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1

Ge, T., Y. Zhao, B. Lee, D. Ren, B. Chen, and Y. Wang. "Canis: A High‐Level Language for Data‐Driven Chart Animations." Computer Graphics Forum 39, no. 3 (June 2020): 607–17. http://dx.doi.org/10.1111/cgf.14005.

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Klotsman, Marina, and Ayellet Tal. "Animation of Flocks Flying in Line Formations." Artificial Life 18, no. 1 (December 2011): 91–105. http://dx.doi.org/10.1162/artl_a_00050.

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We provide a biologically motivated technique for modeling and animating bird flocks in flight, which produces plausible and realistic-looking flock animations. While most previous approaches have focused on animating cluster formations, this article introduces a technique for animating flocks that fly in certain patterns, so-called line formations. We distinguish between the behavior of such flocks during initiation and their behavior during steady flight. Our simulation of the initiation stage is rule-based and incorporates an artificial bird model. Our simulation of the steady-flight stage combines a data-driven approach and an energy-savings model.
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M.M.T. Wickramasinghe, M. H. M. Wickramasinghe,. "Impact of using 2D Animation As a Pedagogical Tool." Psychology and Education Journal 58, no. 1 (January 1, 2021): 3435–39. http://dx.doi.org/10.17762/pae.v58i1.1283.

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21st-century knowledge economy driven modern curriculum needs students to perceive complex dimensions of knowledge to be intellectually competent [1]The authors have observed that animation is an excellent way of presenting academics in a less complicated form to students as the concepts can be presented lively and engaging students visually. It has been found out that the platform and the learning atmosphere impact on data mining [2]This study was conducted with the main objective to assess the impact of using 2D animation as an effective teaching tool and to evaluate the most effective learning atmosphere for undergraduate studies. The authors have incorporated a qualitative approach to systematically investigate in-depth the effective use of 2D animation as a teaching tool. The authors have selected 180 business management undergraduate students as the sample of this study.The sample was divided in to two groups where each group comprised of 90 students. One group of students were taught using the 2D animated videos using animated characters relevent to the course module and the other group of students were taught using only the presentation slides created throughMicrosoft power point using only text and images. Through thematic analysis and participant observations, it was found out that there is a direct effect of using animated characters as a teaching tool and it was found out that using 2D animations add more value to the role of a lecturer when delivering through online platforms. This study's findings contribute towards emphasising how effective and innovative teaching techniques can be developed using 2D animations in a classroom environment. Thereby, through positive enhancement of the next generation of leaders' knowledge and attitudes in our country will increase the human intelligence assets in the knowledge-driven economy.
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Schnitzer, Julia. "Generative Design For Creators – The Impact Of Data Driven Visualization And Processing In The Field Of Creative Business." Electronic Imaging 2021, no. 3 (June 18, 2021): 22–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.3.mobmu-022.

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In how far can algorithms take care of your creative work? Generative design is currently changing our conventional understanding of design in its basic principles. For decades, design was a handmade issue and postproduction a job for highly specialized professionals. Generative Design nowadays has become a popular instrument for creating artwork, models and animations with programmed algorithms. By using simple languages such as JavaScript’s p5.js and Processing based on Java, artists and makers can create everything from interactive typography and textiles to 3D-printed products to complex infographics. Computers are not only able to provide images, but also generate variations and templates in a professional quality. Pictures are being pre-optimized, processed and issued by algorithms. The profession of a designers will become more and more that of a director or conductor at the human-computer-interface. What effects does generative design have on the future creative field of designers? To find an answer to this complex field we analyze several examples of projects from a range of international designers and fine arts as well as commercial projects. In an exercise I will guide you step-by-step through a tutorial for creating your own visual experiments that explore possibilities in color, form and images.
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Garcia Fernandez, J., K. Tammi, and A. Joutsiniemi. "EXTENDING THE LIFE OF VIRTUAL HERITAGE: REUSE OF TLS POINT CLOUDS IN SYNTHETIC STEREOSCOPIC SPHERICAL IMAGES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 317–23. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-317-2017.

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Recent advances in Terrestrial Laser Scanner (TLS), in terms of cost and flexibility, have consolidated this technology as an essential tool for the documentation and digitalization of Cultural Heritage. However, once the TLS data is used, it basically remains stored and left to waste.How can highly accurate and dense point clouds (of the built heritage) be processed for its reuse, especially to engage a broader audience? This paper aims to answer this question by a channel that minimizes the need for expert knowledge, while enhancing the interactivity with the as-built digital data: <i>Virtual Heritage Dissemination through the production of VR content</i>. <br><br> Driven by the ProDigiOUs project’s guidelines on data dissemination (EU funded), this paper advances in a production path to transform the point cloud into virtual stereoscopic spherical images, taking into account the different visual features that produce depth perception, and especially those prompting visual fatigue while experiencing the VR content. Finally, we present the results of the Hiedanranta’s scans transformed into stereoscopic spherical animations.
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de Vries, Gwyneth, Kevin Roy, and Victoria Chester. "Using Three-Dimensional Gait Data for Foot/Ankle Orthopaedic Surgery." Open Orthopaedics Journal 3, no. 1 (November 3, 2009): 89–95. http://dx.doi.org/10.2174/1874325000903010089.

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We present the case of a forty year old male who sustained a torn carotid during strenuous physical activity. This was followed by a right hemispheric stroke due to a clot associated with the carotid. Upon recovery, the patient’s gait was characterized as hemiparetic with a stiff-knee pattern, a fixed flexion deformity of the toe flexors, and a hindfoot varus. Based on clinical exams and radiographs, the surgical treatment plan was established and consisted of correction of the forefoot deformities, possible hamstrings lengthening, and tendon transfer of the posterior tibial tendon to the dorsolateral foot. To aid in surgical planning, a three-dimensional gait analysis was conducted using a state-of-the-art motion capture system. Data from this analysis provided insight into the pathomechanics of the patient’s gait pattern. A forefoot driven hindfoot varus was evident from the presurgical data and the tendon transfer procedure was deemed unnecessary. A computer was used in the OR to provide surgeons with animations of the patient’s gait and graphical results as needed. A second gait analysis was conducted 6 weeks post surgery, shortly after cast removal. Post-surgical gait data showed improved foot segment orientation and position. Motion capture data provides clinicians with detailed information on the multisegment kinematics of foot motion during gait, before and during surgery. Further, treatment effectiveness can be evaluated by repeating gait analyses after recovery.
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Gholba, N. D., A. Babu, S. Shanmugapriya, A. Singh, A. Srivastava, and S. Saran. "APPLICATION OF VARIOUS OPEN SOURCE VISUALIZATION TOOLS FOR EFFECTIVE MINING OF INFORMATION FROM GEOSPATIAL PETROLEUM DATA." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5 (November 19, 2018): 167–74. http://dx.doi.org/10.5194/isprs-archives-xlii-5-167-2018.

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<p><strong>Abstract.</strong> This study emphasizes the use of various tools for visualizing geospatial data for facilitating information mining of the global petroleum reserves. In this paper, open-source data on global oil trade, from 1996 to 2016, published by British Petroleum was used. It was analysed using the shapefile of the countries of the world in the open-source software like StatPlanet, R and QGIS. Visualizations were created using different maps with combinations of graphics and plots, like choropleth, dot density, graduated symbols, 3D maps, Sankey diagrams, hybrid maps, animations, etc. to depict the global petroleum trade. Certain inferences could be quickly made like, Venezuela and Iran are rapidly rising as the producers of crude oil. The strong-hold is shifting from the Gulf countries since China, Sudan and Kazakhstan have shown a high rate of positive growth in crude reserves. It was seen that the global oil consumption is not driven only by population but by lifestyle also, since Saudi Arabia has a very high rate of per-capita consumption of petroleum, despite very low population. India and China have very limited oil reserves, yet have to cater to a large population. These visualizations help to understand the likely sources of crude and refined petroleum products and to judge the flux in the global oil reserves. The results show that geodata visualization increases the understanding, breaks down the complexity of data and enables the viewer to quickly digest the high volumes of data through visual association.</p>
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Zhang, Long, Yubo Zhang, Zhongding Jiang, Luying Li, Wei Chen, and Qunsheng Peng. "Precomputing data-driven tree animation." Computer Animation and Virtual Worlds 18, no. 4-5 (2007): 371–82. http://dx.doi.org/10.1002/cav.205.

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9

Farahani, Navid, Zheng Liu, Dylan Jutt, and Jeffrey L. Fine. "Pathologists' Computer-Assisted Diagnosis: A Mock-up of a Prototype Information System to Facilitate Automation of Pathology Sign-out." Archives of Pathology & Laboratory Medicine 141, no. 10 (July 7, 2017): 1413–20. http://dx.doi.org/10.5858/arpa.2016-0214-oa.

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Context.— Pathologists' computer-assisted diagnosis (pCAD) is a proposed framework for alleviating challenges through the automation of their routine sign-out work. Currently, hypothetical pCAD is based on a triad of advanced image analysis, deep integration with heterogeneous information systems, and a concrete understanding of traditional pathology workflow. Prototyping is an established method for designing complex new computer systems such as pCAD. Objective.— To describe, in detail, a prototype of pCAD for the sign-out of a breast cancer specimen. Design.— Deidentified glass slides and data from breast cancer specimens were used. Slides were digitized into whole-slide images with an Aperio ScanScope XT, and screen captures were created by using vendor-provided software. The advanced workflow prototype was constructed by using PowerPoint software. Results.— We modeled an interactive, computer-assisted workflow: pCAD previews whole-slide images in the context of integrated, disparate data and predefined diagnostic tasks and subtasks. Relevant regions of interest (ROIs) would be automatically identified and triaged by the computer. A pathologist's sign-out work would consist of an interactive review of important ROIs, driven by required diagnostic tasks. The interactive session would generate a pathology report automatically. Conclusions.— Using animations and real ROIs, the pCAD prototype demonstrates the hypothetical sign-out in a stepwise fashion, illustrating various interactions and explaining how steps can be automated. The file is publicly available and should be widely compatible. This mock-up is intended to spur discussion and to help usher in the next era of digitization for pathologists by providing desperately needed and long-awaited automation.
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주은정, Jehee Lee, and Sohmin Ahn. "Data-driven Facial Animation Using Sketch Interface." Journal of the Korea Computer Graphics Society 13, no. 3 (September 2007): 11–18. http://dx.doi.org/10.15701/kcgs.2007.13.3.11.

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11

Wilkie, David, Jason Sewall, and Ming Lin. "Flow reconstruction for data-driven traffic animation." ACM Transactions on Graphics 32, no. 4 (July 21, 2013): 1–10. http://dx.doi.org/10.1145/2461912.2462021.

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12

Kim, Yejin, and Myunggyu Kim. "Data-Driven Approach for Human Locomotion Generation." International Journal of Image and Graphics 15, no. 02 (April 2015): 1540001. http://dx.doi.org/10.1142/s021946781540001x.

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This paper introduces a data-driven approach for human locomotion generation that takes as input a set of example locomotion clips and a motion path specified by an animator. Significantly, the approach only requires a single example of straight-path locomotion for each style expressed and can produce a continuous output sequence on an arbitrary path. Our approach considers quantitative and qualitative aspects of motion and suggests several techniques to synthesize a convincing output animation: motion path generation, interactive editing, and physical enhancement for the output animation. Initiated with an example clip, this process produces motion that differs stylistically from any in the example set, yet preserves the high quality of the example motion. As shown in the experimental results, our approach provides efficient locomotion generation by editing motion capture clips, especially for a novice animator, at interactive speed.
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Wu, Chenlei, and Takashi Kanai. "Data-driven detailed hair animation for game characters." Computer Animation and Virtual Worlds 27, no. 3-4 (May 2016): 221–30. http://dx.doi.org/10.1002/cav.1700.

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14

Kim, Meekyoung, Gerard Pons-Moll, Sergi Pujades, Seungbae Bang, Jinwook Kim, Michael J. Black, and Sung-Hee Lee. "Data-driven physics for human soft tissue animation." ACM Transactions on Graphics 36, no. 4 (July 20, 2017): 1–12. http://dx.doi.org/10.1145/3072959.3073685.

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Chen, Qian, Yue Wang, Hui Wang, and Xubo Yang. "Data-driven simulation in fluids animation: A survey." Virtual Reality & Intelligent Hardware 3, no. 2 (April 2021): 87–104. http://dx.doi.org/10.1016/j.vrih.2021.02.002.

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16

Wang, Yu-shun, Yue-ting Zhuang, and Fei Wu. "Data-driven facial animation based on manifold Bayesian regression." Journal of Zhejiang University-SCIENCE A 7, no. 4 (March 14, 2006): 556–63. http://dx.doi.org/10.1631/jzus.2006.a0556.

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Xiaohan Ma and Zhigang Deng. "A Statistical Quality Model for Data-Driven Speech Animation." IEEE Transactions on Visualization and Computer Graphics 18, no. 11 (November 2012): 1915–27. http://dx.doi.org/10.1109/tvcg.2012.67.

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18

Chao, Qianwen, Zhigang Deng, Jiaping Ren, Qianqian Ye, and Xiaogang Jin. "Realistic Data-Driven Traffic Flow Animation Using Texture Synthesis." IEEE Transactions on Visualization and Computer Graphics 24, no. 2 (February 1, 2018): 1167–78. http://dx.doi.org/10.1109/tvcg.2017.2648790.

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Zhang, Jian, Jun Yu, Jane You, Dapeng Tao, Na Li, and Jun Cheng. "Data-driven facial animation via semi-supervised local patch alignment." Pattern Recognition 57 (September 2016): 1–20. http://dx.doi.org/10.1016/j.patcog.2016.02.021.

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20

Xiao, Boxiang, Xinyu Guo, and Chunjiang Zhao. "An approach of mocap data-driven animation for virtual plant." IETE Journal of Research 59, no. 3 (2013): 258. http://dx.doi.org/10.4103/0377-2063.116088.

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Ruhland, Kerstin, Mukta Prasad, and Rachel McDonnell. "Data-Driven Approach to Synthesizing Facial Animation Using Motion Capture." IEEE Computer Graphics and Applications 37, no. 4 (2017): 30–41. http://dx.doi.org/10.1109/mcg.2017.3271467.

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Bao, Yongtang, and Yue Qi. "A motion-field-based data-driven method for hair animation." Computer Animation and Virtual Worlds 29, no. 3-4 (May 2018): e1822. http://dx.doi.org/10.1002/cav.1822.

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Yong, Jian Hua, and Ping Guang Cheng. "Design and Implementation of 3D Facial Animation Based on MPEG-4." Advanced Materials Research 433-440 (January 2012): 5045–49. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.5045.

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Through the in-depth study of the MPEG-4 face model definition standard and animation-driven principles, learning from the existing generation technology of facial animation, this paper presents a 3D facial animation system design program. This program can accept driver information to generate a realistic facial expression animation and simulate the real face actions. At the same time, in the implementation process it also uses FAP frame with a mask and implementation method of FAP intermediate frame calculation, insert to reduce the amount of animation-driven data, and then improve the continuous effect of facial animation.
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Wang, Xiaoting, Xiangxu Meng, Chenglei Yang, and Junqing Zhang. "Data Driven Avatars Roaming in Digital Museum." International Journal of Virtual Reality 8, no. 3 (January 1, 2009): 13–18. http://dx.doi.org/10.20870/ijvr.2009.8.3.2736.

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This paper describes a motion capture (mocap) data-driven digital museum roaming system with high walking reality. We focus on three main questions: the animation of avatars; the path planning; and the collision detection among avatars. We use only a few walking clips from mocap data to synthesize walking motions with natural transitions, any direction and any length. Let the avatars roam in the digital museum with its Voronoi skeleton path, shortest path or offset path. And also we use Voronoi diagram to do collision detection. Different users can set up their own avatars and roam along their own path. We modify the motion graph method by classify the original mocap data and set up their motion graph which can improve search efficiency greatly.
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Gibet, Sylvie, Nicolas Courty, Kyle Duarte, and Thibaut Le Naour. "The SignCom system for data-driven animation of interactive virtual signers." ACM Transactions on Interactive Intelligent Systems 1, no. 1 (October 2011): 1–23. http://dx.doi.org/10.1145/2030365.2030371.

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Hu, Shaojun, Zhiyi Zhang, Haoran Xie, and Takeo Igarashi. "Data-driven modeling and animation of outdoor trees through interactive approach." Visual Computer 33, no. 6-8 (May 4, 2017): 1017–27. http://dx.doi.org/10.1007/s00371-017-1377-6.

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Kawai, Masahide, Tomoyori Iwao, Daisuke Mima, Akinobu Maejima, and Shigeo Morishima. "Data-Driven Speech Animation Synthesis Focusing on Realistic Inside of the Mouth." Journal of Information Processing 22, no. 2 (2014): 401–9. http://dx.doi.org/10.2197/ipsjjip.22.401.

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Liu, S‐L, Y. Liu, L‐F Dong, and X. Tong. "RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation." Computer Graphics Forum 39, no. 1 (November 28, 2019): 581–94. http://dx.doi.org/10.1111/cgf.13892.

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Lu, Pengfei, and Matt Huenerfauth. "Data-Driven Synthesis of Spatially Inflected Verbs for American Sign Language Animation." ACM Transactions on Accessible Computing 4, no. 1 (November 2011): 1–29. http://dx.doi.org/10.1145/2039339.2039343.

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Basori, Ahmad Hoirul, and Hani Moaiteq Abdullah AlJahdali. "Performance Driven-biped Control for Animated Human Model with Motion Synthesis Data." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (October 28, 2018): 162. http://dx.doi.org/10.20473/jisebi.4.2.162-168.

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Games and 3D movies are mostly supported by realistic character animation performance. The behaviour of the humanoid character it is depend on the motion data itself. Therefore the complexity of character movement will determine the realism of their behaviour. Generally, Motion Capture device will provide the raw data that previously recorded from human/actor movement. However there are some problems remains challenges such as controller, physic effect, or motion combination. Our proposed approach will read the data from motion capture device then transformed into realistic behaviour in virtual environment. However, there are few difficulties on realizing this idea, such as user objective and the appropriate behaviour of virtual human. Therefore, we solve this issue by providing the biped control to overcome the complexity of motion synthesis data when it will be applied into character animation. The controller is capable to perform motion blending with inverse and forward kinematics, as a result it able to generate the realistic behaviour along with user intention. There is three main behaviour walking, steady and jogging that has value 0-100. As a result of experiment, the biped interface control is able to read data from motion capture then load and control the virtual human by manipulating the joint forces power in every movement of the characters. As future works, the external physical forces can be added as additional forces in humanoid model to provide certain effect such as: falling down, jumping or kicking and punching to generate realistic motion synthesis.
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Adibah Najihah Mat Noor, Noor, Norhaida Mohd Suaib, Muhammad Anwar Ahmad, and Ibrahim Ahmad. "Review on 3D Facial Animation Techniques." International Journal of Engineering & Technology 7, no. 4.44 (December 1, 2018): 181. http://dx.doi.org/10.14419/ijet.v7i4.44.26980.

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Generating facial animation has always been a challenge towards the graphical visualization area. Numerous efforts had been carried out in order to achieve high realism in facial animation. This paper surveys techniques applied in facial animation targeting towards realistic facial animation. We discuss the facial modeling techniques from different viewpoints; related geometric-based manipulation (that can be further categorized into interpolations, parameterization, muscle-based and pseudo–muscle-based model) and facial animation techniques involving speech-driven, image-based and data-captured. The paper will summarize and describe the related theories, strength and weaknesses for each technique.
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Tan, Charlie Irawan, and Wen Kai Tai. "Characteristics preserving racer animation: a data-driven race path synthesis in formation space." Computer Animation and Virtual Worlds 23, no. 3-4 (May 2012): 215–23. http://dx.doi.org/10.1002/cav.1445.

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Zhang, Jian, Guihua Liao, and Na Li. "Combining active learning and local patch alignment for data-driven facial animation with fine-grained local detail." Neurocomputing 398 (July 2020): 431–41. http://dx.doi.org/10.1016/j.neucom.2019.05.102.

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Barth, Anna, Leif Karlstrom, Benjamin K. Holtzman, Arthur Paté, and Avinash Nayak. "Sonification and Animation of Multivariate Data to Illuminate Dynamics of Geyser Eruptions." Computer Music Journal 44, no. 1 (2020): 35–50. http://dx.doi.org/10.1162/comj_a_00551.

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Abstract Sonification of time series data in natural science has gained increasing attention as an observational and educational tool. Sound is a direct representation for oscillatory data, but for most phenomena, less direct representational methods are necessary. Coupled with animated visual representations of the same data, the visual and auditory systems can work together to identify complex patterns quickly. We developed a multivariate data sonification and visualization approach to explore and convey patterns in a complex dynamic system, Lone Star Geyser in Yellowstone National Park. This geyser has erupted regularly for at least 100 years, with remarkable consistency in the interval between eruptions (three hours) but with significant variations in smaller scale patterns between each eruptive cycle. From a scientific standpoint, the ability to hear structures evolving over time in multiparameter data permits the rapid identification of relationships that might otherwise be overlooked or require significant processing to find. The human auditory system is adept at physical interpretation of call-and-response or causality in polyphonic sounds. Methods developed here for oscillatory and nonstationary data have great potential as scientific observational and educational tools, for data-driven composition with scientific and artistic intent, and towards the development of machine learning tools for pattern identification in complex data.
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P., Kulalvaimozhi V., Germanus Alex M, and John Peter S. "Performance Analysis of Virtual Human Bodies with Clothing and Hair from Images to Animation." International Journal of Advanced Research in Computer Science and Software Engineering 8, no. 6 (June 30, 2018): 69. http://dx.doi.org/10.23956/ijarcsse.v8i6.723.

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Virtual human bodies, clothing, and hair are widely used in a number of scenarios such as 3D animated movies, gaming, and online fashion. Machine learning can be used to construct data-driven 3D human bodies, clothing, and hair. In this thesis, we provide a solution to 3D shape and pose estimation under the most challenging situation where only a single image is available and the image is captured in a natural environment with unknown camera calibration. We also demonstrate that a simplified 2D clothing model helps to increase the accuracy of 2D body shape estimation significantly.
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Xiao, Chunsheng, Qingyuan Zhu, Huosheng Hu, Wei Chen, and Junjun Ye. "Visualization interface for posture monitoring of wheel loaders based on inertial sensors." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 233, no. 16 (June 12, 2019): 5781–94. http://dx.doi.org/10.1177/0954406219856029.

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Wheel loaders need an interactive interface to collect and display the posture information when they operate in a harsh environment. This paper proposes a visualization interface for posture monitoring of wheel loaders. It is driven by the data from the inertial measurement system based on attitude heading reference system, including a real-time three-dimensional animation display system created using OpenGL. The proposed system could be effectively used for monitoring the body posture of wheel loaders under the influence of the external environment. Experimental results are presented to show the good accuracy and real-time performance of the proposed monitoring system. Moreover, the proposed system could enhance vehicle safety, remote operability, and human–vehicle interaction.
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Xiao, Boxiang, Sheng Wu, and Xinyu Guo. "A physics-based approach to motion capture data processing for virtual plant modeling and simulation." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 03 (May 24, 2018): 1840005. http://dx.doi.org/10.1142/s1793962318400056.

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Dynamic virtual plant simulation is an attractive research issue in both botany and computer graphics. Data-driven method is an efficient way for motion analysis and animation synthesis. As a widely used tool, motion capture has been used in plant motion data acquisition and analysis. The most prominent and important problem in motion capture for plants is primary data processing such as missing markers reconstruction. This paper presents a novel physics-based approach to motion capture data processing of plants. Firstly, a physics-based mechanics model is found by Lagrangian mechanics for a motion captured plant organ such as a leaf, and then its dynamic mechanical properties are analyzed and relevant model parameters are evaluated. Further, by using the physical model with evaluated parameters, we can calculate the next positions of a maker to reconstruct the missing makers in motion capture sequence. We take an example of a maize leaf and pachira leaf to examine the proposed approach, and the results show that the physics-based method is feasible and effective for plant motion data processing.
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Donzelli, Aurora. "The act of reading aloud: Animating the neoliberal speaking subject in post-Suharto Indonesia." Discourse & Society 31, no. 5 (April 15, 2020): 459–77. http://dx.doi.org/10.1177/0957926520914688.

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The global spreading of neoliberalism requires discursive technologies capable of producing forms of subjectivity congruent with the extension of market rationality to all dimensions of social life. Since the millennium, the International Monetary Fund (IMF)-driven implementation of governance reform in Indonesia has entailed the dissemination of electoral mission statements – a discursive genre aimed at consolidating a new morality of accountability, transparency and proactive entrepreneurialism. Drawing on audiovisual data recorded in a peripheral region of Indonesia, this article examines the circulation of this transnational genre and reveals how its uptake has not been fully successful. The analysis shows how, through a series of verbal and non-verbal cues, candidates would signal their disalignment from the genre’s metapragmatic structure. By performing their statements through the affectless prosody of written texts read aloud, candidates evaded the moral and discursive expectations of transparent accountability and neoliberal entrepreneurialism and reasserted the ethos of impersonal acquiescence underlying the local modes of political self-presentation.
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Zhang, Fengquan, Jiaojiao Guo, Jianfei Wan, and Junli Qin. "Efficient Culling Criteria for Continues Collision Detection Using a Fast Statistical Analysis Method." Open Mechanical Engineering Journal 9, no. 1 (September 10, 2015): 569–73. http://dx.doi.org/10.2174/1874155x01509010569.

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Continuous Collision Detection (CCD) between deforming triangle mesh elements in 3D is significant in many computer and graphics applications, such as virtual surgery, simulation and animation. Although CCD is more accurate than discrete methods, its application is limited mainly due to its time-consuming nature. To accelerate computation, we present an efficient CCD method to perform both inter-object and intra-object collision queries of triangle mesh models. Given a model set of different poses as training data, our method uses Statistic Analysis (SA) to make regression on a deformation subspace and also on collision detection conditions in a pre-processing stage, under a uniform framework. A data-driven training process selects a set of “key points” and produces a credible subspace representation, from which a plug-in type of collision culling certificate can be then obtained by regression process. At runtime, our certificate can be easily added to the classic BVH traversal procedure, as a sufficient condition of collision free cases, providing efficient culling in overlapping test and reducing hierarchy updates frequency. In the end, we describe performance and quality of our method using different experiments.
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Rahayu, Nurhadianty. "The Portrayal of Gender and Race in Cars Trilogy." ATAVISME 22, no. 1 (June 26, 2019): 75–87. http://dx.doi.org/10.24257/atavisme.v22i1.532.75-87.

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As the most commercially successful animated film, Cars trilogy, produced by Pixar Animation Studios, are opted to be analysed due to its impact on formulating perception of gender and race. Considering that intolerance and gender-based injustice still happens within our society, any discussion about gender and race portrayal, particularly through films, becomes urgent. The study aims at investigating how gender and race are portrayed in Cars trilogy. Gender portrayal is analysed through Beauvoir’s concept of immanence and transcendence and Finklea’s themes about masculinities. The portrayal of race is investigated using McLaren’s critical multiculturalism. The study uses the descriptive analytical interpretative method. The data analyzed are the characters, dialogue, and plot. The result shows that men and women are portrayed as equal but the stereotypes are still visible. Men are portrayed not only brave but also confident. Males’ romantic interest is manifested in heterosexual desire and male bosses are driven by profit. Women can be successful in racing if she dares to intervene the bureaucracy or is given opportunity by men. Different accent of English is seen as less capable and white characters are not always portrayed unproblematic.
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Adnan, Kiran, and Rehan Akbar. "Limitations of information extraction methods and techniques for heterogeneous unstructured big data." International Journal of Engineering Business Management 11 (January 1, 2019): 184797901989077. http://dx.doi.org/10.1177/1847979019890771.

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During the recent era of big data, a huge volume of unstructured data are being produced in various forms of audio, video, images, text, and animation. Effective use of these unstructured big data is a laborious and tedious task. Information extraction (IE) systems help to extract useful information from this large variety of unstructured data. Several techniques and methods have been presented for IE from unstructured data. However, numerous studies conducted on IE from a variety of unstructured data are limited to single data types such as text, image, audio, or video. This article reviews the existing IE techniques along with its subtasks, limitations, and challenges for the variety of unstructured data highlighting the impact of unstructured big data on IE techniques. To the best of our knowledge, there is no comprehensive study conducted to investigate the limitations of existing IE techniques for the variety of unstructured big data. The objective of the structured review presented in this article is twofold. First, it presents the overview of IE techniques from a variety of unstructured data such as text, image, audio, and video at one platform. Second, it investigates the limitations of these existing IE techniques due to the heterogeneity, dimensionality, and volume of unstructured big data. The review finds that advanced techniques for IE, particularly for multifaceted unstructured big data sets, are the utmost requirement of the organizations to manage big data and derive strategic information. Further, potential solutions are also presented to improve the unstructured big data IE systems for future research. These solutions will help to increase the efficiency and effectiveness of the data analytics process in terms of context-aware analytics systems, data-driven decision-making, and knowledge management.
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42

Morvan, D., and N. Frangieh. "Wildland fires behaviour: wind effect versus Byram’s convective number and consequences upon the regime of propagation." International Journal of Wildland Fire 27, no. 9 (2018): 636. http://dx.doi.org/10.1071/wf18014.

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With fuel moisture content and slope, wind velocity (UW) is one of the major physical parameters that most affects the behaviour of wildland fires. The aim of this short paper was to revisit the relationship between the rate of spread (ROS) and the wind velocity, through the role played by the two forces governing the trajectory of the flame front and the plume, i.e. the buoyancy of the plume and the inertia due to wind. A large set of experimental data (at field and laboratory scale) from the literature was analysed, by introducing the ratio between these two forces, namely Byram’s convective number NC and considering the relationship between the fire ROS/wind speed ratio and Byram’s number. This short note was also an opportunity to make a point on particular issues, such as the existence of two regimes of propagation of surface fires (wind-driven fire vs plume-dominated fire), the relative importance of the two modes of heat transfer (by convection and radiation) on the propagation of a fire front, and others scientific debates animating the wildland fire community.
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Morvan, D., and N. Frangieh. "Corrigendum 1 (published 19 Sep 2018) and Corrigendum 2 (published 11 Dec 2018) to: Wildland fires behaviour: wind effect versus Byram’s convective number and consequences upon the regime of propagation." International Journal of Wildland Fire 27, no. 12 (2018): 857. http://dx.doi.org/10.1071/wf18014_c1.

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With fuel moisture content and slope, wind velocity (UW) is one of the major physical parameters that most affects the behaviour of wildland fires. The aim of this short paper was to revisit the relationship between the rate of spread (ROS) and the wind velocity, through the role played by the two forces governing the trajectory of the flame front and the plume, i.e. the buoyancy of the plume and the inertia due to wind. A large set of experimental data (at field and laboratory scale) from the literature was analysed, by introducing the ratio between these two forces, namely Byram's convective number NC and considering the relationship between the fire ROS/wind speed ratio and Byram's number. This short note was also an opportunity to make a point on particular issues, such as the existence of two regimes of propagation of surface fires (wind-driven fire vs plume-dominated fire), the relative importance of the two modes of heat transfer (by convection and radiation) on the propagation of a fire front, and others scientific debates animating the wildland fire community.
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Morvan, D., and N. Frangieh. "Corrigendum to: Wildland fires behaviour: wind effect versus Byram’s convective number and consequences upon the regime of propagation." International Journal of Wildland Fire 27, no. 9 (2018): 642. http://dx.doi.org/10.1071/wf18014_co.

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With fuel moisture content and slope, wind velocity (UW) is one of the major physical parameters that most affects the behaviour of wildland fires. The aim of this short paper was to revisit the relationship between the rate of spread (ROS) and the wind velocity, through the role played by the two forces governing the trajectory of the flame front and the plume, i.e. the buoyancy of the plume and the inertia due to wind. A large set of experimental data (at field and laboratory scale) from the literature was analysed, by introducing the ratio between these two forces, namely Byram's convective number NC and considering the relationship between the fire ROS/wind speed ratio and Byram's number. This short note was also an opportunity to make a point on particular issues, such as the existence of two regimes of propagation of surface fires (wind-driven fire vs plume-dominated fire), the relative importance of the two modes of heat transfer (by convection and radiation) on the propagation of a fire front, and others scientific debates animating the wildland fire community.
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45

Perheentupa, Viljami, Ville Mäkinen, and Juha Oksanen. "Making post-glacial uplift visible: A model based high-resolution animation of shore displacement." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-296-2019.

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<p><strong>Abstract.</strong> Glacial isostatic adjustment (GIA) is an ongoing phenomenon that characterizes the landscape of the High Coast (63°04'N, 18°22'E, Sweden) / Kvarken archipelago (63°16'N, 21°10'E, Finland) UNESCO World Heritage site. GIA occurs as the Earth’s crust that was depressed by the continental ice sheet during the last glacial period is slowly rebounding towards isostatic equilibrium. The maximum rate of land uplift in the area is more than eight millimetres per year, which &amp;ndash; along with the very different topographical reliefs of the opposite coasts &amp;ndash; makes the region an excellent study area for land uplift as a phenomenon. As there is a marine area between the coasts, shore displacement is an essential part of the phenomenon in the study area.</p><p>The cartographic representation of GIA and shore displacement has classically relied on static maps representing isobases of the uplift rates and of ancient shorelines. However, to dynamically visualize and communicate the continuity and the nature of the phenomena, an animated map is required. To create a visually balanced, seamless animation, we need to create high-resolution image frames that represent digital elevation models (DEMs) together with extracted shorelines of different moments of time. To create these frames, we developed a mathematical model to transform the DEM in a given time for the past ~9300 years. We used the most recent LiDAR-derived DEMs of Finland and Sweden, and a bathymetric model of the Gulf of Bothnia as our initial data, along with a land uplift rate surface derived from geophysical measurements. We compared the current uplift rates with the shoreline observations of the ancient Baltic Sea stages, Litorina Sea and Ancylus Lake, and created a linear model between the elevations of the shorelines and the present-day uplift rates, as there was a near-linear correlation in both cases. Based on the current uplift rates and the elevations and the dating of the ancient shorelines, we derived an exponential model to describe the non-linear correlation between the elapsed time and the occurred land uplift. Near the present time, we adapted the formula proposed by Ekman (2001) to make the model more robust closer to the present day.</p><p>We assumed that although the uplift rate varies in time, the spatial relation of uplift rates remains the same. Furthermore, as the land uplift is an exponentially decelerating phenomenon occurring with a significantly lower annual rate than shortly after the de-glaciation (Eronen et al. 2001, Nordman et al. 2015), and with most of the total uplift already having occurred (Ekman 1991), we assumed a constant rate of uplift from the present day to the near geological future. We did not consider potential sea level changes caused by human-driven climate change in the predictions, as the geological time scale vastly exceeds the time range of the climate models. Neither did we take into account the historical transgression phases, as they did not appear dominating in the area.</p><p>The elevation and bathymetry data were harmonized and resampled into 4K (3840&amp;thinsp;&amp;times;&amp;thinsp;2160) pixel dimensions to utilize the best commercially available screen resolutions and to avoid unnecessary sub-pixel level computations. This resulted in a spatial pixel size of about 200 metres. The initial spatial resolution of the DEMs of Finland and Sweden was 2 metres and 1 metre, respectively, while the bathymetric data had a spatial pixel size of 400 metres. This, along with the fact that the bathymetric data was partly modelled and inaccurate near the coastlines, meant that it had to be oversampled to generate plausible coastal bathymetry and to allow any future estimations of shore displacement. All the datasets were resampled to EPSG:3857 Pseudo-Mercator projection to facilitate any future use in web map applications. As the visualized area is only about 430 kilometres in the north-south direction, the use of this projection did not introduce cartographic issues.</p><p>The rendered frames required by the animation were produced with a programmatic conversion of raster files to RGB-images. The visualization of shore displacement was implemented by a discontinuity in elevation dependent colour scale at sea level. The bathymetry was visualized with a continuous colour scale in shades of blue until the elevation of zero metres. Elevations above zero were visualized with a colour scale starting from green to create an impression of a discrete shoreline (Figure 1).</p><p>The whole process from computing the DEMs to rendering the frames was implemented in Python, without the need for traditional GUI operated GIS or image processing software. The raster data was read and processed with GDAL and NumPy libraries, and the visualization was carried out using Matplotlib and Python Imaging Library. Each DEM was given the same elevation based colour scale and an individually created hillshading that was blended with the image by multiplication. The whole process was carried out as an open source solution.</p><p>The interval between the calculated frames was set to five years as, particularly at the Swedish coast, the shore displacement can appear abrupt with a longer time interval. The frame duration was set to 0.05 seconds, which means a 100-second duration for an animation of 10&amp;thinsp;000 years.</p><p>The resulting DEM reconstructions show good agreement with comparable data, such as the Litorina reconstructions by the Geological Survey of Finland (GTK). Also, the mathematical model appears to be in line with previous reconstructions conducted in the area (e.g. Nordman et al. 2015). So far, any continuous series of paleogeographic DEM reconstructions comparable to ours has not been published for this area. The animation provides an understandable way of perceiving the continuous but decelerating nature of the land uplift phenomenon and also highlights the differences in the post-glacial history of Finnish and Swedish coasts. To further improve the visualization, we must consider the removal of post-glacially developed features in the present day DEM, e.g. the various rivers that can both cause bias in the shore displacement and uplift estimations and appear visually distractive. In the very early frames of the animation, the retracting ice sheet must also be present. Also, a balanced addition of other cartographic elements, such as present-day hydrography and place names, can further improve the overall presentation.</p>
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Thawonmas, Ruck. "Special Issue on Intelligence Techniques in Computer Games and Simulations." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 105. http://dx.doi.org/10.20965/jaciii.2008.p0105.

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This issue presents eight research papers focusing on different aspects of intelligence techniques and their applications in computer games and simulations. They are extended papers from those accepted and presented at the International Symposium on Intelligence Techniques in Computer Games and Simulations that was held in Shiga, Japan on March 1-2, 2007. The issue starts with a paper entitled gUsing Automatic Calibration with Microscopic Traffic Simulation,h which focuses on the use of a genetic algorithm for searching parameter spaces of a microscopic traffic simulation. The second paper, gOn-Line Fault Detection and Compensation of Hydraulic Driven Machines Using Modelling Techniques,h presents the use of modelling information for the fault detection of hydraulic driven machines as well as for the compensation of incipient faults. The third paper, gGeneration of Character Motion by Using Reactive Motion Capture System with Force Feedback,h focuses on animation making with reactive motion data generated from the interaction with force feedback and the virtual environment. The fourth paper, gModeling of Wood Aging Caused by Biological Deterioration,h looks into an application of an ant colony optimization algorithm to generation of wood aging patterns caused by biological deterioration. The next three papers are related to network games. The fifth paper, gIntelligent Synchronization for Mirrored Game Servers: A Real Case Study,h examines the effectiveness of an intelligent optimistic synchronization scheme for mirrored game server architectures in real multiplayer-online-game environment. The sixth paper, gI3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games,h presents a peer-to-peer (P2P) approach for minimizing the server bottleneck in online gaming and for increasing response and reliability. The seventh paper, gHaar Wavelets for Online-Game Player Classification with Dynamic Time Warping,h presents an application of Haar wavelet for reduction of online game players' action sequences used in player classification. Finally, the eighth paper, gDeveloping Natural Language Enabled Games in SCXML,h looks into the potential of SCXML for the game design and implementation. As the guest editor of this special issue, I would like to express my sincere gratitude to the authors in this issue for their hard job. Special thanks go to the anonymous referees for their assistance in the review process. Finally, I wish to thank JACIII staffs for their helps in coordinating the publication of the issue.
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Karami, Afsaneh, Alireza Heidarnia, and Fatemeh Zarei. "Comparison of peer led and teacher led oral health educational program among students." Brazilian Journal of Oral Sciences 18 (November 12, 2019): e191626. http://dx.doi.org/10.20396/bjos.v18i0.8657260.

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Aim: The purpose of this study was to determine the impact of Peer-Led Education (PLE)comparing with the Teacher-led education(TLE) approach about oral health behavior of female school- student aged at 6-12 in district 6 of Tehran, Iran. Methods: This is a quasi-experimental study. Two primary public schools in Tehran district 6, were selected by simple random sampling and from each school one class considered for PLE and TLE. 120 fourth grade female students of the 6th district of Tehran were enrolled for study. All participants were assessed about knowledge, attitude, and practice in oral health by Pre-test one month before the intervention program. A valid questionnaire in Persin version used for data gathering. Two representatives including teacher and students from both groups trained under the supervision of a health educator. In PLE each of the six students trained 10 other students in the middle of the day per three consecutive sessions. In TLE one teacher trained one class with about 30students. Both education program set up at the same time and duration. The educational materials included educational short films, animation, and booklet powered driven by Oral Health Burea, Iran health ministry. Apart from, the intervention included role play and storytelling too. The evaluation had done by post-test with the same tool one month later after the intervention. Results: The average mean score of the knowledge, attitude, and practice in both group after educational intervention significantly increased (P<0.05).The mean score of knowledge, attitude, and practice in PLE have been effective than TLE. Conclusion: Health education with peer education approach is effective in improving oral health behavior in children at school age.
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48

Chauhan, Swarup, Kathleen Sell, Wolfram Rühaak, Thorsten Wille, and Ingo Sass. "CobWeb 1.0: machine learning toolbox for tomographic imaging." Geoscientific Model Development 13, no. 1 (January 31, 2020): 315–34. http://dx.doi.org/10.5194/gmd-13-315-2020.

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Abstract. Despite the availability of both commercial and open-source software, an ideal tool for digital rock physics analysis for accurate automatic image analysis at ambient computational performance is difficult to pinpoint. More often, image segmentation is driven manually, where the performance remains limited to two phases. Discrepancies due to artefacts cause inaccuracies in image analysis. To overcome these problems, we have developed CobWeb 1.0, which is automated and explicitly tailored for accurate greyscale (multiphase) image segmentation using unsupervised and supervised machine learning techniques. In this study, we demonstrate image segmentation using unsupervised machine learning techniques. The simple and intuitive layout of the graphical user interface enables easy access to perform image enhancement and image segmentation, and further to obtain the accuracy of different segmented classes. The graphical user interface enables not only processing of a full 3-D digital rock dataset but also provides a quick and easy region-of-interest selection, where a representative elementary volume can be extracted and processed. The CobWeb software package covers image processing and machine learning libraries of MATLAB® used for image enhancement and image segmentation operations, which are compiled into series of Windows-executable binaries. Segmentation can be performed using unsupervised, supervised and ensemble classification tools. Additionally, based on the segmented phases, geometrical parameters such as pore size distribution, relative porosity trends and volume fraction can be calculated and visualized. The CobWeb software allows the export of data to various formats such as ParaView (.vtk), DSI Studio (.fib) for visualization and animation, and Microsoft® Excel and MATLAB® for numerical calculation and simulations. The capability of this new software is verified using high-resolution synchrotron tomography datasets, as well as lab-based (cone-beam) X-ray microtomography datasets. Regardless of the high spatial resolution (submicrometre), the synchrotron dataset contained edge enhancement artefacts which were eliminated using a novel dual filtering and dual segmentation procedure.
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Lu, Min, Noa Fish, Shuaiqi Wang, Joel Lanir, Daniel Cohen-Or, and Hui Huang. "Enhancing Static Charts with Data-driven Animations." IEEE Transactions on Visualization and Computer Graphics, 2020, 1. http://dx.doi.org/10.1109/tvcg.2020.3037300.

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50

Minshall, Brianna L., and Ellen J. Yezierski. "Data-driven activity reform: employing design research to improve scaffolding and concept development." Chemistry Education Research and Practice, 2021. http://dx.doi.org/10.1039/d0rp00157k.

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For six semesters, activities have been incorporated into first year general chemistry courses in an effort to build student conceptual chemistry knowledge. The activities follow a learning cycle pedagogy (similar to Process Oriented Guided Inquiry Learning or POGIL activities) and consist of guiding questions involving animations, models, simulations, or a data set and are completed by students working in groups. The efficacy of the learning cycle approach and learning outcomes from POGIL and other similar initiatives have been well studied; however, examining how scaffolding in chemistry learning cycles can improve learning outcomes has not been well studied. In Fall 2016, an activity was implemented in a first semester general chemistry course that focused on energy changes during bond breaking and bond making. The data showed that, even after working with the PhET Atomic Interactions simulation guided by the activity, about half of the students in the sample (N = 55) still thought bond-breaking was an exothermic process, even though they collected data from the simulation that indicated otherwise. After analyzing student answers, the activity was redesigned to increase scaffolding and improve concept development. Students’ performance improved greatly with the implementation of the second activity with 82% of students (N = 34) able to identify and distinguish between exothermic and endothermic processes. Results have implications for applying research-based techniques to activity development to improve students’ conceptual understanding in chemistry.
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