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Journal articles on the topic 'Computer-generated graphic'

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1

Giloan, M., and S. Astilean. "A new graphic code for a computer generated hologram." Optics Communications 139, no. 1-3 (1997): 7–10. http://dx.doi.org/10.1016/s0030-4018(97)00064-3.

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2

Schultz, E. Eugene, David A. Nichols, and Patrick S. Curran. "Decluttering Methods for High Density Computer-Generated Graphic Displays." Proceedings of the Human Factors Society Annual Meeting 29, no. 3 (1985): 300–303. http://dx.doi.org/10.1177/154193128502900323.

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3

Bergen, S. D., C. A. Ulbricht, J. L. Fridley, and M. A. Ganter. "The validity of computer-generated graphic images of forest landscape." Journal of Environmental Psychology 15, no. 2 (1995): 135–46. http://dx.doi.org/10.1016/0272-4944(95)90021-7.

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4

Maleeff, Bev, Gennifer Levey, and Bob Price. "Preparing Figures for Publication in Microscopy Today." Microscopy Today 32, no. 1 (2024): 42–43. http://dx.doi.org/10.1093/mictod/qaad107.

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Abstract Microscopic and macroscopic images, photographs, and computer-generated graphics are important components of the content published in Microscopy Today. Each type of graphic requires careful attention to its content and composition, that is, how well the image illustrates the facts being described, and its dimensions, resolution, and color balance. This paper is a brief guide to preparing acceptable content for print and digital publication.
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5

Cviljušac, Vladimir, Antun Lovro Brkić, Alan Divjak, and Damir Modrić. "Utilizing standard high-resolution graphic computer-to-film process for computer-generated hologram printing." Applied Optics 58, no. 34 (2019): G143. http://dx.doi.org/10.1364/ao.58.00g143.

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6

Lutz, Charles, Akira Takagi, Ivo P. Janecka, and Isamu Sando. "Three-Dimensional Computer Reconstruction of a Temporal Bone." Otolaryngology–Head and Neck Surgery 101, no. 5 (1989): 522–26. http://dx.doi.org/10.1177/019459988910100502.

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The complexities of the temporal bone and the critical inter-relationships among its key structures can be simplified with three-dimensional computer-assisted reconstruction. Knowledge of the topography of these structures and their mutual relationships in essential in any surgical approach to the temporal bone. Sixty sagittal histologic sections of a normal left temporal bone were examined. Each section, 30 μm in thickness, was optically enlarged. Segments representing the facial nerve, internal carotid artery, and inner ear structures from individual slides were traced and data were entered into a computer. A personal computer was used for data processing and analysis. Graphic software developed in our laboratory generated images with x-y-z coordinates that could be rotated In any plane. The high resolution of the computer graphics system, combined with the precision of histologic sections, permitted study of the critical three-dimensional anatomic relationships among essential intratemporal bone structures. The capability of reproducing individual and joint images of the intratemporal bone structures and viewing them from all surgical angles gives skull base and otologic surgeons Important topographic guidance. Accurate spatial measurements of temporal bone anatomy are now possible with the application of computer graphic technology.
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7

Duan, Ai Ling, and Qiong Bo Duan. "Fractal Artistic Algorithm Structure and Image Production." Key Engineering Materials 474-476 (April 2011): 586–91. http://dx.doi.org/10.4028/www.scientific.net/kem.474-476.586.

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The fractal art graphic is one of the main manifestations of fractal art, which can be produced through mathematical models and programming on a computer. The paper investigates the designing concept of fractal art based on its self similarity and the iterative method, elaborates in detail the algorithms and steps of several kind of typical fractal graphics, and by properly inserting some controlling variables, has generated a large number of exquisite and inspiring fractal graphics using the JAVA programming language, confirming the validity and usability of presented algorithm’s.
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8

Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution." Occupational Health and Industrial Ecology, no. 12 (February 15, 2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive clearness, balanced palette, fixed position of graphic elements, comfort level, etc. Review of various graphic user interface and analysis of their characteristics demonstrated possibility of various occupational risk factors. Some disclosed ergonomic problems are connected with incorporation of graphic user interface into various information technologies and systems. The authors presented a role of ergonomic characteristics of graphic user interface for safe and effective work of operators, gave examples of algorithms to visualize large information volumes for easier comprehension and analysis. Correct usage of interactive means of computer visualization with competent design and observing ergonomic principles will optimize mental work in innovative activity and preserve operators’ health. Prospective issues in this sphere are ergonomic interfaces developed with consideration of information hygiene principles, big data analysis technology and automatically generated cognitive graphics.
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9

Teyler, T. J., and T. J. Voneida. "Use of computer-assisted courseware in teaching neuroscience: the Graphic Brain." Advances in Physiology Education 263, no. 6 (1992): S37. http://dx.doi.org/10.1152/advances.1992.263.6.s37.

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We describe the development of a computer-assisted instructional tool for the neurosciences. Designed to run on readily available MS-DOS computers, the Graphic Brain utilizes computer-generated static and animated images and accompanying text to assist in instruction of neuroanatomy and neurophysiology. We have used the Graphic Brain in our medical neuroscience course and report that, as measured anecdotally and by test scores, it facilitates student comprehension of the space- and time-varying aspects of anatomy and physiology. When the Graphic Brain is used as an adjunct to lecture, we find that we can cover the same material in 75% of the time required using traditional methods.
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10

Ning Ran, 宁冉, 李重光 Li Chongguang, 楼宇丽 Lou Yuli, 桂进斌 Gui Jinbin, and 宋庆和 Song Qinghe. "Matlab Fast Algorithm of Computer Generated Holograms Based on Multi-Graphic Processing Unit." Laser & Optoelectronics Progress 56, no. 5 (2019): 050901. http://dx.doi.org/10.3788/lop56.050901.

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11

Ma´rquez, Andre´s. "Production of computer-generated phase holograms using graphic devices: application to correlation filters." Optical Engineering 39, no. 6 (2000): 1612. http://dx.doi.org/10.1117/1.602537.

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12

Wallace, Squy G., and Paul Sheffield. "From Task Analysis to Lesson Plans: An Application of Computer Macros." Journal of Educational Technology Systems 16, no. 1 (1987): 57–64. http://dx.doi.org/10.2190/flqc-ga77-h5tm-l5x4.

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Application of the Instructional System Development (ISD) model to large scale training development projects has frequently been criticized for failing to develop and deliver training materials in a timely manner. This article discusses the advantage of using a computer-generated graphic portrayal of task analysis data and the use of computer macros to streamline the training development process.
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13

ARRIBAS, E., C. GALLARDO, M. MOLINA, and V. SANJOSÉ. "Electric Field Lines." International Journal of Modern Physics C 02, no. 01 (1991): 216–19. http://dx.doi.org/10.1142/s0129183191000196.

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We present the computer program called LINES which is able to calculate and visualize the electric field lines due to seven different discrete configurations of electric point charges. Also we show two examples of the graphic screens generated by LINES.
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14

Lozzi, A. "Non-circular gears—graphic generation of involutes and base outlines." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 214, no. 3 (2000): 411–22. http://dx.doi.org/10.1243/0954406001523074.

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Base and involute contours associated with non-circular pitch outlines were generated by graphic construction and implemented by computer algorithms. The singular unambiguous definitions of a base circle and involute for circular gears lead to multiple interpretations when applied to non-circular pitch outlines. Four different base outlines were generated for each pitch outline presented here. These were arrived at by combining two means of fixing the pressure angle and two means of terminating the conjugate line. Involutes were then generated by applying the principle of unrolling a hypothetical cord from the base outlines and by tracing a point moving along the conjugate lines. Because of the difficulties associated with dealing analytically with generalized non-circular pitch outlines, the approach taken was the numerical equivalent of geometric constructions, reflecting the application of the principles of gearing. The outlines used were ellipses of the first three orders.
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15

Volk, Frederick A., and Charles G. Halcomb. "Psychology of Computer Use: XXXII. Computer Screen-Savers as Distractors." Perceptual and Motor Skills 79, no. 3_suppl (1994): 1632–34. http://dx.doi.org/10.2466/pms.1994.79.3f.1632.

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The differences in performance of 16 male and 16 female undergraduates on three cognitive tasks were investigated in the presence of visual distractors (computer-generated dynamic graphic images). These tasks included skilled and unskilled proofreading and listening comprehension. The visually demanding task of proofreading (skilled and unskilled) showed no significant decreases in performance in the distractor conditions. Results showed significant decrements, however, in performance on listening comprehension in at least one of the distractor conditions.
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16

HALFON, EFRAIM, and MORLEY HOWELL. "VISUALIZATION OF LIMNOLOGICAL DATA AS TWO- AND THREE-DIMENSIONAL COMPUTER GENERATED ANIMATIONS." Journal of Biological Systems 02, no. 04 (1994): 443–52. http://dx.doi.org/10.1142/s0218339094000271.

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DATA ANIMATOR is a software program to develop and display limnological data as computer generated animations. The purpose of the program is to visualize in a dynamical fashion a variety of data collected in lakes. Examples are originated from Hamilton Harbour, Lake Ontario. Data collected at different stations and different times are interpolated in space and in time. Lake topography and lake bathymetry files are used to relate data collected in the lake(s) with topographical features. A graphic user interface allows the user to choose two- or three-dimensional views, a viewpoint, fonts, colour palette, data and keyframes. A typical 1800 frame animation can be displayed in a minute at 30 frames per second. Rendering time is about 12 hours. Animations can be displayed on a monitor or transferred to video tape.
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17

Akram, Misbah, Maya Bint Yousaf, Muhammad Hassan Nafees, Burhan Ahmed, Muhammad Abbas, and Tabeer Arif. "Automated Image Forensics Based on Deep Learning for Discriminating Photorealistic Computer Graphic and Photographic Images." Asian Bulletin of Big Data Management 4, no. 4 (2024): 69–84. https://doi.org/10.62019/abbdm.v4i4.248.

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The rapid advancement in the field of digital image forensics from the recent few years is becoming very crucial nowadays. As it become easier to generate computer graphic images and forge the whole of the image or just part of image to perform illegal activities. Distinguishing Computer generated stuff with the Natural images is quite difficult task with naked human eye. In this research thesis we proposed the CNN-based Neural Network model for the identification of images. For the classification of images Columbia image dataset is used which includes Photorealistic Computer Generated (PRCG) images and Photographic Images (PIs). Original, resized, filtered and patched images with different modification are used to feed in Convolutional Neural Network (CNN) before training and testing phase. The proposed method used five convolutional layers. All of the experimental results and analysis shows that proposed method achieved 99% training accuracy and 98.5% validation accuracy on different types of images which is although sufficient enough for this proposed method with adequate amount of dataset.
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18

Sloan, Gary D., and John A. Talbott. "Computer-Generated Interactive Displays as an Aid in Explaining Complex Accidents to the Trier of Fact." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 10 (2002): 885–89. http://dx.doi.org/10.1177/154193120204601002.

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Streimer (1973) proposed that information serves three functions: description, prediction, and persuasion. All three functions are important in forensic human factors. The purpose of this paper is to describe the use of an interactive computer graphic display (ICGD) in explaining the probable causes of an accident to attorneys, and, potentially, to the trier of fact. ICGDs appear well suited to demonstrating the functional relationship between components in complex systems. An example of ICGD used to explain what went wrong in the operation of a power press where a worker was electrocuted shall be presented.
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19

Bozhko, Tetiana, and Victor Arefiev. "Neural Networks as a Graphic Design Tool." Bulletin of KNUKiM. Series in Arts, no. 48 (June 24, 2023): 125–35. https://doi.org/10.31866/2410-1176.48.2023.282475.

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The aim of the article is to analyse the capabilities of various neural networks as tools for working on graphic design projects; determine their ability to ensure the quality and effectiveness of generating visual content in each type of product; and highlight the advantages and disadvantages of each of the neural networks. Results. The study provides an overview of feedback from scientists and practitioners regarding the diverse spectrum of neural networks suitable for graphic design tasks. The results of our own practical experience working with neural networks are presented. Scientific novelty. The correspondence of neural networks to each type of graphic design production is established. The effectiveness of the networks in generating character and location concepts for computer games, illustrations for print and electronic publications, trademarks and logos, corporate and image style carriers, and packaging graphic solutions is proven. However, their functional capabilities still do not provide a proper quality level in such products as posters based on figurative language tropes; fonts; engineering graphics in axonometric projections with visualisation of internal device or equipment structures; layout of print publications and websites, mobile applications, infographics based on stylised images, and constructive packaging solutions. Conclusions. For working with graphic design content, the most suitable neural networks are Maze Guru, Midjourney, and Leonardo Ai. The ChatGPT neural network is effective for the selection of analogues and scientists’ reviews. The advantage of using neural networks is a significant acceleration in generating visual content and the ability to combine different programmes, complementing and improving the results of each. The disadvantages mainly include the monolingual (English-language) communication of the user with the network and the disparity between the images existing in the user’s consciousness and those generated by the network. Works created by neural networks are easily recognisable and on approximate text queries provide too similar results.
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20

Karki, Dhruba. "The Hero Myth in Popular Culture: The Hong Kong Action Hero in Shaolin Soccer and the Hollywood Kung Fu Champion in The Matrix." Curriculum Development Journal, no. 42 (December 4, 2020): 1–17. http://dx.doi.org/10.3126/cdj.v0i42.33207.

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Cinema basically blends art and economics, and the film industry presents the hero figure in a fascinating image and action. The film visualizes a brave man or woman’s physical actions in the service to mankind. The action hero in his or her physical actions with rigor and passion to serve his or her nation and community exemplifies what a man or woman should be doing irrespective of personal interests. In the Wachowski brothers –directed The Matrix (1999), Neo Anderson, featuring Keanu Reeves, uses kung fu techniques and a rigorously trained body to save humans from the invasion of machines. Similarly, Steel Leg Sing in Stephen Chow’s Shaolin Soccer (2001), projecting Chow himself as an athletic champion, leads the Shaolin brothers team to a sweeping victory. The computer-generated graphic effects of the soccer hero’s exceptional performance in Shaolin Soccer and that of Neo’s virtual kung fu actions in The Matrix replicate a simulated body through electronically created computer graphics. Mighty Steel Leg Sing’s soccer game, enhanced by his acrobatics, embodies a perfect blend of the body, mind, and spirit. During a prestigious tournament, Sing sports soccer in such a spectacular feats that blends the athletic body and the twentieth-century popular sport. Like the digitized Neo in The Matrix, the soccer hero in Shaolin Soccer exposes magnificent feats of swirling movements and swift physical actions in the soccer field. The computer-generated graphics reposes the dynamics of the hero’s spiritual journey in the modern time human-computer interface brought to audiences through popular media and digital technology, shared by the Hong Kong and Hollywood action cinemas.
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Sazonov, Konstantin, Maxim Tatarka, Andrey Tsyganov, and Vitaliy Bessolcev. "Identification of Subscriber Terminals of Infocommunication Networks based on the Model of Forming Images in Modern Computer Systems." SPIIRAS Proceedings 19, no. 2 (2020): 446–74. http://dx.doi.org/10.15622/sp.2020.19.2.8.

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One of the important tasks of such theories as theories of pattern recognition and the theory of information security, is the task of identifying terminals of information and telecommunication networks.
 The relevance of the topic is due to the need to study methods for identifying computer network terminals and build information security systems based on the knowledge gained.
 The main parameters that allow uniquely identifying subscriber terminals in the network are address-switching information, as well as a number of parameters characterizing the software and hardware of the computer system. Based on the obtained parameters, digital fingerprints of subscriber terminals are generated.
 The using anonymous networks by users of subscriber terminals and blocking of the methods of generating and collecting digital fingerprint parameters, does not allow to achieve the required degree of identification reliability in some cases.
 Based on the peculiarities of digital image formation in modern computer systems, many transformation parameters make impact on the output graphic primitive, thereby forming a digital fingerprint of the subscriber terminal, which depends on the placement of samples in a pixel, the algorithms used to calculate the degree of pixels influence, and also the procedures used of smoothing images in the graphics subsystem.
 In this paper an original model of image formation by means of a subscriber terminal web browser that allows to increase the degree of reliability of identification under conditions of anonymization of users of information and telecommunication networks is propesed.
 Features of the digital images formation in the graphic subsystems of modern computer systems are substantiated. These features allow identification under a priori uncertainty regarding the modes and parameters of information transfer.
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22

Halaguru, Basavarajappa Basanth Kumar, and Rajanna Chennamma Haranahalli. "Dataset for classification of computer graphic images and photographic images." International Journal of Artificial Intelligence (IJ-AI) 11, no. 1 (2022): 137–47. https://doi.org/10.11591/ijai.v11.i1.pp137-147.

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The recent advancements in computer graphics (CG) image rendering techniques have made it easy for the content creators to produce high quality computer graphics similar to photographic images (PG) confounding the most naïve users. Such images used with negative intent, cause serious problems to the society. In such cases, proving the authenticity of an image is a big challenge in digital image forensics due to high photo-realism of CG images. Existing datasets used to assess the performance of classification models are lacking with: (i) larger dataset size, (ii) diversified image contents, and (iii) images generated with the recent digital image rendering techniques. To fill this gap, we created two new datasets, namely, ‘JSSSTU CG and PG image dataset’ and ‘JSSSTU PRCG image dataset’. Further, the complexity of the new datasets and benchmark datasets are evaluated using handcrafted texture feature descriptors such as gray level co-occurrence matrix, local binary pattern and VGG variants (VGG16 and VGG19) which are pre-trained convolutional neural network (CNN) models. Experimental results showed that the CNN-based pre-trained techniques outperformed the conventional support vector machine (SVM)-based classifier in terms of classification accuracy. Proposed datasets have attained a low f-score when compared to existing datasets indicating they are very challenging.
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Basanth Kumar, Halaguru Basavarajappa, and Haranahalli Rajanna Chennamma. "Dataset for classification of computer graphic images and photographic images." IAES International Journal of Artificial Intelligence (IJ-AI) 11, no. 1 (2022): 137. http://dx.doi.org/10.11591/ijai.v11.i1.pp137-147.

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<span lang="EN-US">The recent advancements in computer graphics (CG) image rendering techniques have made it easy for the content creators to produce high quality computer graphics similar to photographic images (PG) confounding the most naïve users. Such images used with negative intent, cause serious problems to the society. In such cases, proving the authenticity of an image is a big challenge in digital image forensics due to high photo-realism of CG images. Existing datasets used to assess the performance of classification models are lacking with: (i) larger dataset size, (ii) diversified image contents, and (iii) images generated with the recent digital image rendering techniques. To fill this gap, we created two new datasets, namely, ‘JSSSTU CG and PG image dataset’ and ‘JSSSTU PRCG image dataset’. Further, the complexity of the new datasets and benchmark datasets are evaluated using handcrafted texture feature descriptors such as gray level co-occurrence matrix, local binary pattern and VGG variants (VGG16 and VGG19) which are pre-trained convolutional neural network (CNN) models. Experimental results showed that the CNN-based pre-trained techniques outperformed the conventional support vector machine (SVM)-based classifier in terms of classification accuracy. Proposed datasets have attained a low f-score when compared to existing datasets indicating they are very challenging.</span>
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24

Wen, Jingzi. "Graphic Perception System for Visually Impaired Groups." Advances in Multimedia 2022 (June 3, 2022): 1–10. http://dx.doi.org/10.1155/2022/8437979.

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In the age of internet, the demand of visually impaired groups to perceive graphic images through tactile sense is becoming stronger and stronger. Image object recognition is a basic task in the field of computer vision. In recent years, deep neural networks have promoted the development of image object recognition. However, existing methods generally have problems of image details’ loss and edge refinement, which cannot improve the accuracy rate of object recognition for visually impaired groups. In order to solve this problem, this study proposes a graphic perception system, which improves the attention mechanism. This system mainly consists of three modules: mixing attention module (MAM), enhanced receptive field module (ERFM), and multilevel fusion module (MLAM). MAM can generate better semantic features, which can be used to guide feature fusion in the decoding process, so that the aggregated features can better locate significant objects. ERFM can enrich the context information of low-level features and input the enhanced features into MLAM. MLAM uses the semantic information generated by MAM to guide the fusion of the current decoded features and the low-level features’ output by ERFM, and gradually recover boundary details in a cascading manner. Finally, the proposed algorithm is compared with other algorithms on PASCAL VOC and MS-COCO data. Experimental results show that the proposed method can effectively improve the accuracy of graphic object recognition.
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Vîrgolici, Oana, Ana R. Bologa, Raluca S. Costache, Andrei C. Costache, and Bogdana Vîrgolici. "Extracting Data from Medical Records for Monitoring Diseases and Generating Medical Alerts." Romanian Journal of Military Medicine 127, no. 6 (2024): 448–54. http://dx.doi.org/10.55453/rjmm.2024.127.6.4.

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Background: Automated data processing is creating and implementing technology that automatically processes data. This computer tool is recommended for doctors because it supports their everyday work, assists in medical diagnosis, and enhances patient care. The aim of this paper is to propose an informatic tool that can extract the values of some parameters of interest from blood test sheets in order to get medical alerts and to monitor the chronic disease. Methods: An application, written in Python, was developed Results: The computer tool extracted automatically the values of glucose, triglycerides, HDL-cholesterol, total cholesterol, and LDL-cholesterol from medical sheets (text-based file or graphic file, respectively), and saved them in a database, accessed and represented in a graphic form the most recent values of these parameters; alerts according to metabolic syndrome criteria and Framingham risk score were generated. Conclusions: This tool contributes to the management of the medical process, saving precious time and helping the doctor in detecting current or future health problems.
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ANTONENKO, АRTEM, YURII MISHKUR, АРСЕНІЙ ТВЕРДОХЛІБ, SERGII VOSTRIKOV, and ANDRII BALVAK. "NEURAL NETWORKS IN ART AS A GRAPHIC DESIGN TOOL." Herald of Khmelnytskyi National University. Technical sciences 345, no. 6(2) (2024): 95–101. https://doi.org/10.31891/2307-5732-2024-345-6-14.

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The article examines the possibilities of various neural networks as tools for the implementation of projects in graphic design, evaluates their ability to ensure quality and efficiency in the creation of visual content for various types of products. The advantages and disadvantages of each neural network are also analyzed. The work presents the opinions of scientists and practitioners about the variety of neural networks that can be used to perform graphic design tasks. In addition, the results of own practical experience of working with neural networks are given. The study confirmed the effectiveness of neural networks in creating concepts of characters and locations for computer games, illustrations for printed and electronic publications, as well as in the development of trademarks and logos, corporate style and graphic design of packaging. However, their functionality does not yet provide the necessary quality level for such products as posters created on the basis of figurative language tropes; fonts; engineering graphics in axonometric projections showing the internal structure of devices or equipment; layout for print publications, websites and mobile applications, as well as infographics based on stylized images and design solutions for packaging. Maze Guru, Midjourney, and Leonardo AI are best for graphic design content. The ChatGPT neural network is an effective tool for matching peers and gathering feedback from scientists. The advantage of using neural networks is a significant acceleration of the process of creating visual content, as well as the possibility of combining different programs to supplement and improve the results obtained. Disadvantages include mainly English-language communication between the user and the network, as well as discrepancies between the images that exist in the user's mind and those generated by the network. Creations created by neural networks are easily recognizable, and for similar text queries, they can give very similar results.
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Redies, Christoph, Anselm Brachmann, and Gregor Uwe Hayn-Leichsenring. "Changes of Statistical Properties During the Creation of Graphic Artworks." Art & Perception 3, no. 1 (2015): 93–116. http://dx.doi.org/10.1163/22134913-00002017.

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During the creation of graphic artworks, we studied the evolution of higher-order statistical image properties (complexity, self-similarity, anisotropy of oriented luminance gradients, the slope of log–log plots of radially averaged Fourier power, and the fractal dimension). First, we analyzed two series of lithographs by Pablo Picasso, which represent transformations of highly aesthetic artworks. Second, one of the authors generated a dataset of 20 grayscale drawings using the computer as a drawing tool. The dataset comprised also the unfinished state images that were saved throughout the production process. The final states of the drawings were compared to versions of the same drawings, in which the constituent pictorial elements were shuffled, thereby diminishing the overall compositional intent of the artist. Results show that self-similarity was a property closely associated with artistic merit in the different types of images analyzed. In a psychological experiment, 20 non-expert participants evaluated the original abstract drawings as more harmonious and ordered but less interesting than the shuffled versions. Our study demonstrates that statistical image properties can be studied during the creation of artworks, if artistic and analytical processes are closely coordinated in a computer-based approach, which offers the possibility to produce appropriate control stimuli.
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Huang, Mingying, Ming Xu, Tong Qiao, and Ting Wu. "Designing Statistical Model-based Discriminator for Identifying Computer-generated Graphics from Natural Images." JUCS - Journal of Universal Computer Science 25, no. (9) (2019): 1151–73. https://doi.org/10.3217/jucs-025-09-1151.

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The purpose of this paper is to differentiate between natural images (NI) acquired by digital cameras and computer-generated graphics (CG) created by computer graphics rendering software. The main contributions of this paper are threefold. First, we propose to utilize two different denoising filters for acquiring the first-order and second-order noise of the inspected image, and analyze its characteristics with assuming that residual noise follows the proposed statistical model. Second, under the framework of the hypothesis testing theory, the problem of identifying between NI and CG is smoothly transferred to the design of the likelihood ratio test (LRT) with knowing all the nuisance parameters, and meanwhile the performance of the LRT is theoretically investigated. Third, in the practical classiffication, using the estimated model parameters, we propose to establish a generalized likelihood ratio test (GLRT). A large scale of experimental results on simulated and real data directly verify that our proposed test has the ability of identifying CG from NI with high detection performance, and show the comparable effectiveness with some prior arts. Besides, the robustness of the proposed classi_er is veri_ed with considering the attacks generated by some post-processing techniques.
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Viet Hung, DANG, and VO Van Nhan. "Generating random terrains in 3D games by an approximated version of Gaussian process." Vinh University Journal of Science 52, no. 1A (2023): 45–54. http://dx.doi.org/10.56824/vujs.2022a047.

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Creating a 3D terrain or a wave surface takes a lot of time for a graphic artist in the 3D game creation process. This problem poses the following computer requirements: the generated terrain surface must be both random at all points, but also smooth and curved, and the difference between the vertices must be controlled by the input parameter. This paper will upgrade the Gaussian Process (GP) from 2D to 3D in order to solve this terrain generation problem. In addition, when the generated surface becomes very large, GP requires a large amount of computation related to matrix analysis. This paper proposes an approximate solution to speed up the computation.
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George, Phillip. "Mnemonic Notations: A Decade of Art Practice within a Digital Environment." Leonardo 35, no. 2 (2002): 121–27. http://dx.doi.org/10.1162/00240940252940450.

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The author's work Mnemonic Notations represents the evolution of one computer graphic file, first generated in 1990. The author has modified the file for over a decade in response to exposure to many ideas and influences. The Mnemonic Notations file has been output and visually represented as paintings and prints. Mnemonic Notations files were also used as the basis of the Mnemonic Notations CD-ROMs and interactive installations, as well as digital photographic works dealing with fictional documentations.
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Degen, Monica, Clare Melhuish, and Gillian Rose. "Producing place atmospheres digitally: Architecture, digital visualisation practices and the experience economy." Journal of Consumer Culture 17, no. 1 (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.
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Regeniter, Axel, Jürg U. Steiger, André Scholer, Peter R. Huber, and Werner H. Siede. "Windows to the Ward: Graphically Oriented Report Forms. Presentation of Complex, Interrelated Laboratory Data for Electrophoresis/Immunofixation, Cerebrospinal Fluid, and Urinary Protein Profiles." Clinical Chemistry 49, no. 1 (2003): 41–50. http://dx.doi.org/10.1373/49.1.41.

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Abstract Background: Automated laboratory analyzers that mass produce data have been linked to information systems for more than two decades, but little progress has been made in developing more comprehensible report forms. Results are still reported in computer-generated printouts containing hundreds of numbers crowded into columns on each printed page. Methods: We developed three software applications focusing on the graphic presentation of laboratory results. Results: The first application summarizes data for a patient with a monoclonal gammopathy. The report provides a cumulative graphic presentation of immunofixation/electrophoresis data without any additional interpretation, focuses on a color-coded electrophoresis scan, and records up to 5 years on a single page. The second application deals with cerebrospinal fluid analysis. The report calculates relevant data and graphs the complex relationship between albumin and immunoglobulin results from paired serum and cerebrospinal fluid samples. Manually added interpretive text assures an output comprehensible to clinicians in all specialties. The third application produces a report summarizing quantitatively measured urinary marker protein profiles. The report form is generated by a flexible, completely user-definable knowledge-based system. It calculates numerous ratios and formulae, supports reflex testing, supplies an automated interpretation, and generates a specific graphic signature pattern of the results (MDI LabLink proteinuria differentiation). Conclusions: Increased clinical demand for graphically oriented report forms 5 years after their introduction has provided evidence that these reports transfer complex laboratory data and results to the clinician more effectively. The highest (more than threefold) increase in demand has been for reports for urinary marker protein profiles that feature a largely self-explanatory graphic signature pattern.
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Poon, Stephen T. F. "Modernisation of Graphic design: the Possibilities and Challenges of digitalisation." Journal of Graphic Engineering and Design 6, no. 1 (2015): 5–9. http://dx.doi.org/10.24867/jged-2015-1-005.

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As inventions go, the contrivance of design as a dynamic, fluid, operational vehicle of human technology has always been subject to arguments and debates. The digitalisation of graphic design is a comparatively new field of research, a progressive process that evolves with technological developments. Undoubtedly, the evolution of design practices has transformed the entire design process in ways not deemed possible in the past. The advantages of digitalisation are particularly tangible in the range of possibilities generated by computer-based design tools. The main argument for the increase in “design capital” has been the accessibility of modern art tools to both design practitioners and the wider society, through mass digital culture absorption and the emerging technologies of production and reproduction. In presenting the fundamentals of digitalisation in design practices, this paper retraces the key cornerstones in the evolution of graphic design as an aesthetic medium from the 19th - to 21st -century, while pointing out the expanding, reflexive relationships between design and our environment. The researcher’s aim is to connect the socio-historical developmental frames of social progress and the practical uses of digitalisation in art and design today. The innovations in computer-mediated design work today grew from experimental platforms in the 20th -century, inasmuch as technological diffusion in the 21st -century Information Age derived from the widespread global embrace of the World Wide Web, multimedia and graphical computing systems. As a result of this development of the technological ‘canvas’, the production of design, aesthetic and cultural objects has shifted from the traditional artist-craftsman-specialist paradigm to reflect a more encompassing, diverse scope of ideas fostered by the exposure to different facets of creative capital and inspirations.
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Ertan, Geldiev, and Nenkov Naiden. "Recognition of textual information in graphic objects through deep neural networks." Proceedings College Dobrich XII (December 23, 2020): 108–24. https://doi.org/10.5281/zenodo.6385286.

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Text-to-image recognition is a research area that is trying to develop computer systems with the ability to automatically read text from images or video with capabilities even in online mode. Conditionally, there are two tasks that are solved when recognizing text - its discovery and the second task is the conversion into text format. In the experiments, a dataset was created with about 95,000,000 images generated with text with different font sizes, using all words taken from Bulgarian and English dictionaries. A deep neural network built with a structure based on "Handwritten Text Recognition with TensorFlow" with an extended model by the authors, created with the help of TensorFlow and Python, which recognizes the symbols and their order found in graphic objects. The Python implementation of EAST: An Efficient and Accurate Scene Text Detector is used to detect places in graphic objects where there is text.
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Geldiev, Ertan, and Nayden Nenkov. "Recognition of textual information in graphic objects through deep neural networks." Proceedings. College Dobrich XII (December 25, 2020): 108–24. https://doi.org/10.5281/zenodo.8410264.

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Nenkov, Nayden Abstract:Text-to-image recognition is a research area that is trying to develop computer systems with the ability to automatically read text from images or video with capabilities even in online mode. Conditionally, there are two tasks that are solved when recognizing text - its discovery and the second task is the conversion into text format. In the experiments, a dataset was created with about 95,000,000 images generated with text with different font sizes, using all words taken from Bulgarian and English dictionaries. A deep neural network built with a structure based on "Handwritten Text Recognition with TensorFlow" with an extended model by the authors, created with the help of TensorFlow and Python, which recognizes the symbols and their order found in graphic objects. The Python implementation of EAST: An Efficient and Accurate Scene Text Detector is used to detect places in graphic objects where there is text.
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Buczkowski, Stéphane, Patrice Hildgen, and Louis Cartilier. "Comparison of Three Models of Polymer Erosion — in vivo, in vitro and Computer Simulation — Using Fractal Analysis." Fractals 06, no. 02 (1998): 171–79. http://dx.doi.org/10.1142/s0218348x98000213.

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Polyurethane foam has been examined extensively because of its use in many implantable devices. The influence of different environments on polymer structure has been investigated via a number of clinical studies, animal models, in vitro experiments and mathematical models to predict biomaterial behavior. In this work, we employed image analysis and fractal geometry in three models of polymer degradation. In the in vivo and in vitro degradation models, we observed structural collapse and thinning of the polymer backbone, which resulted in a decrease of fractal dimension. Also, an original graphic model was developed. This computer-simulated erosion model was generated by pixel withdrawal from images. A relative degree of erosion is attributed each time an erosion process is applied. Thus, these degrees of erosion can be associated with a general time-related operation. With the computer-simulated erosion model, an unambiguous relationship was demonstrated between the estimation of fractal dimension and the relative degree of erosion. Since such models are based on a loss of mass, the results of fractal dimension were plotted against image surface, allowing us to compare the three different sets of experiments. In all three models, a proportional relationship was found between fractal dimension and image surface. Indeed, the erosion process was well-characterized by decreased fractal dimension since it is a mass dimension. Finally, we showed that the combination of a graphic computer model and a box-counting algorithm is reliable for the quantification of surface erosion.
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BULAEV, BORIS P. "AUTOSTEREOSCOPIC STAIRCASE FRACTAL STRUCTURES WITH CSL-PARALLAX." Fractals 15, no. 04 (2007): 337–50. http://dx.doi.org/10.1142/s0218348x07003666.

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We offer a new approach to the fabrication of remarkable autostereoscopic double-layer computer generated images or autostereoscopic staircase fractal structures (ASFSs) based on staircase fractals and moiré methods. Besides, we have found that the unwanted moiré fringes or moiré noises in the ASFSs will markedly decrease if high frequency fractal noises are employed. These ASFSs were observed to be similar in some sense to Denishuk or reflection holograms. Analyzing the geometry and parallax of the circle of skew lines (CSL-parallax) at the presentation of stereo depth information in ASFSs, we hope to provide design guidelines for autostereoscopic digital printing and so on and so forth. A far more important example is a computer synthesis of three-dimensional graphic symbols, a standard laser printer and this CSL-parallax being employed.
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Rodriguez, Mauricio. "‘Xa-lan’: Algorithmic Generation of Expressive Music Scores Based on Signal Analysis and Graphical Transformations." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 4 (2021): 83–85. http://dx.doi.org/10.1609/aiide.v8i4.12564.

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Xa-lan is a computer program written in Common-LISP to generate music scores with a high level of notational/symbolic expressivity. Generation is driven by audio-analysis of melodic profiles. Once a melodic contour is input to the software, graphic transformations of the original profile stochastically control the different notational elements of the score. The Xa-lan routines display their final output using the ‘Expressive Notation Package’ of PWGL, a LISP-based visual composition environment. A full range of traditional and non-conventional music notation elements can be algorithmically generated with Xa-lan, retrieving to the user a ‘ready-to-play’ or fully ex-pressive music score.
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39

Takagi, Akira, and Isamu Sando. "Computer-Aided Three-Dimensional Reconstruction: A Method of Measuring Temporal Bone Structures Including the Length of the Cochlea." Annals of Otology, Rhinology & Laryngology 98, no. 7 (1989): 515–22. http://dx.doi.org/10.1177/000348948909800705.

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To visualize the three-dimensional (3-D) shapes of structures in the temporal bone from histologic sections, we developed computer software to create computer-generated 3-D images from two-dimensional (2-D) materials. Using those images, we have been able to measure these structures in three dimensions. This means that quantitative 3-D measurements can be performed regardless of the angle at which the specimen was cut. This report describes this method for 3-D reconstruction and measurement and discusses its implications. For instance, in addition to showing the 3-D shape of the cochlea from different angles, we have been able to measure the length of the cochlea and have shown that measurements made by use of the conventional 2-D graphic reconstruction method can be distorted considerably by variations in cutting angle of the specimen.
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40

Mishra, Shiva Raj, Parash Mani Bhandari, Sujan Babu Marahatta, Hari Krishan Singh Rana, Pawan Acharya, and Vishnu Khanal. "Current smokers’ perception of cigarette graphic health warnings and smoking habits: a cross sectional study from Nepal." Health Prospect 15, no. 1 (2016): 2–8. http://dx.doi.org/10.3126/hprospect.v15i1.14462.

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Background: Nepal introduced Tobacco Products (Control and Regulatory) Act in 2011. This act has mandatory provision of enlarged graphical health warning in Nepali language on at least 75% area on the package of all the tobacco products. This study examined the perception of cigarette graphic health warnings and smoking habits among current smokers.Methodology: This is a cross-sectional study conducted in Butwal sub-metropolitan city in Rupandehi district of Nepal. Among 19 wards of the sub-metropolitan city, four wards were selected randomly by computer-generated codes. Enumerators purposively selected 10 shops from each ward, then recruited every third cigarette buyer from each shop to make a total of five. Smoking status was ascertained by asking if they had ever smoked in last thirty days. We approached 200 people, of whom 40 (20.0%) didn’t agree to participate and 10 (5.0%) didn’t smoke currently. Thus, information from 150 current smokers was finally included in the analysis.Results: Nearly 71% of respondents said they would smoke even if the price of cigarette was doubled. Similarly, 55.3% reported that they had intention to quit smoking, followed by 62.0% agreeing on taxation of cigarette and tobacco products is essential. Nearly 81% said it is necessary to keep health warnings in the package of cigarette. About 87% knew that the Government of Nepal has introduced some regulations to control tobacco products. Nearly 80% of respondents had heard of new provision on enlarged graphic health warning on cigarette packages. More than one-fourth (26.7%) had reduced the frequency of smoking since they started using packages with enlarged graphic health warning.Conclusion: Majority had heard of graphic health warning on cigarette packages. Greater than a half of the respondents had intention to quit smoking, and nearly two-third identified taxation as important means to control smoking. A quarter of respondents reported that they forewent smoking after they started using new packages with enlarged graphic health warning. Further research on impact of graphic health warning on smoking levels through repeated cross sectional studies can be the future research priority.
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Mahtarami, Affan, and Eddo Ertino. "Marble Maze Game Design Using Augmented Reality Technology." Journal of Multimedia Trend and Technology 3, no. 3 (2024): 176–82. https://doi.org/10.35671/jmtt.v3i3.67.

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Augmented Reality (AR) combines computer-generated graphic objects with real objects, so that virtual collaboration occurs between the two types of objects. The main purpose of AR is the use of computers as devices to facilitate a job done by humans. Based on its characteristics, AR has great potential to be used as a computer game platform. The research reported in this paper raises the issue of utilizing AR as a computer game platform. The research was conducted in the form of developing a marble maze computer game using AR with an emphasis on the interaction aspect. The lighting conditions of the playing environment have a crucial influence. To get a consistent appearance, adequate lighting is needed. However, AR-based games are one of the interesting games to play. The game must be played in well-lit environments, with a flash light, or with a high-sensitivity camera in order to get around this. Nonetheless, the majority of volunteers acknowledged that they were open to playing games that used augmented reality.
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42

Richards, Clive James. "Drawing out information - lines of communication in technical illustration." Information Design Journal 14, no. 2 (2006): 93–107. http://dx.doi.org/10.1075/idj.14.2.01ric.

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The main graphical modes of information presentation, used in technical illustrations to show hidden detail, are identified and some historical precedents for them in the work of Leonardo Da Vinci are reviewed. Research into one particular aspect of graphic representation used in technical illustrations is reported. This concerns the deployment in hand-drawn images of different line thicknesses and their contribution to enhancing the interpretation of what is depicted. Whilst the use of varying line thicknesses has been formally incorporated into some documentation standards, it is not always observed in relevant domains. The case for and the process of replicating this line thickness code in computer-generated imagery, for use in multimedia technical documentation, are introduced.
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43

Kim, Won S. "Virtual Reality Calibration and Preview/Predictive Displays for Telerobotics." Presence: Teleoperators and Virtual Environments 5, no. 2 (1996): 173–90. http://dx.doi.org/10.1162/pres.1996.5.2.173.

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A virtual reality (VR) calibration technique of matching a virtual environment of simulated three-dimensional (3-D) graphic models with actual camera views of the remote site task environment has been developed. This VR calibration enables high-fidelity preview/predictive displays with calibrated graphics overlay on live video. Reliable and accurate calibration is achieved by operator-interactive camera calibration and object localization procedures based on new linear/nonlinear least-squares algorithms that can handle multiple-camera views. Since the object pose becomes known through the VR calibration, the operator can now effectively use the semiautomatic computer-generated trajectory mode in addition to the manual teleoperation mode. The developed VR calibration technique and the resultant high fidelity preview/predictive displays were successfully utilized in a recent JPL/NASA-GSFC (Jet Propulsion Laboratory/Goddard Space Flight Center) telerobotic servicing demonstration. Preview/predictive displays were very useful for both noncontact and contact tasks, providing an effective VR interface with immediate visual prediction/verification to the operator. The positioning alignment accuracy achieved using four-camera views in inserting a tool into the ORU hole was 0.51 cm on the average with a 1.07 cm maximum error at 95% confidence level. Results also indicate that the object localization with two well-chosen, e.g., near orthogonal camera views, could be nearly as accurate as that with four-camera views.
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Halfon, Efraim. "Data Animator — Software that Visualizes Data as Computer-Generated Animation on Personal Computers: an Application to Hamilton Harbour." Water Quality Research Journal 31, no. 3 (1996): 609–22. http://dx.doi.org/10.2166/wqrj.1996.034.

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Abstract Data Animator, V1.0, is a scientific visualization package for microcomputers. Its main purpose is to generate two-dimensional animations from any data set collected over time. Geographical references such as a shore and/or bathymetry information, etc., may be added for additional clarity. Visualization of data as animations greatly simplifies the interpretation of field measurements. Data Animator is designed (but not restricted) to display data collected in aquatic environments, lakes, rivers, estuaries, oceans, etc., in a clear, concise way using colour to represent ranges of data values. Data sets can also be displayed as static images (keyframes). A graphic user interface allows the user to choose viewpoint, fonts, colour palette, data and keyframes. All Data Animator's options can be accessed through a graphical user interface (GUI). Point-and-click mouse operations allow the user to manipulate many features, with immediate on-screen feedback. Animations are generated by defining keyframes of known data, each located at a specific time. The program can then interpolate over time, between keyframes, to create smoothly animated transitions (in-between frames). Two types of graphs can be rendered with Data Animator. Plane-type graphs are horizontal slices at a depth specified by the user. Transect-type graphs are vertical slices along a straight line defined by the user. Data Animator can make use of both shore outline information and three-dimensional bathymetry information. This allows for the generation of realistic-looking graphs that follow the shape of the aquatic environment. Animations can be displayed on a computer monitor or transferred to video tape. pH data from Hamilton Harbour have been visualized and the results are discussed.
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45

Liu, Xun, Yin Zhang, Nan Liu, and Zhi Yang Chen. "Blind Watermarking for CAD Models Based on Identification." Advanced Materials Research 479-481 (February 2012): 245–49. http://dx.doi.org/10.4028/www.scientific.net/amr.479-481.245.

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Currently there has been much interested in developing the watermarking for 3D graphic data of NURBS or mesh model, for its function of copyright protecting, private detection under the network environment. Since the majority of computer aided design (CAD) applications employ parametric curves and surfaces, this paper proposes a watermarking mechanism for CAD models, those employ non-uniform rational B-spine (NURBS) curves and surfaces as their main shape-defining primitives. This algorithm using relative knot insertion method embeds the watermarks generated by features sequence identification into the NURBS primitives. The shapes are exactly preserved. We don’t need ether original model or original message to extract the watermarks from the watermarked models, since it is blind. By experimental result, we confirmed the watermarking mechanism is robust against most common attacks.
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46

Chavis, Dion D., Matthew J. Concannon, Gregory H. Croll, and Charles L. Puckett. "Computer-Generated Slide Graphics." Plastic and Reconstructive Surgery 92, no. 1 (1993): 91–96. http://dx.doi.org/10.1097/00006534-199307000-00013.

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47

Balogun, Olusola, Janie Hernandez, Richard J. Labotka, et al. "Determining the Accuracy and Reliability of Computer Generated Pain Location Data From the PainreportIt® Pain Assessment Tool for Sickle Cell Disease (SCD) Patients." Blood 114, no. 22 (2009): 4613. http://dx.doi.org/10.1182/blood.v114.22.4613.4613.

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Abstract Abstract 4613 Aim PAINReportIt® is a computer based, self-reporting pain assessment tool that was designed to serve as a communication tool between patients and medical care providers. Originally developed and validated for the reporting of cancer pain, the application of this tool to sickle cell pain is novel. One aspect of this computer program incorporates a body outline in which patients can indicate specific pain locations by drawing on the anterior and posterior facing body images. However, because of the systemic nature of SCD, affected individuals may experience a wider range in the number of painful sites and their distribution than individual cancer patients. Therefore, the established algorithms within the computer program, which convert a graphic pain representation into a numerical description of the number of painful sites and their anatomic distribution, must be able to account for this variability. The purpose of this study was to ensure the reliability and accuracy of the computer generated data by comparing it to human generated data regarding painful sites, and to account for all factors that may impinge on the accuracy of computer generated data. Methods Individual PAINReportIt® body outlines completed by 49 adolescent SCD patients ranging from 14 to 27 years in age (mean=18 +/- 2.6) were analyzed by two researchers based on a specific set of guidelines. The researchers were blinded to the computer generated data as they coded the data following guidelines that defined 1) the method for counting the number of pain sites in each drawing, 2) an ordering hierarchy for assigning a site number to each site, and 3) whether or not a particular body segment was included in each site. The 9 body segments included the head, chest, right and left arms, abdomen, right and left legs, upper back and lower back. A third researcher and consensus discussion resolved coding discrepancies between researchers. Descriptive and t test statistics were used to compare the data results of the researcher and results generated by the computer. Results There was strong accuracy in the interpretation of site number and locations between the researcher's data and the computer-generated data. For example, patients reported a mean value of 3.9 (+/- 3.3) and 3.8 (+/- 3.5) painful sites according to the computer program and researcher, respectively. Also, there was strong accuracy in patients' reports of site assignments for 8 of the 9 body segments. For example, the fraction of painful sites that included the head was found to be 0.2 +/- 0.4 and 0.3 +/- 0.5 by the computer and researcher, respectively. However, a significant difference between the computer and the researcher was found for inclusion of the lower back segment – 0.1 +/- 0.2 and 0.5 +/- 0.5 of painful sites, respectively (P < 10-3). Conclusion Findings suggest that the algorithms used to interpret patient drawings in the PAINReportIt® computer program generally accounts for the intentions of the patients. The minor discrepancies may reflect ambiguities in the guidelines used by the researcher in identifying involvement of this particular body segment, or an idiosyncrasy in the computer algorithm itself. Analysis of painful site data by multiple independent observers will likely resolve this discrepancy. Findings also indicate that there is still room for adjustment so that differences between the algorithms of the computer program and the specific guidelines used by the researcher can be reconciled to accurately reflect the patient's pain location report. Disclosures: No relevant conflicts of interest to declare.
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Molteni, W. J., and D. Small. "Translating object specifications into a computer-generated three-dimensional graphic to be reproduced as a high efficiency, reflection photo-polymer hologram suitable for mass-production." IBM Journal of Research and Development 33, no. 2 (1989): 178–81. http://dx.doi.org/10.1147/rd.332.0178.

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Seleznova, Anna. "Recent Trends in the Development of Fashion-illustration in Ukraine." Bulletin of KNUKiM. Series in Arts, no. 43 (December 22, 2020): 17–26. https://doi.org/10.31866/2410-1176.43.2020.220059.

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The purpose of the article is to investigate recent trends in the development of fashion illustrations based on the analysis of the work of famous Ukrainian illustrator designers; to determine the main artistic techniques, graphic means and composition techniques used by modern illustrator designers; and to establish the application fields of these illustrations in the fashion industry. Research methodology. As materials for the article, we used fashion illustrations presented in print fashion publications Vogue, Vanity Fair, InStyle, Harper’s Bazaar and Internet sources that were posted on Facebook, Instagram, in the illustrators. ru community, on the platform for freelancers behance.net and designers’ personal websites. The article applies comparative and systemic analysis along with general scientific methods with the help of which the collection and study of various sources of information were carried out, as well as the method of classification, typology and factography, which became the basis for generalising the data obtained. The scientific novelty of the work is to generalise and systematise the theory and practise state of development of modern Ukrainian fashion illustrations, illustration techniques and the specifics of artistic presentation. We have found that Ukrainian illustrators actively use graphic programs, from image processing to prepress. Conclusions. One of the leading trends in the modern fashion industry is the creation of fashion illustrations as one of the main ways to advertise the textile and consumer goods industry’s products. The wide range of artistic solutions to modern fashion illustration depends on the graphic skills of the designer-illustrator and the computer-generated image techniques. The article determines the leading designers’ work and describes their contribution to the fashion industry in Ukraine and abroad. The article learns the main genres, techniques, colours, compositional construction of illustrations, which are created by artists at present, and the scope of their application.
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Boniecki, Piotr, Maciej Zaborowicz, Agnieszka Pilarska, and Hanna Piekarska-Boniecka. "Identification Process of Selected Graphic Features Apple Tree Pests by Neural Models Type MLP, RBF and DNN." Agriculture 10, no. 6 (2020): 218. http://dx.doi.org/10.3390/agriculture10060218.

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In this paper, the classification capabilities of perceptron and radial neural networks are compared using the identification of selected pests feeding in apple tree orchards in Poland as an example. The goal of the study was the neural separation of five selected apple tree orchard pests. The classification was based on graphical information coded as selected characteristic features of the pests, presented in digital images. In the paper, MLP (MultiLayer Perceptrons), RBF (Radial Basis Function) and DNN (Deep Neural Networks) neural classification models are compared, generated using learning files acquired on the basis of information contained in digital photographs of five selected pests. In order to classify the pests, neural modeling methods were used, including digital image analysis techniques. The qualitative analysis of the neural models enabled the selection of optimal neuron topology that was characterized by the highest classification capability. As representative graphic features were selected five selected coefficients of shape and two defined graphical features of the classified objects. The created neuron model is dedicated as a core for computer systems supporting the decision processes occurring during apple production, particularly in the context of apple tree orchard pest protection automation.
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