices for those in need of artificial assistance to speak. A computer that is able to also convey meaning with a spoken audible announcement will also improve human-to-computer interactions. Applications for the use of such an algorithm may include improving high-definition audio codecs for telephony, renewing old recordings, and lowering barriers to the utilization of computing. This research deployed a prototype modular platform for digital speech improvement by analyzing and generalizing algorithms into a modular system through laboratory experiments to optimize combinations and performance in edge cases. The results were encouraging, with the LSTM-based encoder able to produce realistic speech. Further work will involve optimizing the algorithm and comparing its performance against other approaches.
31

Zhang, Hao, Liangcai Cao e Guofan Jin. "Scaling of Three-Dimensional Computer-Generated Holograms with Layer-Based Shifted Fresnel Diffraction". Applied Sciences 9, n. 10 (24 maggio 2019): 2118. http://dx.doi.org/10.3390/app9102118.

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Holographic three-dimensional (3D) displays can reconstruct a whole wavefront of a 3D scene and provide rich depth information for the human eyes. Computer-generated holographic techniques offer an efficient way for reconstructing holograms without complicated interference recording systems. In this work, we present a technique for generating 3D computer-generated holograms (CGHs) with scalable samplings, by using layer-based diffraction calculations. The 3D scene is partitioned into multiple layers according to its depth image. Shifted Fresnel diffraction is used for calculating the wave diffractions from the partitioned layers to the CGH plane with adjustable sampling rates, while maintaining the depth information. The algorithm provides an effective method for scaling 3D CGHs without an optical zoom module in the holographic display system. Experiments have been performed, demonstrating that the proposed method can reconstruct quality 3D images at different scale factors.
32

Tran, Van-The. "Generation of a double-crowned involute helical gear with twist-free tooth flanks by a CNC hobbing machine with three synchronous axes". Vietnam Journal of Mechanics 39, n. 2 (21 giugno 2017): 97–108. http://dx.doi.org/10.15625/0866-7136/8005.

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In the conventional hobbing process, a double-crowned involute helical gear is generated by the hob cutter with parabolic-curve tooth profiles for the cross-profile crowning and varied the center distance between the hob and work gear for the longitudinal crowning. Therefore, to cut a double-crowned helical gear not only requires at least four synchronous axes and hob cutter regrinding (which increases production costs) but also induces twisted tooth flanks on the generated work gear. In this paper, I propose a hobbing method by applying a modified work gear rotation angle that enables double-crowning of involute helical gear's tooth flanks using a standard hob cutter and a computer numerical control (CNC) hobbing machine with only three synchronous axes. The proposed method has also verified by using two computer simulation examples to compare the meshing-conditions, contact ellipses, and transmission errors of the double-crowned gear pairs with that produced by applying the conventional hobbing method. Computer simulation results reveal the advantages of the proposed novel hobbing method.
33

Noll, A. Michael. "Early Digital Computer Art at Bell Telephone Laboratories, Incorporated". Leonardo 49, n. 1 (febbraio 2016): 55–65. http://dx.doi.org/10.1162/leon_a_00830.

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This article is a history of the digital computer art and animation developed and created at Bell Telephone Laboratories, Incorporated, 1962–1968. Still and animated images in two dimensions and in stereographic pairs were created and used in investigations of aesthetic preferences, in film titles, in choreography, and in experimental artistic movies. Interactive digital computer music software was extended to the visual domain, including a real-time interactive system. Some of the artworks generated were exhibited publicly in various art venues. This article emphasizes work in digital programming. This pioneering work at Bell Labs was a significant contribution to digital art.
34

Yessekeyeva, Emina, e Eric Venbrux. "Ritual, Ritualization, and Religion in the Work of Kazakhstani Artist Anvar Musrepov". Religions 12, n. 10 (18 ottobre 2021): 892. http://dx.doi.org/10.3390/rel12100892.

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This article contributes to the study of ritual in art, which is an unconventional setting for ritual studies. It concerns ritual, ritualization, and religion in the oeuvre of the up-and-coming Kazakhstani artist Anvar Musrepov. We discuss the prayer ritual, the process of ritual erasure (by covering in black), consumption rituals, and a cleansing ritual with a drone and ritualization with computer-generated imagery. Musrepov seeks to reimagine Kazakhstani national identity. His art, we argue, draws on what Alfred Gell has called the technology of enchantment.
35

López, Luis, Germán Arroyo e Domingo Martín. "Computer Tool for Automatically Generated 3D Illustration in Real Time from Archaeological Scanned Pieces". Virtual Archaeology Review 3, n. 6 (1 novembre 2012): 73. http://dx.doi.org/10.4995/var.2012.4447.

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<p>The graphical documentation process of archaeological pieces requires the active involvement of a professional artist to recreate beautiful illustrations using a wide variety of expressive techniques. Frequently, the artist’s work is limited by the inconvenience of working only with the photographs of the pieces he is going to illustrate. This paper presents a software tool that allows the easy generation of illustrations in real time from 3D scanned models. The developed interface allows the user to simulate very elaborate artistic styles through the creation of diagrams by using the available virtual lights. The software processes the diagrams to render an illustration from any given angle or position. Among the available virtual lights, there are well known techniques as silhouettes enhancement, hatching or toon shading.</p>
36

Lamb, Carolyn. "Crowdsourced Social Media Poetry". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, n. 1 (25 giugno 2021): 295–97. http://dx.doi.org/10.1609/aiide.v13i1.12910.

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We describe our program of PhD work in which a computer program creates topical poems out of text found on Twitter. These poems are made using a combination of natural language processing and crowdsourcing and are part of a general research plan involving the creation and evaluation of computer-generated poetry, grounded in domain-specific research on human creativity.
37

Yoon, Byungun. "Comparative Study of the Copyright Laws for Artificial Intelligence in the UK and Korea". Comparative Law Review 28 (13 dicembre 2022): 281–314. http://dx.doi.org/10.12775/clr.2022.009.

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In the new paradigm in which artificial intelligence plays a critical role in operating a social and technological system, copyright laws have a lot of legal issues. In this paper, the copyright laws of two countries (the UK and Korea) are compared to distinguish the characteristics of major developed and emerging countries. In general, whereas major developed countries such as the US and the UK are favourable to the protection of new technology, emerging and developing countries have tried to lower the level of regulation of new technology in order to promote the business related to the new paradigm. In the case of artificial intelligence, the UK has a legal system that can cover work created by means of artificial intelligence, in contrast, Korea has no copyright law on artificial intelligence, including computer-generated work. Thus, the emerging countries have mitigated the regulations on copyright in order to support the catch-up strategies of their companies. The copyright law on artificial intelligence in emerging and developing countries needs to be designed for fair competition and fair trade. In addition, the duration of protecting work created by means of artificial intelligence should be shortened, because artificial intelligence can produce a lot of work in a very short time. This paper compared several case laws to compare the cases of copyrights related to artificial intelligence or computer-generated works.
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Martinez-Carranza, Juan, Tomasz Kozacki, Rafał Kukołowicz, Maksymilian Chlipala e Moncy Sajeev Idicula. "Occlusion Culling for Wide-Angle Computer-Generated Holograms Using Phase Added Stereogram Technique". Photonics 8, n. 8 (27 luglio 2021): 298. http://dx.doi.org/10.3390/photonics8080298.

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A computer-generated hologram (CGH) allows synthetizing view of 3D scene of real or virtual objects. Additionally, CGH with wide-angle view offers the possibility of having a 3D experience for large objects. An important feature to consider in the calculation of CGHs is occlusion between surfaces because it provides correct perception of encoded 3D scenes. Although there is a vast family of occlusion culling algorithms, none of these, at the best of our knowledge, consider occlusion when calculating CGHs with wide-angle view. For that reason, in this work we propose an occlusion culling algorithm for wide-angle CGHs that uses the Fourier-type phase added stereogram (PAS). It is shown that segmentation properties of the PAS can be used for setting efficient conditions for occlusion culling of hidden areas. The method is efficient because it enables processing of dense cloud of points. The investigated case has 24 million of point sources. Moreover, quality of the occluded wide-angle CGHs is tested by two propagation methods. The first propagation technique quantifies quality of point reproduction of calculated CGH, while the second method enables the quality assessment of the occlusion culling operation over an object of complex shape. Finally, the applicability of proposed occlusion PAS algorithm is tested by synthetizing wide-angle CGHs that are numerically and optically reconstructed.
39

Kaushik, Radhika, Susan Kline, Prabu David e D’Arcy John Oaks. "Differences between computer-mediated and face-to-face communication in a collaborative fiction project". International Journal of Cognition and Technology 1, n. 2 (31 dicembre 2002): 303–26. http://dx.doi.org/10.1075/ijct.1.2.06kau.

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In this paper we examine collaborative fiction writing in a face-to-face setting and in a computer-mediated environment (online chat). To understand the role of social presence in online collaborative work, participants were placed either in a high collaboration task that involved working toward a common storyline or a low collaboration task that involved working toward individual storylines. For the high collaboration task, although face-to-face was perceived as more convenient than computer-mediated communication, this preference did not translate into any difference in terms of the number of idea units generated. For the low collaboration task, where teammates pursued independent storylines, computer-mediated communication was preferred over face-to-face communication. Despite this preference for computer-mediated communication over face-to-face communication in the low collaboration task, participants in the face-to-face condition generated more idea units than those in the computer-mediated condition. These findings are examined within the framework of interactivity and social presence.
40

Irish, Sharon. "Generating Art in Symbiotic Systems". Media-N 15, n. 1 (21 gennaio 2019): 96–100. http://dx.doi.org/10.21900/j.median.v15i1.61.

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This essay reviews the book by Francesca Franco, Generative Systems Art: The Work of Ernest Edmonds (London: Routledge, 2018). This illustrated monograph discusses the primarily computer-generated work of Ernest Edmonds (b. 1942) in the context of twentieth-century art in Europe. Franco provides relevant technological history as she analyzes Edmonds’ paintings and interactive and digital projects, often created in collaboration. This book is a significant contribution to the history of computer art in which Franco affirms Edmonds’ focus on “the human’s way of working.”
41

O'Hare, M. S., e M. J. Anderson. "An Integrated CAD/CAM Network for Work Packaging Development and Database Management". Journal of Ship Production 5, n. 02 (1 maggio 1989): 90–109. http://dx.doi.org/10.5957/jsp.1989.5.2.90.

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The Zone Logic Technology CAD/CAM and networked Database Management System is an integrated system of commercially available, off-the-shelf computer hardware and software products. These products have been carefully selected, tailored, and integrated to specifically satisfy and support the Philadelphia Naval Shipyard (PNSY) Zone Technology Program in support of work packaging development, computer-aided graphics and an on-line, real-time, distributive database management system. The process used in publishing this paper serves as a small example of some of the capabilities of the system at PNSY. The entire document, including graphics, was generated on the system. Scanners, CAD and PC systems were utilized to input, develop and convert the graphics files into appropriate formats for import into a technical publications software package. LAN interconnection capabilities provided the option of developing portions of this document on different systems and at different locations with the ability to access the appropriate files remotely.
42

Doroshenko, Oleksandr, e Leonid Tarasenko. "The sui generis right to non-original objects generated by a computer program: novelties of legal regulation". Theory and Practice of Intellectual Property, n. 3 (19 giugno 2023): 87–96. http://dx.doi.org/10.33731/32023.282325.

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The article considers novel legal regulations regarding non-original objects generated by a computer program. It was established that at the level of the law, legal certainty was introduced regarding the legal regime of these objects: the concept and characteristics of a non-original object, generated by a computer program, subjects of property rights, the scope of such rights, their validity period, the possibility of transfer (alienation) were defined) of these rights, as well as an opportunity to properly protect such rights. The signs of a non-original object generated by a computer program are defined: difference from already existing similar objects; creation of an object solely as a result of the operation of a computer program without direct human participation. It has been proven that the independent legal personality of artificial intelligence is highly debatable, and this concept goes far beyond the boundaries of intellectual property law. It is justified that giving artificial intelligence an independent legal personality as of today is a hasty step, therefore the approach reflected in the law deserves attention.It is substantiated that the legal regime of an object that is non-original and that is generated by a computer program is very similar to the legal regime of a work as an object of copyright, which enables the relevant subjects to exercise and protect the rights to these objects. It was established that as a result of the creation of a non-original object generated by a computer program, personal non-property rights do not arise at all, and property rights belong to the owner of the property rights to the computer program that generated such an object. It has been proven that the property rights to a nonoriginal object are in fact identical to the property rights of the author (other subjects of property copyright), the scope of which is determined by Article 12 of the Copyright Law.It is established that when creating a non-original object generated by a computer program, one should observe the property rights to other non-original objects generated by a computer program, which are used in the process of generating a new non-original object; to objects of copyright and/or related rights that were used in the process of generating such non-original object.
43

Anderson, Matthew E., Alejandra Serrano, Cory Stinson, Antonio Talamantes, Nick Miller e Jan L. Chaloupka. "Spatial Manipulation of a Supercontinuum Beam for the Study of Vortex Interference Effects". Applied Sciences 10, n. 6 (13 marzo 2020): 1966. http://dx.doi.org/10.3390/app10061966.

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In this work, we generate optical vortices from the supercontinuum output of an ultrafast laser interacting with a micro-structured fiber. Using a segmented spatial light modulator, multiple vortices are designed and dynamically generated and shifted in order to observe their superposition in the image plane. It is shown that single-color patterns of exquisite complexity can be generated across a wide frequency range. Multi-color interference patterns are experimentally generated and compared to the results of computer simulations. Multiple vortices of varying colors are also generated and independently controlled, demonstrating that no spatial interference occurs. Experimental results are compared with theoretical and numerical simulations, showing excellent agreement.
44

Degen, Monica, Clare Melhuish e Gillian Rose. "Producing place atmospheres digitally: Architecture, digital visualisation practices and the experience economy". Journal of Consumer Culture 17, n. 1 (31 luglio 2016): 3–24. http://dx.doi.org/10.1177/1469540515572238.

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Computer-generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasise the experiential qualities of new buildings and urban environments. In particular, we argue that computer-generated images are far from ‘just’ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a 2-year qualitative study of architects’ practices that worked on the Msheireb project, a large-scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these computer-generated images are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. First, we demonstrate the importance of digital technologies in framing the ‘expressive infrastructure’ of the experience economy. Second, we argue that although the Msheireb computer-generated images open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw ‘on a Westnocentric literary and sensory palette’ that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.
45

Myatt, Tony. "Strategies for interaction in construction 3". Organised Sound 7, n. 2 (agosto 2002): 157–69. http://dx.doi.org/10.1017/s1355771802002078.

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This paper describes the interactive strategies adopted during the composition and realisation of construction 3 for soprano saxophone and multiple media, by Tony Myatt and Peter Fluck. This work is an interactive multiple media composition for computer, computer-enhanced saxophone and computer graphics projected onto irregularly shaped screens. Derivation of the performer sensing system and mapping strategies to control signal processing, computer generated materials and communication gestures between the performer and computer are described. These processes include generative mapping techniques using neural networks for the recognition of gestural information and the development and application of wireless, wearable sensing technology. This work is described as a holistic approach to the derivation of performer sensing, data mapping and the application of reactive and interactive processes in the context of the creation of a new musical and multiple media composition.
46

Ni, Chun Di, Shen Kui Liu e Xiao Wei Yin. "The Establishment of the Digital Elevation Model". Applied Mechanics and Materials 380-384 (agosto 2013): 1567–70. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.1567.

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Contour line map and digital terrain model are widely used in practical work. With the rapid development of computer technology, computer graphics and geographic information system, they become more and more practical and their roles have become more prominent. Contour line has incomparable advantage of expressing both qualitative and quantitative information especially in the terrain analysis. Many algorithms of contour line map are automatically generated based on the digital terrain model.
47

Vanderploeg, John F. "USING INTERACTIVE C.A.D., VIDEO DISC, AND COMPUTER-ASSISTED PLANT SELECTOR TO TEACH LANDSCAPE DESIGN." HortScience 27, n. 6 (giugno 1992): 671g—671. http://dx.doi.org/10.21273/hortsci.27.6.671g.

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Computer assisted plant selection coupled with video disc technology allows students with limited experience in plant identification and selection to successfully complete landscape design plans. The plant selector and video disc components have been integrated into a C.A.D. program producing a complete work station. Students preparing computer generated designs can refer to both the selector and video disc without leaving the C.A.D. environment. This integration has proven to be an effective teaching tool in landscape design instruction.
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Doll, William J., e Xiaodong Deng. "Antecedents of Improvisation in IT-Enabled Engineering Work". Journal of Organizational and End User Computing 23, n. 3 (luglio 2011): 26–47. http://dx.doi.org/10.4018/joeuc.2011070102.

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The success of engineering work depends on the ability of individuals to improvise in response to emerging challenges and opportunities (Kappel & Rubenstein, 1999). Building on experiential learning theory (Eisenhardt & Tabrizi 1995; Kolb, 1984) and improvisation theory (Miner, Bassoff, & Moorman, 2001), this authors argue that information systems facilitate the generation of new product and process design ideas by providing richer feedback, creating shorter learning cycles, and enabling engineers to try a variety of new ideas more easily. An empirical research model of the antecedents of improvisation in IT-enabled engineering work is proposed. This model is examined using a sample of 208 individuals engaged in computer-intensive engineering design work. The multiple regression results suggest that software capability, autonomy, problem solving/decision support usage, system use for work planning, and length of use explain the extent of new product and process ideas that are generated. The practical and theoretical implications of these findings are discussed.
49

Wan, Zhensong, Zijian Shi, Qiang Liu e and Xing Fu. "Holographic Tailoring of Structured Light Field with Digital Device". Photonics 9, n. 7 (21 luglio 2022): 506. http://dx.doi.org/10.3390/photonics9070506.

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Abstract (sommario):
Structured light fields have attracted much attention due to rich spatial degrees of freedom. The tailoring of an arbitrary structured light field on demand is the precondition for the application of structured light. Therefore, the computer holography method used to reconstruct a coherent light field wavefront has been naturally applied for generating structured light. In this work, we comprehensively demonstrate the principles and procedures of pure-phase computer-generated holography (PP-CGH) and binary-amplitude computer-generated holography (BA-CGH) methods for tailoring structured light, realized by two digitally programmable devices: liquid-crystal spatial light modulators (Lc-SLM) and digital micromirror devices (DMD), respectively. Moreover, we first compare the two approaches in detail and clarify the recipe to obtain a high tailoring accuracy and efficiency, which will help researchers to better understand and utilize the holographic tailoring of structured optical fields.
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Brodland, G. Wayne, e David A. Clausi. "Cytoskeletal mechanics of neurulation: insights obtained from computer simulations". Biochemistry and Cell Biology 73, n. 7-8 (1 luglio 1995): 545–53. http://dx.doi.org/10.1139/o95-060.

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Abstract (sommario):
The morphogenetic movements associated with the process of neurulation have been the subject of much investigation during the last one hundred years. A plethora of experimental evidence has been generated regarding the forces that drive this seemingly simple process, and many theories about the mechanics of the process have been proposed. Recent computer simulations have proved useful for evaluating these theories from a mechanical perspective. In this work, computer simulations are used to investigate several theories about the forces that drive neurulation. A simplified version of a formulation previously presented by the authors provides the mathematical foundation for these simulations. The simulations confirm that forces generated by circumferential microfilament bundles (CMB's) in conjunction with notochord forces can produce the rolling motions characteristic of amphibian neurulation. They also support the notion that redundancies exist in the systems of forces available to drive neurulation shape changes. The shape changes that occur following a variety of surgical and teratogenic interventions are also simulated. These simulations corroborate the role of circumferential microfilament bundles as a primary force generator.Key words: neurulation, cytomechanics, computer simulations, finite element method.

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