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1

Supan, Peter, Ines Stuppacher e Michael Haller. "Image Based Shadowing in Real-Time Augmented Reality". International Journal of Virtual Reality 5, n.º 3 (1 de janeiro de 2006): 1–7. http://dx.doi.org/10.20870/ijvr.2006.5.3.2692.

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This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects
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2

Osti, Francesco, Gian Maria Santi e Gianni Caligiana. "Real Time Shadow Mapping for Augmented Reality Photorealistic Rendering". Applied Sciences 9, n.º 11 (30 de maio de 2019): 2225. http://dx.doi.org/10.3390/app9112225.

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In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).
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3

Casas Cambra, Llogari, Matthias Fauconneau, Maggie Kosek, Kieran Mclister e Kenny Mitchell. "Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses". Computers 8, n.º 2 (2 de abril de 2019): 29. http://dx.doi.org/10.3390/computers8020029.

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Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow samples observed in the camera frame, this method efficiently recovers deformed shadow appearance. In this manuscript, we introduce a light-estimation approach that enables light-source detection using flat Fresnel lenses that allow this method to work without a set of pre-established conditions. We extend the adeptness of this approach by handling scenarios with multiple receiver surfaces and a non-grounded occluder with high accuracy. Results are presented on a range of objects, deformations, and illumination conditions in real-time Augmented Reality (AR) on a mobile device. We demonstrate the practical application of the method in generating otherwise laborious in-betweening frames for 3D printed stop-motion animation.
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4

Kim, Hyungil, Jessica D. Isleib e Joseph L. Gabbard. "Virtual Shadow". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, n.º 1 (setembro de 2016): 2093–97. http://dx.doi.org/10.1177/1541931213601474.

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Most obvious benefit of augmented reality (AR) displays is direct perception of information atop physical reality. In driving context, however, AR interfaces should be designed carefully to guide drivers’ attention while minimizing attentional narrowing. This work aims to design an interface for cross traffic alert using an AR head up display (HUD) that is compatible with both the driver’s cognitive process and physical reality of driving environment. Ecological interface design (EID) allowed us to complement current user centered design (UCD) approaches by considering human-environment interaction and leveraging the inherent benefit of AR interfaces: conformal graphics. We designed a novel interface that casts virtual shadows of approaching obstacles through an AR HUD and prototyped this idea for a specific use-case of pedestrian collision warning. Our initial usability evaluation demonstrated potential benefits of incorporating EID into AR interface design. The approaches and design idea from this study can be leveraged by future researchers and designers to create more reliable and safer AR interfaces for vehicle drivers.
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Peretz, Eyal. "Introduction: Reality and Its Shadow". Yearbook of Comparative Literature 56, n.º 1 (2010): 1–5. http://dx.doi.org/10.1353/cgl.2010.0001.

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6

Wood, Geof. "Labels: A Shadow Across Reality". Development and Change 16, n.º 3 (julho de 1985): 343–45. http://dx.doi.org/10.1111/j.1467-7660.1985.tb00213.x.

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7

Lee, Sangyoon, e Hyunki Hong. "Use of Gradient-Based Shadow Detection for Estimating Environmental Illumination Distribution". Applied Sciences 8, n.º 11 (15 de novembro de 2018): 2255. http://dx.doi.org/10.3390/app8112255.

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Environmental illumination information is necessary to achieve a consistent integration of virtual objects in a given image. In this paper, we present a gradient-based shadow detection method for estimating the environmental illumination distribution of a given scene, in which a three-dimensional (3-D) augmented reality (AR) marker, a cubic reference object of a known size, is employed. The geometric elements (the corners and sides) of the AR marker constitute the candidate’s shadow boundary; they are obtained on a flat surface according to the relationship between the camera and the candidate’s light sources. We can then extract the shadow regions by collecting the local features that support the candidate’s shadow boundary in the image. To further verify the shadows passed by the local features-based matching, we examine whether significant brightness changes occurred in the intersection region between the shadows. Our proposed method can reduce the unwanted effects caused by the threshold values during edge-based shadow detection, as well as those caused by the sampling position during point-based illumination estimation.
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8

Thapa, Neelam. "Navigating Shadows: Unraveling the Fluidity of Reality and Borders in Amitav Ghosh's "The Shadow Lines" (1988)". International Journal of Science and Research (IJSR) 12, n.º 11 (5 de novembro de 2023): 1862–65. http://dx.doi.org/10.21275/sr231126140140.

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9

Roper, Matthew. "Mormonism: Shadow or Reality?. 5th ed." Review of Books on the Book of Mormon 4 (1992) (1 de janeiro de 1992): 169–215. http://dx.doi.org/10.2307/44796520.

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10

Obukhov, Artem D., Andrey A. Volkov, Nadezhda A. Vekhteva, Daniil V. Teselkin e Alexey E. Arkhipov. "Human motion capture algorithm for creating digital shadows of the movement process". Journal of Physics: Conference Series 2388, n.º 1 (1 de dezembro de 2022): 012033. http://dx.doi.org/10.1088/1742-6596/2388/1/012033.

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Abstract The improvement of virtual reality systems declares new requirements for the user immersion quality. To improve the immersiveness of the interaction process with virtual space, it is necessary to provide a realistic representation of a person in it, as well as the processes of his movement and interaction with virtual objects. In this work, the issue of using motion capture technologies to create a realistic avatar (digital shadow) and visualization of the movement process is considered. An algorithm for capturing human movements based on synchronization of various hardware solutions has been developed to create a digital shadow of the human movement process. The algorithm can be used to match the user with his virtual copy in virtual reality systems. The scientific novelty of the method lies in taking into account the position, direction and speed of a person’s movement, synchronization of the motion capture hardware tools used to create digital shadows of the person’s movement process.
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11

Elazab, Naira, Shaker El-Sappagh, Ahmed Atwan, Hassan Soliman, Mohammed Elmogy, Louai Alarabi e Nagham Mekky. "Overlapping Shadow Rendering for Outdoor Augmented Reality". Computers, Materials & Continua 67, n.º 2 (2021): 1915–32. http://dx.doi.org/10.32604/cmc.2021.015067.

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12

Obukhov, Artem D., Kirill I. Patutin, Andrey A. Volkov, Aleksandra O. Nazarova e Denis L. Dedov. "Mathematical model of the digital shadow of the human movement process". Journal of Physics: Conference Series 2388, n.º 1 (1 de dezembro de 2022): 012034. http://dx.doi.org/10.1088/1742-6596/2388/1/012034.

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Abstract The process of forming a digital shadow of the human movement process is considered, which can be used in virtual reality systems, musculoskeletal rehabilitation, and other human-machine systems based on the analysis of the user’s movement. The most important step in creating the digital shadow is its formalization in the form of a mathematical model. At present, the issue of the formalization of digital shadows of various objects and processes has not been fully developed. The article discusses the development of the mathematical model of the digital shadow of the movement process, the novelty of which lies in combining information from four sources (three different motion capture systems and a complex of medical sensors to assess the physical condition of a person), as well as their synchronization and filtering. The obtained theoretical results will be used as a basis for software abstraction of the digital shadow in information systems to solve the problems of testing, simulating a person and modeling his reaction by summarizing the collected data arrays about his movement.
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13

Morawski, Jill. "Our debates: Finding, fixing, and enacting reality". Theory & Psychology 21, n.º 2 (abril de 2011): 260–74. http://dx.doi.org/10.1177/0959354310394475.

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Working in the long historical shadow of what has been taken to be debates between quantitative and qualitative methods, Osatuke and Stiles (2011), Westerman (2011), and Yanchar (2011) seek to move beyond those debates and even the various détentes posed in mixed-methods research. Their projects can be assessed in terms of this seemingly permanent shadow and also within a broader framing of the political, ethical, epistemic, and ontological stakes that abide in methodological decisions. Taking a broad historical and meta-theoretical perspective illuminates both the boldness and the limitations of the three papers. Especially notable are their procedures for abandoning the Archimedean distanced observational stance, replacing it with intersubjective, relational processes of knowledge seeking.
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14

Sorokin, Maxim Igorevich, Dmitry Dmitrievich Zhdanov e Ildar Vagizovich Valiev. "Reconstruction Lighting Positions of a Scene for Mixed Reality Systems Using Convolutional Neural Network and Shadow Ray Tracing". Keldysh Institute Preprints, n.º 67 (2021): 1–18. http://dx.doi.org/10.20948/prepr-2021-67.

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The paper examines the causes of visual discomfort in mixed reality systems and algorithmic solutions that eliminate one of the main causes of discomfort, namely, the mismatch between the lighting conditions of objects in the real and virtual worlds. To eliminate this cause of discomfort, the algorithm is proposed, which consists in constructing groups of shadow rays from points on the boundaries of shadows to points on the boundaries of objects. Part of the rays corresponding to the real lighting conditions form caustics in area of the real light source, which makes it possible to determine the source of illumination of virtual objects for their correct embedding into the mixed reality system. Convolutional neural networks and computer vision algorithms were used to classify shadows in the image. Examples of reconstructing the coordinates of a light source from RGBD data are presented.
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15

Subarkah, Krisna, Muhamad Azrino Gustalika e Pradana Ananda Raharja. "AUGMENTED REALITY BASED IMAGE TRACKING FOR INTRODUCE PUPPET SHADOW TRADITIONAL MUSICAL INSTRUMENT". Jurnal Teknik Informatika (Jutif) 4, n.º 1 (10 de fevereiro de 2023): 205–16. http://dx.doi.org/10.52436/1.jutif.2023.4.1.376.

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With the development of science and technology, traditional musical instruments are starting to be abandoned, one of the factors is the ease of playing modern musical instruments, and traditional musical instruments are also rarely found in everyday life. With the progress of today's era, AR (Augmented Reality) technology was born. The way Augmented Reality works is by scanning a sign or marker. This research aims to build an application with augmented reality technology to introduce traditional shadow puppets musical instruments. This research was designed using the MDLC (Multimedia Development Life Cycle) method. They were testing the application using blackbox testing on two smartphones with different specifications, with the result that both smartphones could run the application properly. Then for testing the use of the application using the heuristic evaluation method carried out by an expert with the highest severity rating value on the visibility of system status with a value of 0.625. The result of this research is the application of traditional shadow puppets musical instruments based on augmented reality, which is expected to be used to introduce traditional shadow puppets musical instruments.
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16

Kolivand, Hoshang, Alhajhamad Hasan Zakaria e Mohd Shahrizal Sunar. "Shadow Generation in Mixed Reality: A Comprehensive Survey". IETE Technical Review 32, n.º 1 (8 de dezembro de 2014): 3–15. http://dx.doi.org/10.1080/02564602.2014.906860.

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17

He, Zhihong, Wenjie Jia, Erhua Sun e Huilong Sun. "3D Video Image Processing Effect Optimization Method Based on Virtual Reality Technology". International Journal of Circuits, Systems and Signal Processing 16 (12 de janeiro de 2022): 385–90. http://dx.doi.org/10.46300/9106.2022.16.47.

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The existing optimization methods have the problem of image edge blur, which leads to a high degree of shadow residue. In order to address this problem, reduce the shadow residual degree, this paper designs a 3D video image processing effect optimization method supported by virtual reality technology. Coding was used to eliminate redundant data in video and eliminate image noise using median filtering. The virtual reality technology detects the image edge and determines the motion offset between the image frames. According to the motion parameters of the camera carrier obtained from the motion estimation, the feature point matching algorithm constructs the video image motion model, and uses the camera calibration technology to set the processing effect optimization mode. It is optimized by perspective projection transformation. Experimental results: the average shadow residual degree of the optimization method and the two existing optimization methods are 3.108%, 6.167% and 6.396% respectively, which proves that the optimization method combined with virtual reality technology has higher practical application value.
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18

Stepanov, Denis, e Ekaterina Shershakova. "To the question of the positioning of the shadow law in the science of the theory of State and law". Advances in Law Studies 10, n.º 1 (7 de abril de 2022): 1–5. http://dx.doi.org/10.29039/2409-5087-2022-10-1-1-5.

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In the modern domestic theory of state and law, there are relatively few works devoted separately to such a legal phenomenon as shadow law. The authors investigate the conditionality and origin of shadow law as a form of non-state law. The analysis of various definitions of the designated phenomenon is carried out. The impact of shadow law on social and legal reality is considered. The authors determined that there is currently no single approach to the study of shadow law, and there is no specific definition, structure.
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19

Khokonov, Beslan Mukhamedovich. "CORPORATE FINANCIAL CONTROL: HISTORICAL CHALLENGES AND NEW REALITY". Chronos 7, n.º 11(73) (13 de dezembro de 2022): 177–80. http://dx.doi.org/10.52013/2658-7556-73-11-52.

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The article reveals the main factors determining the requirements for the transformation of financial corporate control. Special attention is paid to the process of formation of new independent financial systems at the national level, the need for which arose at the present stage of geopolitical changes. In addition, there are negative consequences of the financialization of economic development and the spread of the shadow economy, which turned out to be beyond the financial control. Therefore, the development of financial control, especially in its corporate part, which meets the challenges of the shadow economy and financialization in the new reality, requires its transformation into an immanent component of financial relations. The potential for the establishment of universality of financial control, previously absent in economic activity, is currently due to the digitalization of the national economy.
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20

Herlambang, David, e Yuke Ardhiati. "Designing a Building for Shadow Puppet Shows in Semarang City". Journal of Aesthetics, Creativity and Art Management 2, n.º 2 (17 de setembro de 2023): 118–34. http://dx.doi.org/10.59997/jacam.v2i2.2745.

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The study aim is how to create a different building design that is able to attract the interest of young people who are able to accommodate and also preserve the art of Shadow Puppet (shadow puppet) that it is known by the wider community. Based on the shortage of shadow puppet show facilities in Semarang as the capital of Central Java, the procurement of a shadow puppet performance facility which has educational facilities for the Dalang or puppeteer profession is felt to be the right solution to preserve and revive this art of Shadow Puppet. The design of the shadow puppet show building in Semarang City raises the philosophy of the mountains of Shadow Puppet called “Kayon". Harmony with Nature as the architectural theme of the shadow puppet performance building was chosen so that the architecture of the building can live in harmony with nature by understanding and accepting the inanimate reality of natural forces.
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21

Moumoutzis, Nektarios, Marios Christoulakis, Chara Xanthaki, Nikos Pappas, Yiannis Maragkoudakis, Stavros Christodoulakis e Desislava Paneva-Marinova. "eShadow+: Mixed Reality Storytelling Inspired by Traditional Shadow Theatre". Digital Presentation and Preservation of Cultural and Scientific Heritage 12 (7 de setembro de 2022): 29–54. http://dx.doi.org/10.55630/dipp.2022.12.2.

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eShadow is a digital storytelling platform inspired by traditional Shadow Theatre. It enables the creation of digital stories within a project-based approach that may start from scenario development and include the creation of digital puppets and sceneries, the set-up and recording of story scenes and the final assembly of a digital story. This paper presents details about eShadow architecture, features and how its use has been enhanced, employing the PerFECt framework, to combine it with immersive technologies such as projection mapping, to create mixed reality installations that offer rich learning experiences to participants in informal learning settings. Two installations are described and compared. The evaluation results demonstrate the effectiveness of the approach towards engaging learning experiences that combine mixed reality approaches with arts such as black light theatre.
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22

Neugebauer, Richard. "Between the Idea and the Reality . . . Falls the Shadow". Journal of the American Psychoanalytic Association 63, n.º 6 (dezembro de 2015): 1135–39. http://dx.doi.org/10.1177/0003065115620616.

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23

Tvedtnes, John A., e Matthew Roper. ""Joseph Smith’s Use of the Apocrypha": Shadow or Reality?" FARMS Review of Books 8 (1996), n.º 2 (1 de janeiro de 1996): 326–72. http://dx.doi.org/10.2307/44792722.

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24

Obukhov, Artem, Andrey Volkov, Nadezhda Vekhteva, Kirill Patutin, Alexandra Nazarova e Denis Dedov. "The Method of Forming a Digital Shadow of the Human Movement Process Based on the Combination of Motion Capture Systems". Informatics and Automation 22, n.º 1 (27 de janeiro de 2023): 168–89. http://dx.doi.org/10.15622/ia.22.1.7.

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The article deals with the problem of forming a digital shadow of the process of moving a person. An analysis of the subject area was carried out, which showed the need to formalize the process of creating digital shadows to simulate human movements in virtual space, testing software and hardware systems that operate on the basis of human actions, as well as in various systems of musculoskeletal rehabilitation. It was revealed that among the existing approaches to the capture of human movements, it is impossible to single out a universal and stable method under various environmental conditions. A method for forming a digital shadow has been developed based on combining and synchronizing data from three motion capture systems (virtual reality trackers, a motion capture suit, and cameras using computer vision technologies). Combining the above systems makes it possible to obtain a comprehensive assessment of the position and condition of a person regardless of environmental conditions (electromagnetic interference, illumination). To implement the proposed method, a formalization of the digital shadow of the human movement process was carried out, including a description of the mechanisms for collecting and processing data from various motion capture systems, as well as the stages of combining, filtering, and synchronizing data. The scientific novelty of the method lies in the formalization of the process of collecting data on the movement of a person, combining and synchronizing the hardware of the motion capture systems to create digital shadows of the process of moving a person. The obtained theoretical results will be used as a basis for software abstraction of a digital shadow in information systems to solve the problems of testing, simulating a person, and modeling his reaction to external stimuli by generalizing the collected data arrays about his movement.
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Diamond, Catherine. "Wayang Listrik: Dalang Larry Reed's Shadow Bridge Between Bali and San Francisco". Theatre Research International 26, n.º 3 (outubro de 2001): 257–76. http://dx.doi.org/10.1017/s0307883301000347.

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Building on the early European experiments with animated shadow figures, American dalang Larry Reed – narrator and puppet manipulator – has enlarged Balinese shadow puppetry to cinema-sized dimensions and combined it with live actors and dancers. In conjunction with Balinese puppet masters, Reed has created several pieces which explore the interaction between puppets and human shadow figures as well as performers in front of the screen. Moreover, Reed's productions are bilingual and bi-cultural, mixing Balinese and American humour and mythology so that the hybrid creations find favour with audiences in both locations. As his technique increasingly becomes refined in the process, each new production expands more subtly on the theme of melding shadow with flesh and the blurring of illusion and reality.
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Howard, Natalie-Jane. "A Theoretical Examination of Shadow Education in South Korea". International Journal of Asian Education 2, n.º 3 (4 de setembro de 2021): 429–38. http://dx.doi.org/10.46966/ijae.v2i3.229.

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This article provides a theoretical contribution to the contemporary debates regarding the legitimacy and effects of supplementary tutoring, also known as shadow education. Shadow education is notably pervasive in South Korea, and accounting for high rates of domestic expenditure and increasing time demands on young people’s lives. The paper traces the historical and cultural reasons for the widespread uptake of shadow education amongst young students in the South Korean context and problematises what it means to be educated by juxtaposing leading scholars’ perceptions of the fundamental aims of education. Delving into the reality of shadow education whilst also revealing the disruptive nature of this common place practice, the paper concludes by highlighting the need for further empirical research to counterbalance the largely unsubstantiated beliefs and anecdotal evidence regarding its purposes
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Miura, Satoshi, Masaki Seki, Yuta Koreeda, Yang Cao, Kazuya Kawamura, Yo Kobayashi, Masakatsu G. Fujie e Tomoyuki Miyashita. "Virtual Shadow Drawing System Using Augmented Reality for Laparoscopic Surgery". Advanced Biomedical Engineering 11 (2022): 87–97. http://dx.doi.org/10.14326/abe.11.87.

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Gump, Janice P. "Reality matters: The shadow of trauma on African American subjectivity." Psychoanalytic Psychology 27, n.º 1 (2010): 42–54. http://dx.doi.org/10.1037/a0018639.

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Wei, Housheng, Yanli Liu, Guanyu Xing, Yanci Zhang e Wenjia Huang. "Simulating Shadow Interactions for Outdoor Augmented Reality With RGBD Data". IEEE Access 7 (2019): 75292–304. http://dx.doi.org/10.1109/access.2019.2920950.

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Roberts, Allen D. "The Godmakers: Shadow or Reality? A Content Analysis". Dialogue: A Journal of Mormon Thought 18, n.º 2 (1 de julho de 1985): 24–33. http://dx.doi.org/10.2307/45227957.

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Schaefer, William. "Shadow Photographs, Ruins, and Shanghai's Projected Past". PMLA/Publications of the Modern Language Association of America 122, n.º 1 (janeiro de 2007): 124–34. http://dx.doi.org/10.1632/pmla.2007.122.1.124.

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The foundations of global cities of the present and of cities striving to become global are firmly rooted in the colonial past—whether one considers a metropolitan center like London or cities that developed under colonialism, like Bombay, Hong Kong, and Shanghai. Yet questions of foundations, roots, and the past are arguably most problematic in the formerly colonized cities. In Shanghai, for instance, the multiply colonized past has of late become a kind of virtual reality in the present remaking of the city; such redevelopment initiatives as the recent Xintiandi project, in which an entire neighborhood was emptied of its residents, restored to its colonial-era appearance, and transformed into a shopping and entertainment complex, offer the visitor nostalgic fantasies of the past as drained of critical understanding as the marshy ground beneath the project was of water. Tis perception of Shanghai and its past as a virtual reality produced out of a history of colonialism is, however, hardly new and indeed was a perception that haunted selfrepresentations of Shanghai at the height of the colonial era, during the first half of the twentieth century. As the modernist writer Mu Shiying put it in a 1933 text, Shanghai's streets were “transplanted from Europe” and “paved with shadows” (568).
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Yun, Bai. "Design and Reconstruction of Visual Art Based on Virtual Reality". Security and Communication Networks 2021 (19 de agosto de 2021): 1–9. http://dx.doi.org/10.1155/2021/1014017.

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Because traditional methods generally lack the image preprocessing link, the effect of visual image detail processing is not good. In order to enhance the image visual effect, a visual art design method based on virtual reality is proposed. Wavelet transform method is used to denoise the visual image and the noise signal in the image is removed; a binary model of fuzzy space vision fusion is established, the space of the visual image is planned, and the spatial distribution information of the visual image is obtained. According to the principle of light and shadow phenomenon in visual image rendering, the Extend Shadow map algorithm is used to render the visual image. Virtual reality technology was used to reconstruct the preprocessed visual image, and the ant colony algorithm was used to optimize the visual image to realize the visual image design. The results show that the peak signal-to-noise ratio of the visual image processed by the proposed method is high, and the image detail processing effect is better.
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Fitzclarence, Lindsay. "Education's Shadow? towards an Understanding of Violence in Schools". Australian Journal of Education 39, n.º 1 (abril de 1995): 22–40. http://dx.doi.org/10.1177/000494419503900103.

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The issue of social violence has received increasing attention by policy makers and commentators on public matters. The dominant approach to interpreting social violence emphasises individual pathological behaviour. Educators facing the reality of violent behaviour in schools are offered only limited approaches for coming to terms with both the reality and the interpretation of this social trend. The paper offers a critical cultural analysis, one that opens the way to a consideration of several factors at the centre of the violence phenomenon. In particular, it considers the construction of certain forms of masculine identity that are a result of tension between the contradictions inherent in the imperative of hyper-rationality, on the one hand, and the deep cultural logic which privileges adult status over that of the younger generation, on the other. The analysis of these trends includes some specific curriculum considerations.
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Haibi, Fayyad, e Yaseen Kittani. "Homosexuality in the Shadow of War". Oriente Moderno 96, n.º 2 (18 de novembro de 2016): 253–70. http://dx.doi.org/10.1163/22138617-12340110.

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This study deals with homosexuality in modern Arabic literature in the context of the civil war in Lebanon, as reflected in Hudā Barakāt’s novel Ḥaǧar al-ḍaḥk (The Laughter Stone). The study concludes that homosexual relations were a fundamental and direct result of the war and the twisted reality it engendered. This becomes clear in light of the three stages through which the figure of Ḫalīl the homosexual goes in the course of the novel: From absolute homosexuality, through uncertainty to transformation. The last of the three afore-mentioned stages highlights the totally masculine nature of war. The study also demonstrates that the fact that the author chose a homosexual figure as the novel’s protagonist to demonstrate her principled ideological opposition to war in any form.
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LI, Hong-bo, Liang-liang WU e Yu WU. "Shadow generation algorithm of augmented reality using adaptive sampling and fusion". Journal of Computer Applications 32, n.º 6 (23 de agosto de 2013): 1860–63. http://dx.doi.org/10.3724/sp.j.1087.2012.01860.

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Cohen, Richard A. "Levinas on Art and Aestheticism: Getting “Reality and Its Shadow” Right". Levinas Studies 11, n.º 1 (2016): 149–94. http://dx.doi.org/10.1353/lev.2016.0020.

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Elazab, Naira, Nagham Mekky, Ahmed Atwan e Hassan Soliman. "An Enhanced Real-Time Shadow Rendering Technique in Outdoor Augmented Reality". Mansoura Journal for Computer and Information Sciences 14, n.º 2 (1 de dezembro de 2018): 19–26. http://dx.doi.org/10.21608/mjcis.2018.312006.

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K. A, Hamid, e Abdul-majeed S. D. "The reality of Iraqi women in the shadow of ISIS crisis". Al-Anbar University Journal For Humanities 2020, n.º 3 (1 de setembro de 2020): 2425–58. http://dx.doi.org/10.37653/juah.2020.171208.

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Batista, Ozaias Antonio, e Ana Laudelina Ferreira Gomes. "CHILDHOOD IN THE SHADOW OF A LIME AND ORANGE BLOSSOM". Revista Inter-Legere 1, n.º 22 (9 de agosto de 2018): 112–35. http://dx.doi.org/10.21680/1982-1662.2018v1n22id15297.

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Understanding imagination as an anthropological faculty capable of instigating the being to completely recreate itself, this paper aims to present some experiences lived by Zezé, a protagonist of the novel “O meu pé de laranja-lima” (my lime-orange blossom) in order to problematize the role of the imagination in the constitution of the being, also embracing their sociocultural reality. To accomplish this purpose, we have adopted the phenomenology of Gaston Bachelard's poetic imagination in dialogue with literary images in the “Poetics of reveries” as a theoretical and methodological assumption, since this research is restricted to the novel mentioned. We were able to identify that the images conceived by Zeze enabled another understanding of himself and his reality, due to the creative movement provided by the imaginative. Keywords: My lime and orange blossom. Imagination and poetic. Imagination and poetic images. Oneiric childhood.
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Syauket, Amalia, e Dwiseno Wijanarko. "Negara Bayangan Cenderung Korupsi, Sisi Gelap Otonomi Daerah". Jurnal Manajemen Publik & Kebijakan Publik (JMPKP) 3, n.º 1 (2 de março de 2021): 34–42. http://dx.doi.org/10.36085/jmpkp.v3i1.1352.

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Abstract: Good Governance is crucial for the attainment of development goals and delivering the promises of democracy. However, it cannot be understood apart from the political regime and the political dynamic within which it exists. establising good governance in a traditional democracy such as Indonesia has its additional challenges. specifically, it attempt to show that currently low quality of governance in provinces accross Indonesia might be linked to the existence of shadow state. The shadow state phenomenon is a characteristic of the administration of governance in the post-New Order democratic transition period. Banten Province, led by the Governor of the Ratu Atut Chosiyah, is a perfect example of a shadow state. This paper is the result of a long research on the shadow state phenomenon in Banten, which is not far from Jakarta. The research method uses a qualitative approach using various literature sources with the phenomenological type. To achieve data validation, a continuous triangulation process was carried out. The substance of the material in this paper will try to explain the opportunities and challenges in developing the concept of good governance in the socio-political reality shadowed by a shadow country that is prone to corruption.
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Bogdán, Zoé Rebeka, Péter Tamás e Henriett Matyi. "Possibilities of using digital shadows in the procurement process of technological equipment". Advanced Logistic Systems - Theory and Practice 17, n.º 1 (5 de abril de 2023): 27–32. http://dx.doi.org/10.32971/als.2023.003.

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The emergence of the fourth industrial revolution was made possible by the emergence and rapid spread of cyberphysical systems. One of the major developments of this era was the digital twin model. The digital twin is not just a 3D model or a simple simulation. It can be used to create a real-time model of the observed physical element that collects environmental data using sensors and can also predict the failure of a product based on the information provided. If the system has actuators, we are also able to feed back the change in the virtual model to the physical reality. Closely related to the modern digital model is the digital shadow, which collects data in the same way as the twin, but feedback to physical reality has not been implemented. In the dissertation, an initial concept is presented, which describes the application possibilities of digital shadow in terms of the procurement process of new technologies (stations, machines).
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Lim, Soyeong. "A Study on the Individuation Process of the Protagonist in the Webtoon <Return of the Blossoming Blade". Korean Institute of Smart Media 12, n.º 9 (30 de outubro de 2023): 152–58. http://dx.doi.org/10.30693/smj.2023.12.9.152.

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This study analyzed the consciousness, unconsciousness, and individuation process of 'Cheongmyeong', the protagonist presented in the webtoon “Return of the Blossoming Blade”, based on Jung's theory of individuation. The subject of the research was the webtoon “Return of the Blossoming Blade”, which has formed a readership across various genders and age groups, based on a successful web novel. The individuation process of the protagonist of “Return of the Blossoming Blade”, analyzed using Jung's theory, is as follows: Firstly, the protagonist's ego originated from the shadow derived from the unconscious. Secondly, the protagonist's persona is social and positive in reality, but the personal persona manifested as an unrevealed shadow. Thirdly, the protagonist's anima/animus connects the profound inner consciousness with reality, maintaining a complementary relationship with the persona. Fourthly, the protagonist's Self symbolizes the collective ideal human and the essence of the volcano. The protagonist was shown to achieve individuation through a continuous repetitive process of integrating consciousness and unconsciousness, and through the compensatory process.
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Stevenson, Rae Rosario, e Joan M. Blakey. "Social Work in the Shadow of Death". Advances in Social Work 21, n.º 2/3 (23 de setembro de 2021): 989–1005. http://dx.doi.org/10.18060/24103.

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In its current form, the field of social work does not reflect the ongoing reality of Black death and the embeddedness of anti-Blackness in everyday life. This omission leads to catastrophic failures of the profession’s most essential tasks: the advancement of social justice and future social workers’ education. This paper will discuss why the police’s ongoing murder of Black people will not be resolved by simply replacing the police with social workers. We will argue that social workers serving Black people must anchor their work in theoretical perspectives articulated by Black people. Finally, we challenge social work to live up to its social justice mission by divesting from systems of social control and anchoring their work in theoretical perspectives articulated by Black people.
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Wu Guangyun, 吴广运, e 周治平 Zhou Zhiping. "基于阴影检测的增强现实光照一致性实现". Laser & Optoelectronics Progress 59, n.º 2 (2022): 0215002. http://dx.doi.org/10.3788/lop202259.0215002.

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Windarko, Windarko. "Fire Suppression Simulation Application Development Stereo Graphics Based (Virtual Reality)". West Science Information System and Technology 1, n.º 01 (28 de agosto de 2023): 44–54. http://dx.doi.org/10.58812/wsist.v1i01.260.

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Modern man today is very dependent on his life with computers. Because with the help of computer technology can ease their task. A computer can create a situation similar to the original. This technology is commonly called simulation. Serious simulations depict a system that is difficult to perform in the real world and is at high risk. These serious simulations are usually much more developed in the making. This development technology is called Virtual Reality (VR). Virtual Reality (VR) is a development of stereo display techniques. Where users can see an object with dimensional depth that will give a 3D effect on the human brain. Based on the background above, the author tries to implement stereo displays in firefighting simulation (FFS) applications. The simulation engine used is Open Scene Graph with Microsoft Visual Studio 2008 compiler, which uses the C++ programming language. The GUI display design uses Qt 4.7.3. Users will try the stereo display effect in the FFS application and interact between the fire particle system and the water particle system to compare factors that cause fire particle system outages. Of all the implementations and trials carried out, the author succeeded in implementing stereoscopic fire suppression simulation applications. Because all objects in this application already have a red shadow for the left side of the thing and a blue shadow for the right side. The interaction between the user and the fire suppression simulation application was also successfully displayed in this Fire Fighting Simulation (FFS) application. The fire particle system will be extinguished if the user performs fire suppression interactions.
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O'Hara, Daniel T. "Stepping Barefoot, and Laughingly, Into Reality: On Paul A. Bové's Love's Shadow". symploke 29, n.º 1-2 (2021): 603–7. http://dx.doi.org/10.1353/sym.2021.0036.

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Han, Sung-Ju, Jun-Sup Shin, Kyungnyun Kim, Sang-Yoon Lee e Hyunki Hong. "Using Human Objects for Illumination Estimation and Shadow Generation in Outdoor Environments". Symmetry 11, n.º 10 (10 de outubro de 2019): 1266. http://dx.doi.org/10.3390/sym11101266.

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In computer graphics and augmented reality applications, the illumination information in an outdoor environment enables us to generate a realistic shadow for a virtual object. This paper presents a method by which to estimate the illumination information using a human object in a scene. A Gaussian mixture model, in which the mixtures of Gaussian distributions are symmetrical, is employed to learn the background. The human object is then segmented from the input images and the disparity map obtained by a stereo camera. The ground plane in the scene, which is important for estimating the location of the human object on the ground, is then detected using the v-disparity map. The altitude and the azimuth value of the sun are computed from the geometric relationship of three scene elements: the ground, human object, and human-shadow region. The experimental results showed that the proposed method can estimate the sun information accurately and generate a shadow in the scene for a virtual object.
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Rogova, M. "Privatization Myths in russiaand the reality of local land Markets". Voprosy Ekonomiki, n.º 10 (20 de outubro de 2014): 147–60. http://dx.doi.org/10.32609/0042-8736-2014-10-147-160.

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The article analyzes the ratio of state and private forms of ownership of land and studies its local markets. The data collected as a result of field research of rural communities and also provided by real estate agencies allow to track the real growth of private property on land in municipalities. Studying the condition of local land markets at the level of rural communities one can make a number of unfavorable conclusions, such as growth of shadow sector and speculation in the prices of land plots within settlements. All these tendencies call into q uestion the existing scenario of carrying out privatization in Russia.
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Obukhov, Artem, Denis Dedov, Andrey Volkov e Daniil Teselkin. "Modeling of Nonlinear Dynamic Processes of Human Movement in Virtual Reality Based on Digital Shadows". Computation 11, n.º 5 (23 de abril de 2023): 85. http://dx.doi.org/10.3390/computation11050085.

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In virtual reality (VR) systems, a problem is the accurate reproduction of the user’s body in a virtual environment using inverse kinematics because existing motion capture systems have a number of drawbacks, and minimizing the number of key tracking points (KTPs) leads to a large error. To solve this problem, it is proposed to use the concept of a digital shadow and machine learning technologies to optimize the number of KTPs. A technique for movement process data collecting from a virtual avatar is implemented, modeling of nonlinear dynamic processes of human movement based on a digital shadow is carried out, the problem of optimizing the number of KTP is formulated, and an overview of the applied machine learning algorithms and metrics for their evaluation is given. An experiment on a dataset formed from virtual avatar movements shows the following results: three KTPs do not provide sufficient reconstruction accuracy, the choice of five or seven KTPs is optimal; among the algorithms, the most efficient in descending order are AdaBoostRegressor, LinearRegression, and SGDRegressor. During the reconstruction using AdaBoostRegressor, the maximum deviation is not more than 0.25 m, and the average is not more than 0.10 m.
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Smith, Philip. "The Holocaust and the Shadow Text of Anna and the Swallow Man". Holocaust and Genocide Studies 35, n.º 1 (24 de março de 2021): 79–94. http://dx.doi.org/10.1093/hgs/dcab011.

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Abstract This contribution addresses the challenges that face any attempt to render the Holocaust knowable through fiction, for children in particular: namely the need to balance truth with propriety, while giving form to an event that eludes depiction. Analyzing Gavriel Savit’s novel Anna and the Swallow Man, it argues that the text contains deliberate gaps and ambiguities. All of these gaps, to borrow Perry Nodelman’s term, suggest a “shadow text”—a version of the story unavailable to a younger reader, but hinted at throughout. This shadow text should prompt the child reader to approach an adult to learn more about the Second World War. Yet as Anna approaches her own more adult understanding, Savit reveals that the reality beyond the text remains essentially beyond articulation.
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