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1

Okumura, Haruhiko, Takashi Sasaki, Aira Hotta, and Kazumitsu Shinohara. "Monocular hyper-realistic AR head-up display." Journal of the Society for Information Display 25, no. 1 (January 2017): 34–43. http://dx.doi.org/10.1002/jsid.527.

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2

Uehira, Kazutake. "Development and Application Trends of Hyper Realistic Display." IEEJ Transactions on Electronics, Information and Systems 122, no. 6 (2002): 1068–70. http://dx.doi.org/10.1541/ieejeiss1987.122.6_1068.

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3

HUANG, Yan. "The Construction of Hyper-Reality of Advertisement in Consumption Culture." Journal of Asian Research 3, no. 2 (June 26, 2019): p190. http://dx.doi.org/10.22158/jar.v3n2p190.

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In the light of Baudrillard’s theory on consumption (symbol, simulation and simulacra, hyper-reality), this thesis discusses a specific point in the process of goods circulation: creating a consumption market by constructing a hyper-reality in advertisement. On the one side, consumption and consumerism are introduced. In contemporary society consumption has already become a lifestyle. Consumerism has been internalized as a kind of social logic. On the other side, modern consumption takes symbols as the presentation of consuming. Symbol value substitutes subject value. Symbol appears; subject disappears. The reality is deconstructed. Hyper-reality is constructed. Finally, hyper-realistic advertisement is the driving force of the consumer society. Advertisement constructs a kind of hyper-realistic consumption cultural, which finally is rationalized as a general collective consciousness.
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Milani, Chantal, Valter Capussotto, Michele Guaschino, Domenico Mombello, Matteo Cocuzza, Candido Fabrizio Pirri, Gian Luigi Panattoni, Simonetta Lambiase, and Giorgio Gruppioni. "A hyper-realistic method for facial approximation: the case of the Italian humanist Angelo Poliziano." Anthropologischer Anzeiger 72, no. 2 (May 1, 2015): 235–44. http://dx.doi.org/10.1127/anthranz/2015/0493.

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5

Robertson, David J., Jet G. Sanders, Alice Towler, Robin S. S. Kramer, Josh Spowage, Ailish Byrne, A. Mike Burton, and Rob Jenkins. "Hyper-realistic Face Masks in a Live Passport-Checking Task." Perception 49, no. 3 (February 3, 2020): 298–309. http://dx.doi.org/10.1177/0301006620904614.

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Hyper-realistic face masks have been used as disguises in at least one border crossing and in numerous criminal cases. Experimental tests using these masks have shown that viewers accept them as real faces under a range of conditions. Here, we tested mask detection in a live identity verification task. Fifty-four visitors at the London Science Museum viewed a mask wearer at close range (2 m) as part of a mock passport check. They then answered a series of questions designed to assess mask detection, while the masked traveller was still in view. In the identity matching task, 8% of viewers accepted the mask as matching a real photo of someone else, and 82% accepted the match between masked person and masked photo. When asked if there was any reason to detain the traveller, only 13% of viewers mentioned a mask. A further 11% picked disguise from a list of suggested reasons. Even after reading about mask-related fraud, 10% of viewers judged that the traveller was not wearing a mask. Overall, mask detection was poor and was not predicted by unfamiliar face matching performance. We conclude that hyper-realistic face masks could go undetected during live identity checks.
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Sasaki, Takashi, Aira Hotta, Takahiro Murata, Yu Ueda, and Haruhiko Okumura. "Novel MRI hyper‐realistic head‐up display system for patient comfort." Journal of the Society for Information Display 26, no. 11 (October 11, 2018): 649–59. http://dx.doi.org/10.1002/jsid.734.

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7

Hoang, Tuan N., Anthony J. LaPorta, John D. Malone, Roland Champagne, Kit Lavell, Gabriel M. De La Rosa, Lawrence Gaul, and Mitchell Dukovich. "Hyper-realistic and immersive surgical simulation training environment will improve team performance." Trauma Surgery & Acute Care Open 5, no. 1 (March 2020): e000393. http://dx.doi.org/10.1136/tsaco-2019-000393.

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BackgroundSurgical trauma care requires excellent multidisciplinary team skills and communication to ensure the highest patient survival rate. This study investigated the effects of Hyper-realistic immersive surgical team training to improve individual and team performance. A Hyper-realistic surgical training environment is defined as having a high degree of fidelity in the replication of battlefield conditions in a training environment, so participants willingly suspend disbelief that they become totally immersed and eventually stress inoculated in a way that can be measured physiologically.MethodsSix multispecialty member US Navy Fleet Surgical/US Army Forward Surgical Teams (total n=99 evaluations) underwent a 6-day surgical training simulation using movie industry special effects and role players wearing the Human Worn Surgical Simulator (Cut Suit). The teams were immersed in trauma care scenarios requiring multiple complex interventions and decision making in a realistic, fast-paced, intensive combat trauma environment.ResultsHyper-realistic immersive simulation training enhanced performance between multidisciplinary healthcare team members. Key efficacy quantitative measurements for the same simulation presented on day 1 compared with day 6 showed a reduction in resuscitation time from 24 minutes to 14 minutes and critical error decrease from 5 to 1. Written test scores improved an average of 21% (Medical Doctors 11%, Registered Nurses 25%, and Corpsman/Medics 26%). Longitudinal psychometric survey results showed statistically significant increases in unit readiness (17%), combat readiness (12%), leadership quality (7%), vertical cohesion (7%), unit cohesion (5%), and team communication (3%). An analysis of salivary cortisol and amylase physiologic biomarkers indicated an adaptive response to the realistic environment and a reduction in overall team stress during performance evaluations.ConclusionsHyper-realistic immersive simulation training scenarios can be a basis for improved military and civilian trauma training.Level of evidenceLevel III.
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Mayr, Hans G., and Kwing L. Chan. "Convective Models of Jupiter’s Zonal Jets with Realistic and Hyper-Energetic Excitation Source." International Journal of Astronomy and Astrophysics 09, no. 03 (2019): 292–301. http://dx.doi.org/10.4236/ijaa.2019.93021.

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9

Hoang, Tuan N., Jeff Kang, Kris Siriratsivawong, Anthony LaPorta, Amber Heck, Jessica Ferraro, Douglas Robinson, and Jonathan Walsh. "Hyper-Realistic, Team-Centered Fleet Surgical Team Training Provides Sustained Improvements in Performance." Journal of Surgical Education 73, no. 4 (July 2016): 668–74. http://dx.doi.org/10.1016/j.jsurg.2016.03.004.

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10

Sasaki, Takashi, Aira Hotta, Takahiro Murata, Shinichi Uehara, and Haruhiko Okumura. "8-2:Invited Paper: Hyper-Realistic Head-up Display System for Medical Application." SID Symposium Digest of Technical Papers 47, no. 1 (May 2016): 72–75. http://dx.doi.org/10.1002/sdtp.10610.

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11

Calabuig-Barbero, Eduardo, Miguel Davia-Aracil, Higinio Mora-Mora, and Francisco Herrero-Pérez. "Computational model for hyper-realistic image generation using uniform shaders in 3D environments." Computers in Industry 123 (December 2020): 103337. http://dx.doi.org/10.1016/j.compind.2020.103337.

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12

Shin, Kyuyong, and Sehwan Lee. "Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System." Jouranl of Information and Security 20, no. 5 (December 31, 2020): 65–74. http://dx.doi.org/10.33778/kcsa.2020.20.5.065.

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13

Bromley, Patricia, and John W. Meyer. "Hyper-Management: Neoliberal Expansions of Purpose and Leadership." Organization Theory 2, no. 3 (June 10, 2021): 263178772110203. http://dx.doi.org/10.1177/26317877211020327.

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Recent decades have witnessed a discursive expansion of calls for abstract and charismatic management beyond the systematic administration of concrete settings—hyper-management. A first dimension of hyper-management is the lionization of individuals and organizations as empowered purposive actors, embodied in celebrations of vision, innovation, and entrepreneurship. A second dimension is the intended unification of empowered internal and external actors and their diverse purposes, manifest in calls for leadership qualities beyond formal authority such as communication, collaboration, and inspiration. The changes are broad and cultural, cutting across countries and social sectors, and are often decoupled from realistic practice. Thus they are better accounted for by a neo-institutional perspective than by theories emphasizing particular functions and interests. Hyper-management is generated by a culture of global neoliberalism and the ideologies of empowered individual and organizational actorhood that flow from it. During the global hegemony of neoliberal culture, hyper-management has become institutionalized in contemporary education programs, consulting arrangements, and exaggerated managerial status and income. But, given its cultural bases, current and future resistance to neoliberal globalization may undercut it.
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West, Erin, Gail Singer-Chang, Rebecca Ryznar, David Ross, Michael Czekajlo, Tuan Hoang, Roy Alson, et al. "The Effect of Hyper-Realistic Trauma Training on Emotional Intelligence in Second Year Military Medical Students." Journal of Surgical Education 77, no. 6 (November 2020): 1422–28. http://dx.doi.org/10.1016/j.jsurg.2020.04.020.

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15

Holzmacher, Jeremy, Babak Sarani, Adam Puche, Guinevere Granite, Valerie Shalin, Kristy Pugh, William Teeter, Samuel Tisherman, Stacy Shackelford, and Colin F. Mackenzie. "Can hyper-realistic physical models of peripheral vessel exposure and fasciotomy replace cadavers for performance assessment?" Journal of Trauma and Acute Care Surgery 83 (July 2017): S130—S135. http://dx.doi.org/10.1097/ta.0000000000001419.

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16

Mackenzie, Colin F., Jeremy L. Holzmacher, Babak Sarani, Valerie Shalin, Adam C. Puche, Guinevere Granite, Kristy Pugh, and Samuel A. Tisherman. "Can Hyper-Realistic Physical Models of Peripheral Vessel Exposure and Fasciotomy Replace Cadavers for Performance Assessment?" Journal of the American College of Surgeons 223, no. 4 (October 2016): e176. http://dx.doi.org/10.1016/j.jamcollsurg.2016.08.446.

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17

Guimarães, Marcelo de Paiva, Diego Colombo Dias, and Bruno Barberi Gnecco. "Traditional paintings and the digital medium." Journal on Interactive Systems 3, no. 3 (January 23, 2013): 1. http://dx.doi.org/10.5753/jis.2012.618.

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We describe in this paper the experience of bringing a hyper-realistic painting by the Brazilian plastic artist Sônia Menna Barreto into the digital world, taking advantage of its interactive and animated possibilities to bring the work to life. To do that, we developed software to visualized the modeled painting in a multiprojection environment (mini CAVE), in digital TV devices and even smartphones and tablets. We also describe how natural interaction and navigation through the digital painting was accomplished by using Wii-remote and Kinect devices
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18

Abdulali, Arsen, Ibragim R. Atadjanov, Seungkyu Lee, and Seokhee Jeon. "Realistic haptic rendering of hyper-elastic material via measurement-based FEM model identification and real-time simulation." Computers & Graphics 89 (June 2020): 38–49. http://dx.doi.org/10.1016/j.cag.2020.04.004.

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19

Ashwin, K. P., A. N. Chaudhury, and A. Ghosal. "Efficient Representation of Ducts and Cluttered Spaces for Realistic Motion Planning of Hyper-Redundant Robots through Confined Paths." Computer-Aided Design 119 (February 2020): 102777. http://dx.doi.org/10.1016/j.cad.2019.102777.

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20

King, Geoff. "Weighing Up the Qualities of Independence: 21 Grams in Focus." Film Studies 5, no. 1 (2004): 80–91. http://dx.doi.org/10.7227/fs.5.7.

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An analysis of 21 Grams (dir. Alejandro González Iñárritu, 2003) that uses the film to illustrate a number of trends in the contemporary American independent sector, including both its situation in the industrial landscape and its most distinctive formal qualities. Industrially, the film, distributed by Focus Features, a subsidiary of Universal Pictures, is identified as a product of the zone of overlap that exists between all-out independence and attachment to the major Hollywood studio-distributors. A hybrid identity is also suggested,at the level of form, in a mixture of fragmented narrative and hyper-realistic visual textures with more conventionally melodramatic content.
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Klimov, Yaroslav. "Representation of reality in filmmaking: philosophical and culturological aspects." Философия и культура, no. 4 (April 2020): 46–54. http://dx.doi.org/10.7256/2454-0757.2020.4.32527.

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This article explores the issues pertaining to perception of reality through cinematography, including modern film editing. Analysis is conducted on modern surrealistic portraying of the world in movies, highlighting the importance of created reality in movies and its perception by the viewers. The article presents brief analysis of the works of such renowned philosophers as André Bazin, Henri Bergson, Jean Baudrillard, Maurice Merleau-Ponty and Walter Benjamin. Modern cinematography in form of “movie universes” and “movie franchises” is used as an example. This research covers modern films, which reflect popular demand for maximal realism as an opportunity to identify and reach maximal immersion into story on the screen. Cinematography began be showing real events as chronicles, later undergoing changes, and with development of technology becomes more distant from portrayal of specific reality and people. In the 1980s the conceptual idea changes, and cinematography becomes more realistic. However, in the early XXI century, while chasing realism modern movies became hyper-realistic, causing gradual degradation of sense of reality of the picture.
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Oide, Mao, Yuki Sekiguchi, Asahi Fukuda, Koji Okajima, Tomotaka Oroguchi, and Masayoshi Nakasako. "Classification of ab initio models of proteins restored from small-angle X-ray scattering." Journal of Synchrotron Radiation 25, no. 5 (August 22, 2018): 1379–88. http://dx.doi.org/10.1107/s1600577518010342.

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In structure analyses of proteins in solution by using small-angle X-ray scattering (SAXS), the molecular models are restored by using ab initio molecular modeling algorithms. There can be variation among restored models owing to the loss of phase information in the scattering profiles, averaging with regard to the orientation of proteins against the direction of the incident X-ray beam, and also conformational fluctuations. In many cases, a representative molecular model is obtained by averaging models restored in a number of ab initio calculations, which possibly provide nonrealistic models inconsistent with the biological and structural information about the target protein. Here, a protocol for classifying predicted models by multivariate analysis to select probable and realistic models is proposed. In the protocol, each structure model is represented as a point in a hyper-dimensional space describing the shape of the model. Principal component analysis followed by the clustering method is applied to visualize the distribution of the points in the hyper-dimensional space. Then, the classification provides an opportunity to exclude nonrealistic models. The feasibility of the protocol was examined through the application to the SAXS profiles of four proteins.
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23

Zapata, Isain, Joseph Farrell, Svetlana Morrell, Rebecca Ryznar, Tuan N. Hoang, and Anthony J. LaPorta. "Emotional intelligence, cortisol and α-amylase response to highly stressful hyper-realistic surgical simulation of a mass casualty event scenario." Comprehensive Psychoneuroendocrinology 5 (February 2021): 100031. http://dx.doi.org/10.1016/j.cpnec.2021.100031.

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24

Lissovoi, Andrei, Pietro Oliveto, and John Alasdair Warwicker. "How the Duration of the Learning Period Affects the Performance of Random Gradient Selection Hyper-Heuristics." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 03 (April 3, 2020): 2376–83. http://dx.doi.org/10.1609/aaai.v34i03.5617.

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Recent analyses have shown that a random gradient hyper-heuristic (HH) using randomised local search (RLSk) low-level heuristics with different neighbourhood sizes k can optimise the unimodal benchmark function LeadingOnes in the best expected time achievable with the available heuristics, if sufficiently long learning periods τ are employed. In this paper, we examine the impact of the learning period on the performance of the hyper-heuristic for standard unimodal benchmark functions with different characteristics: Ridge, where the HH has to learn that RLS1 is always the best low-level heuristic, and OneMax, where different low-level heuristics are preferable in different areas of the search space. We rigorously prove that super-linear learning periods τ are required for the HH to achieve optimal expected runtime for Ridge. Conversely, a sub-logarithmic learning period is the best static choice for OneMax, while using super-linear values for τ increases the expected runtime above the asymptotic unary unbiased black box complexity of the problem. We prove that a random gradient HH which automatically adapts the learning period throughout the run has optimal asymptotic expected runtime for both OneMax and Ridge. Additionally, we show experimentally that it outperforms any static learning period for realistic problem sizes.
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25

Nurhidayah, Sri. "READING SIMULATION IN YANN MARTEL’S LIFE OF PI." Jurnal POETIKA 4, no. 2 (December 30, 2016): 97. http://dx.doi.org/10.22146/poetika.15562.

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Yann Martel’s Life of Pi tells a story of a survivor boy floating on a lifeboat with a Bengal tiger passing Pacific Ocean with the brutal show between animals. He is insisted to tell about more realistic story, thus he tells it contains of similar conflicts with different characters; the animals are changed into humans. Here, it shows two stories in one story which blurs the true story behind it. This is what Baudrillard the process of simulation over simulacra; the reproduced false representation of the true reality. The two stories can be both true and thus, the questions can be problematized are; (1) How is simulation understood in Yann Martel’s Life of Pi? (2) What is the hyper-reality resulted as the impact of simulation represented in Yann Martel’s Life of Pi? The used method is objective approach (textually) and based on the analysis, the two stories are connected to each other, animal story represents human story while human story represents the animal story. The animal story can be seen as the false copy of the true story because it copies the human story, so can human story. This is simulation and this simulation results on the two true stories which are hyper-reality.
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Nurhidayah, Sri. "READING SIMULATION IN YANN MARTEL’S LIFE OF PI." Poetika 4, no. 2 (December 30, 2016): 97. http://dx.doi.org/10.22146/poetika.v4i2.15562.

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Yann Martel’s Life of Pi tells a story of a survivor boy floating on a lifeboat with a Bengal tiger passing Pacific Ocean with the brutal show between animals. He is insisted to tell about more realistic story, thus he tells it contains of similar conflicts with different characters; the animals are changed into humans. Here, it shows two stories in one story which blurs the true story behind it. This is what Baudrillard the process of simulation over simulacra; the reproduced false representation of the true reality. The two stories can be both true and thus, the questions can be problematized are; (1) How is simulation understood in Yann Martel’s Life of Pi? (2) What is the hyper-reality resulted as the impact of simulation represented in Yann Martel’s Life of Pi? The used method is objective approach (textually) and based on the analysis, the two stories are connected to each other, animal story represents human story while human story represents the animal story. The animal story can be seen as the false copy of the true story because it copies the human story, so can human story. This is simulation and this simulation results on the two true stories which are hyper-reality.
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27

Zappi, Victor, Andrew Allen, and Sidney Fels. "Extended Playing Techniques on an Augmented Virtual Percussion Instrument." Computer Music Journal 42, no. 2 (June 2018): 8–21. http://dx.doi.org/10.1162/comj_a_00457.

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Innovation and tradition are two fundamental factors in the design of new digital musical instruments. Although apparently mutually exclusive, novelty does not imply a total disconnection from what we have inherited from hundreds of years of traditional design, and the balance of these two factors often determines the overall quality of an instrument. Inspired by this rationale, in this article we introduce the Hyper Drumhead, a novel augmented virtual instrument whose design is deeply rooted in traditional musical paradigms, yet aimed at the exploration of unprecedented sounds and control. In the first part of the article we analyze the concepts of designing an augmented virtual instrument, explaining their connection with the practice of augmenting traditional instruments. Then we describe the design of the Hyper Drumhead in detail, focusing on its innovative physical modeling implementation. The finite-difference time-domain solver that we use runs on the parallel cores of a commercially available graphics card and permits the simulation of real-time 2-D wave propagation in massively sized domains. Thanks to the modularity of this implementation, musicians can create several 2-D virtual percussive instruments that support realistic playing techniques but whose affordances can be enhanced beyond most of the limits of traditional augmentation.
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Nijkamp, Erik, Mitch Hill, Tian Han, Song-Chun Zhu, and Ying Nian Wu. "On the Anatomy of MCMC-Based Maximum Likelihood Learning of Energy-Based Models." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 04 (April 3, 2020): 5272–80. http://dx.doi.org/10.1609/aaai.v34i04.5973.

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This study investigates the effects of Markov chain Monte Carlo (MCMC) sampling in unsupervised Maximum Likelihood (ML) learning. Our attention is restricted to the family of unnormalized probability densities for which the negative log density (or energy function) is a ConvNet. We find that many of the techniques used to stabilize training in previous studies are not necessary. ML learning with a ConvNet potential requires only a few hyper-parameters and no regularization. Using this minimal framework, we identify a variety of ML learning outcomes that depend solely on the implementation of MCMC sampling.On one hand, we show that it is easy to train an energy-based model which can sample realistic images with short-run Langevin. ML can be effective and stable even when MCMC samples have much higher energy than true steady-state samples throughout training. Based on this insight, we introduce an ML method with purely noise-initialized MCMC, high-quality short-run synthesis, and the same budget as ML with informative MCMC initialization such as CD or PCD. Unlike previous models, our energy model can obtain realistic high-diversity samples from a noise signal after training.On the other hand, ConvNet potentials learned with non-convergent MCMC do not have a valid steady-state and cannot be considered approximate unnormalized densities of the training data because long-run MCMC samples differ greatly from observed images. We show that it is much harder to train a ConvNet potential to learn a steady-state over realistic images. To our knowledge, long-run MCMC samples of all previous models lose the realism of short-run samples. With correct tuning of Langevin noise, we train the first ConvNet potentials for which long-run and steady-state MCMC samples are realistic images.
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29

Kanimozhi, V., and T. Prem Jacob. "Artificial Intelligence based Network Intrusion Detection with hyper-parameter optimization tuning on the realistic cyber dataset CSE-CIC-IDS2018 using cloud computing." ICT Express 5, no. 3 (September 2019): 211–14. http://dx.doi.org/10.1016/j.icte.2019.03.003.

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Yoshiura, Shintaro, Jack L. B. Line, Kenji Kubota, Kenji Hasegawa, and Keitaro Takahashi. "Foreground mitigation strategy for measuring the 21 cm-LAE cross-correlation." Proceedings of the International Astronomical Union 12, S333 (October 2017): 292–95. http://dx.doi.org/10.1017/s1743921317011152.

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AbstractThe cross power spectrum of the 21 cm signal and Lyman-α emitters (LAEs) is a probe of the Epoch of Reionization. Astrophysical foregrounds do not correlate with the LAE distribution, though the foregrounds contribute to the error. To study the impact of foregrounds on the measurement, we assume realistic observation by the Murchison Widefield Array using a catalogue of radio galaxies, a LAE survey by the Subaru Hyper Supreme-Cam and the redshift of LAEs is determined by the Prime Focus Spectrograph. The HI distribution is estimated from a radiative transfer simulation with models based on results of radiation hydrodynamics simulation. Using these models, we found that the error of cross power spectrum is dominated by foreground terms. Furthermore, we estimate the effects of foreground removal, and find 99% of the foreground removal is required to detect the 21 cm-LAE signal at k ∼ 0.4 h Mpc−1.
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31

ALVIOLI, M., C. CIOFI DEGLI ATTI, and H. MORITA. "A NEW REALISTIC MANY-BODY APPROACH FOR THE DESCRIPTION OF HIGH-ENERGY SCATTERING PROCESSES OFF COMPLEX NUCLEI." International Journal of Modern Physics B 20, no. 30n31 (December 20, 2006): 5325–29. http://dx.doi.org/10.1142/s0217979206036429.

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A new linked cluster expansion for the calculation of ground state observables of many-body nuclei with realistic interactions has been developed, in order to single out the major contributions to the relevant quantities when Nucleon-Nucleon correlations are taken into account in the wave function. Using the V8′ potential the ground state energy, density and momentum distribution of complex nuclei have been calculated and found to be in good agreement with the results obtained within the Fermi Hyper Netted Chain, and Variational Monte Carlo approaches. Using the same cluster expansion, with wave function and correlations parameters fixed from the calculation of the ground-state observables, we have calculated various high energy scattering processes off complex nuclei. We made use of the Glauber multiple scattering theory, which can be readily included into the cluster expansion we have developed, to take into account final state interaction effects in the semi-inclusive reaction A(e,e′p)X, and calculated the distorted momentum distribution, which is a necessary ingredient to estimate the cross section.
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32

Minami, Yoshinari. "Transition of Space Propulsion and Challenge to the Future -Breakthrough of Propulsion Technology." International Journal of Civil Aviation 3, no. 1 (August 17, 2019): 1. http://dx.doi.org/10.5296/ijca.v3i1.15289.

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The distance to a stellar system is very immense, therefore the travel to the fixed star nearest to the Earth using the present propulsion technology will require tens of thousands years. In order to overcome such a limit of the space travel between fixed stars, research and development of a new propulsion theory and navigation theory are indispensable.This paper describes the historical transition and future prospects of space propulsion technology, that is, new space propulsion and space navigation concept (Laser thruster, Continuum mechanics of Space-Time, Space drive propulsion, Hyper-Space navigation etc.) based on the published article so far by author. The prospects of various applications of laser thruster, ion thruster as electric propulsion and solar sail are introduced. A field propulsion which surpasses conventional propulsion is then discussed as well as the possibility of realistic interstellar travel by applying field propulsion to navigation theory.Space propulsion physics such as propulsion theory and navigation theory give us a concrete theoretical method toward galaxy exploration.
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Ivancevic, Vladimir, and Nicholas Beagley. "Brain-like functor control machine for general humanoid biodynamics." International Journal of Mathematics and Mathematical Sciences 2005, no. 11 (2005): 1759–79. http://dx.doi.org/10.1155/ijmms.2005.1759.

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A novel, brain-like, hierarchical (affine-neuro-fuzzy-topological) control for biomechanically realistic humanoid-robot biodynamics (HB), formulated previously in [15, 16], is proposed in the form of a tensor-invariant, “meta-cybernetic” functor machine. It represents a physiologically inspired, three-level, nonlinear feedback controller of muscular-like joint actuators. On the spinal level, nominal joint-trajectory tracking is formulated as an affine Hamiltonian control system, resembling the spinal (autogenetic-reflex) “motor servo.” On the cerebellar level, a feedback-control map is proposed in the form of self-organized, oscillatory, neurodynamical system, resembling the associative interaction of excitatory granule cells and inhibitory Purkinje cells. On the cortical level, a topological “hyper-joystick” command space is formulated with a fuzzy-logic feedback-control map defined on it, resembling the regulation of locomotor conditioned reflexes. Finally, both the cerebellar and the cortical control systems are extended to provide translational force control for moving6-degree-of-freedom chains of inverse kinematics.
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Vatreš, Amina. "Deepfake Phenomenon: An Advanced Form of Fake News and Its Implications on Reliable Journalism." Društvene i humanističke studije (Online) 6, no. 3(16) (July 27, 2021): 561–76. http://dx.doi.org/10.51558/2490-3647.2021.6.3.561.

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In the era of distinctly new media-marked social reality, the process of dissemination of disinformation is becoming an increasingly common phenomenon. As one of the technological innovations that stands out in this field is the deepfake phenomenon – a hyper-realistic digital falsification of video and audio formats. Since it is based on the most sophisticated technology, supported by achievements in the field of artificial intelligence, deepfake unequivocally represents a kind of turning point in the context of production and distribution of fake audio-visual content. To poly perspective point to the multiple repercussions of this phenomenon, the paper provides a deeper insight into the very definition and the specific factors that contribute to the acceptance of deepfake, with special emphasis on its implications on reliable journalism and its social function. The text articulates the role of deepfake in the process of creating and receiving media content, as well as the problem of the emergence of erosion of public trust within a hyperreal media environment.
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35

Gutiérrez, Rodrigo, Elena López-Guillén, Luis M. Bergasa, Rafael Barea, Óscar Pérez, Carlos Gómez-Huélamo, Felipe Arango, Javier del Egido, and Joaquín López-Fernández. "A Waypoint Tracking Controller for Autonomous Road Vehicles Using ROS Framework." Sensors 20, no. 14 (July 21, 2020): 4062. http://dx.doi.org/10.3390/s20144062.

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Automated Driving Systems (ADSs) require robust and scalable control systems in order to achieve a safe, efficient and comfortable driving experience. Most global planners for autonomous vehicles provide as output a sequence of waypoints to be followed. This paper proposes a modular and scalable waypoint tracking controller for Robot Operating System (ROS)-based autonomous guided vehicles. The proposed controller performs a smooth interpolation of the waypoints and uses optimal control techniques to ensure robust trajectory tracking even at high speeds in urban environments (up to 50 km/h). The delays in the localization system and actuators are compensated in the control loop to stabilize the system. Forward velocity is adapted to path characteristics using a velocity profiler. The controller has been implemented as an ROS package providing scalability and exportability to the system in order to be used with a wide variety of simulators and real vehicles. We show the results of this controller using the novel and hyper realistic CARLA Simulator and carrying out a comparison with other standard and state-of-art trajectory tracking controllers.
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Cominelli, Lorenzo, Gustav Hoegen, and Danilo De Rossi. "Abel: Integrating Humanoid Body, Emotions, and Time Perception to Investigate Social Interaction and Human Cognition." Applied Sciences 11, no. 3 (January 25, 2021): 1070. http://dx.doi.org/10.3390/app11031070.

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Humanoids have been created for assisting or replacing humans in many applications, providing encouraging results in contexts where social and emotional interaction is required, such as healthcare, education, and therapy. Bioinspiration, that has often guided the design of their bodies and minds, made them also become excellent research tools, probably the best platform by which we can model, test, and understand the human mind and behavior. Driven by the aim of creating a believable robot for interactive applications, as well as a research platform for investigating human cognition and emotion, we are constructing a new humanoid social robot: Abel. In this paper, we discussed three of the fundamental principles that motivated the design of Abel and its cognitive and emotional system: hyper-realistic humanoid aesthetics, human-inspired emotion processing, and human-like perception of time. After reporting a brief state-of-the-art on the related topics, we present the robot at its stage of development, what are the perspectives for its application, and how it could satisfy the expectations as a tool to investigate the human mind, behavior, and consciousness.
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Ismail, Aya, Marwa Elpeltagy, Mervat Zaki, and Kamal A. ElDahshan. "Deepfake video detection: YOLO-Face convolution recurrent approach." PeerJ Computer Science 7 (September 21, 2021): e730. http://dx.doi.org/10.7717/peerj-cs.730.

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Recently, the deepfake techniques for swapping faces have been spreading, allowing easy creation of hyper-realistic fake videos. Detecting the authenticity of a video has become increasingly critical because of the potential negative impact on the world. Here, a new project is introduced; You Only Look Once Convolution Recurrent Neural Networks (YOLO-CRNNs), to detect deepfake videos. The YOLO-Face detector detects face regions from each frame in the video, whereas a fine-tuned EfficientNet-B5 is used to extract the spatial features of these faces. These features are fed as a batch of input sequences into a Bidirectional Long Short-Term Memory (Bi-LSTM), to extract the temporal features. The new scheme is then evaluated on a new large-scale dataset; CelebDF-FaceForencics++ (c23), based on a combination of two popular datasets; FaceForencies++ (c23) and Celeb-DF. It achieves an Area Under the Receiver Operating Characteristic Curve (AUROC) 89.35% score, 89.38% accuracy, 83.15% recall, 85.55% precision, and 84.33% F1-measure for pasting data approach. The experimental analysis approves the superiority of the proposed method compared to the state-of-the-art methods.
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38

Shirasaki, Masato, Kana Moriwaki, Taira Oogi, Naoki Yoshida, Shiro Ikeda, and Takahiro Nishimichi. "Noise reduction for weak lensing mass mapping: an application of generative adversarial networks to Subaru Hyper Suprime-Cam first-year data." Monthly Notices of the Royal Astronomical Society 504, no. 2 (April 9, 2021): 1825–39. http://dx.doi.org/10.1093/mnras/stab982.

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ABSTRACT We propose a deep-learning approach based on generative adversarial networks (GANs) to reduce noise in weak lensing mass maps under realistic conditions. We apply image-to-image translation using conditional GANs to the mass map obtained from the first-year data of Subaru Hyper Suprime-Cam (HSC) Survey. We train the conditional GANs by using 25 000 mock HSC catalogues that directly incorporate a variety of observational effects. We study the non-Gaussian information in denoised maps using one-point probability distribution functions (PDFs) and also perform matching analysis for positive peaks and massive clusters. An ensemble learning technique with our GANs is successfully applied to reproduce the PDFs of the lensing convergence. About $60{{\ \rm per\ cent}}$ of the peaks in the denoised maps with height greater than 5σ have counterparts of massive clusters within a separation of 6 arcmin. We show that PDFs in the denoised maps are not compromised by details of multiplicative biases and photometric redshift distributions, nor by shape measurement errors, and that the PDFs show stronger cosmological dependence compared to the noisy counterpart. We apply our denoising method to a part of the first-year HSC data to show that the observed mass distribution is statistically consistent with the prediction from the standard ΛCDM model.
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39

Et. al., Dr Indrajit Patra,. "Do They Compute? Dawn of a New Paradigm based on the Information-theoretic View of Black holes, Universe and Various Conceptual Interconnections of Fundamental Physics." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 2 (April 11, 2021): 1208–21. http://dx.doi.org/10.17762/turcomat.v12i2.1145.

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The article endeavors to show how thinking about black holes as some form of hyper-efficient, serial computers could help us in thinking about the more fundamental aspects of space-time itself. Black holes as the most exotic and yet simplest forms of gravitational systems also embody quantum fluctuations that could be manipulated to archive hypercomputation, and even if this approach might not be realistic, yet it is important since it has deep connections with various aspects of quantum gravity, the highly desired unification of quantum mechanics and general relativity. The article describes how thinking about black holes as the most efficient kind of computers in the physical universe also paves the way for developing new ideas about such issues as black hole information paradox, the possibility of emulating the properties of curved space-time with the collective quantum behaviors of certain kind of condensate fluids, ideas of holographic spacetime, gravitational thermodynamics and entropic gravity, the role of quantum entanglements and non-locality in the construction of spacetime, spacetime geometry and the nature of gravitation and dark energy and dark matter, etc. to name a few.
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40

Khishvand, Mohammad, and Majidreza Nazem. "On Application of the Third Medium Contact Method in Analysis of Geotechnical Problems." Applied Mechanics and Materials 846 (July 2016): 282–87. http://dx.doi.org/10.4028/www.scientific.net/amm.846.282.

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In computational contact mechanics, the contact constraints are usually applied using the Lagrange multiplier method, the penalty method, or alternative variants. Traditional contact approaches discretise the contact constraints in a weak sense, providing a stable interpolation scheme. However, they demand complicated search algorithms for contact detection at the interface between the intersecting bodies, and they usually lead to formulations that yield highly nonlinear tangent matrices, particularly for cases with realistic soil models and frictional contact. Recently, a new contact method based on the concept of a third medium has been developed, which overcomes the drawbacks of the conventional contact mechanics techniques. This new scheme is based on a space filling mesh in which the contacting bodies can move and interact. Contact constraints are enforced by changing the mechanical properties of medium with respect to the movements of the bodies. This new method has been developed for contact bodies undergoing large deformations using a hyper-elastic material law. In this study, the method is further extended to solve geomechanics problems in which the material behaviour is elastoplastic and the soil is subjected to large deformations. Potential merits of the third medium contact concept for analysing the geotechnical problems by the finite element method will also be addressed.
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41

El Saer, A., C. Stentoumis, I. Kalisperakis, and P. Nomikou. "DEVELOPING A STRATEGY FOR PRECISE 3D MODELLING OF LARGE-SCALE SCENES FOR VR." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B4-2020 (August 25, 2020): 567–74. http://dx.doi.org/10.5194/isprs-archives-xliii-b4-2020-567-2020.

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Abstract. In this work, we present a methodology for precise 3D modelling and multi-source geospatial data blending for the purposes of Virtual Reality immersive and interactive experiences. We evaluate it on the volcanic island of Santorini due to its formidable geological terrain and the interest it poses for scientific and touristic purposes. The methodology developed here consists of three main steps. Initially, bathymetric and SRTM data are scaled down to match the smallest resolution of our dataset (LIDAR). Afterwards, the resulted elevations are combined based on the slope of the relief, while considering a buffer area to enforce a smoother terrain. As a final step, the orthophotos are combined with the estimated Digital Terrain Model, via applying a nearest neighbour matching schema leading to the final terrain background. In addition to this, both onshore and offshore points-of-interest were modelled via image-based 3D reconstruction and added to the virtual scene. The overall geospatial data that need to be visualized in applications demanding photo-textured hyper-realistic models pose a significant challenge. The 3D models are treated via a mesh optimization workflow, suitable for efficient and fast visualization in virtual reality engines, through mesh simplification, physically based rendering texture maps baking, and level-of-details.
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42

Calil, Juliano. "IMMERSIVE EXPERIENCES IN CLIMATE ADAPTATION." Coastal Engineering Proceedings, no. 36v (December 31, 2020): 10. http://dx.doi.org/10.9753/icce.v36v.keynote.10.

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As coastal communities worldwide contend with sea-level rise, coastal erosion, and other impacts of climate change, a critical piece of the puzzle has become educating stakeholders in highly creative, insightful, and practical ways. In this study, we will highlight the main findings from the use of immersive and interactive Virtual Reality (VR) experiences in climate adaptation. These tools are helping coastal communities better understand potential impacts as well as explore near- and long-term solutions to reduce coastal risks. We will describe the challenges and steps taken to develop these applications at four coastal locations in the U.S. (Turner Station, MD, and Santa Cruz, Long Beach, and Moss Landing in CA); from identifying key objectives of each experience, the critical messages, and target audiences, to flying drones over coastal areas and working with photogrammetry to create hyper-realistic 3D models that are inserted in the VR experience. These immersive and interactive experiences support planning, management and monitoring activities related to sea-level rise, storms, coastal erosion, king tides, and more. These tools are being developed by a multidisciplinary team with a range of expertise including climate and coastal scientists, city planners, communications experts, filmmakers, 3D animators, and VR developers.Recorded Presentation from the vICCE (YouTube Link): https://youtu.be/aDIkbn_FO1c
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43

Jasink, Anna Margherita, Cristian Faralli, and Panaiotis Kruklidis. "MUSINT II: A Complex Project on a Virtual and Interactive Museum Involving Institutions of Florence, Rome and Heraklion." Studies in Digital Heritage 1, no. 2 (December 14, 2017): 282–97. http://dx.doi.org/10.14434/sdh.v1i2.23192.

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MUSINT II is part of a bigger project involving a series of virtual and interactive museums, using traditional and new technologies with the aim to reach an enlarged audience. The presence of Archaeologists, Architects/Designers and Computer Scientists ensures an interdisciplinary methodology that makes our project rich of solutions and attractive to different visitors. MUSINT II uses a sophisticated structure, a series of 3 dimensional models produced both with photogrammetry and laser scanner. A complex database with numerous interconnected queries is implemented in order to enhance the study of a large number of objects giving really innovatory answers and effortless data processes. New hyper-realistic techniques are used to best illustrate the reconstruction of buildings, objects and scenes of life. A specific educational section is directed to young people where all these new techniques are applied in a winning way. The main object of MUSINT II consists in a specific category of small objects: sealings and seals coming from the excavations at Haghia Triada carried out by the Italian Archaeological expedition in Crete at the beginning of 1900. Our purpose is to offer a new analytic and, at the same time, a synthetic vision, opened to a large audience, of the historical-archaeological representation of one of the most important sites of Minoan Crete.
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44

Zhang, Bin, Kamran Shafi, and Hussein Abbass. "On Benchmark Problems and Metrics for Decision Space Performance Analysis in Multi-Objective Optimization." International Journal of Computational Intelligence and Applications 16, no. 01 (March 2017): 1750006. http://dx.doi.org/10.1142/s1469026817500067.

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A number of benchmark problems exist for evaluating multi-objective evolutionary algorithms (MOEAs) in the objective space. However, the decision space performance analysis is a recent and relatively less explored topic in evolutionary multi-objective optimization research. Among other implications, such analysis can lead to designing more realistic test problems, gaining better understanding about optimal and robust design areas, and design and evaluation of knowledge-based optimization algorithms. This paper complements the existing research in this area and proposes a new method to generate multi-objective optimization test problems with clustered Pareto sets in hyper-rectangular defined areas of decision space. The test problem is parametrized to control number of decision variables, number and position of optimal areas in the decision space and modality of fitness landscape. Three leading MOEAs, including NSGA-II, NSGA-III, and MOEA/D, are evaluated on a number of problem instances with varying characteristics. A new metric is proposed that measures the performance of algorithms in terms of their coverage of the optimal areas in the decision space. The empirical analysis presented in this research shows that the decision space performance may not necessarily be reflective of the objective space performance and that all algorithms are sensitive to population size parameter for the new test problems.
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45

Cañameras, R., S. Schuldt, Y. Shu, S. H. Suyu, S. Taubenberger, T. Meinhardt, L. Leal-Taixé, et al. "HOLISMOKES." Astronomy & Astrophysics 653 (September 2021): L6. http://dx.doi.org/10.1051/0004-6361/202141758.

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We have carried out a systematic search for galaxy-scale strong lenses in multiband imaging from the Hyper Suprime-Cam (HSC) survey. Our automated pipeline, based on realistic strong-lens simulations, deep neural network classification, and visual inspection, is aimed at efficiently selecting systems with wide image separations (Einstein radii θE ∼ 1.0–3.0″), intermediate redshift lenses (z ∼ 0.4–0.7), and bright arcs for galaxy evolution and cosmology. We classified gri images of all 62.5 million galaxies in HSC Wide with i-band Kron radius ≥0.8″ to avoid strict preselections and to prepare for the upcoming era of deep, wide-scale imaging surveys with Euclid and Rubin Observatory. We obtained 206 newly-discovered candidates classified as definite or probable lenses with either spatially-resolved multiple images or extended, distorted arcs. In addition, we found 88 high-quality candidates that were assigned lower confidence in previous HSC searches, and we recovered 173 known systems in the literature. These results demonstrate that, aided by limited human input, deep learning pipelines with false positive rates as low as ≃0.01% can be very powerful tools for identifying the rare strong lenses from large catalogs, and can also largely extend the samples found by traditional algorithms. We provide a ranked list of candidates for future spectroscopic confirmation.
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46

Pohl, Paulina. "Filmowe asamblaże. Analiza stylu wizualnego Wesa Andersona." Panoptikum, no. 19 (June 30, 2018): 159–75. http://dx.doi.org/10.26881/pan.2018.19.11.

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Within the last 15 years, Wes Anderson has become one of the most recognizable American directors. From his debut Bottle Rocket to his last movie Isle of Dogs, he has built a specific world full of quirky characters, fancy items, all engulfed in a particularly idiosyncratic visual style. The article tries to point out that the dominance of Anderson’s cinema is precisely his visual style and creation of a cinematic space. The visual perspective seems to be the most suitable and, at the same time, prolific to analyse his filmography. The article investigates Anderson’s way of building mise-en-scène. How does he use symmetrical frames, closed composition, or scenographic elements, what is the point of all this hassle? However, the most essential angle is strictly connected to production studies – creating space in pre-production (break-downs, storyboards, location hunting), which defines the style of Anderson. The article traces differences between production and design in his feature films and the animated Fantastic Mr Fox and Isle of Dogs. Seeking hyper realistic locations, spending most of the budget on authentic World War II ships or simply adapting interiors – those cases will help to dwell in the cinematic mind of the American director. Finally, the paper tries to prove that analysing the production side can tell us a huge amount about Anderson’s visual style and world-building.
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47

Khormali, Aminollah, and Jiann-Shiun Yuan. "ADD: Attention-Based DeepFake Detection Approach." Big Data and Cognitive Computing 5, no. 4 (September 27, 2021): 49. http://dx.doi.org/10.3390/bdcc5040049.

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Recent advancements of Generative Adversarial Networks (GANs) pose emerging yet serious privacy risks threatening digital media’s integrity and trustworthiness, specifically digital video, through synthesizing hyper-realistic images and videos, i.e., DeepFakes. The need for ascertaining the trustworthiness of digital media calls for automatic yet accurate DeepFake detection algorithms. This paper presents an attention-based DeepFake detection (ADD) method that exploits the fine-grained and spatial locality attributes of artificially synthesized videos for enhanced detection. ADD framework is composed of two main components including face close-up and face shut-off data augmentation methods and is applicable to any classifier based on convolutional neural network architecture. ADD first locates potentially manipulated areas of the input image to extract representative features. Second, the detection model is forced to pay more attention to these forgery regions in the decision-making process through a particular focus on interpreting the sample in the learning phase. ADD’s performance is evaluated against two challenging datasets of DeepFake forensics, i.e., Celeb-DF (V2) and WildDeepFake. We demonstrated the generalization of ADD by evaluating four popular classifiers, namely VGGNet, ResNet, Xception, and MobileNet. The obtained results demonstrate that ADD can boost the detection performance of all four baseline classifiers significantly on both benchmark datasets. Particularly, ADD with ResNet backbone detects DeepFakes with more than 98.3% on Celeb-DF (V2), outperforming state-of-the-art DeepFake detection methods.
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48

Fang, Linpu, Hang Xu, Zhili Liu, Sarah Parisot, and Zhenguo Li. "EHSOD: CAM-Guided End-to-End Hybrid-Supervised Object Detection with Cascade Refinement." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 07 (April 3, 2020): 10778–85. http://dx.doi.org/10.1609/aaai.v34i07.6707.

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Object detectors trained on fully-annotated data currently yield state of the art performance but require expensive manual annotations. On the other hand, weakly-supervised detectors have much lower performance and cannot be used reliably in a realistic setting. In this paper, we study the hybrid-supervised object detection problem, aiming to train a high quality detector with only a limited amount of fully-annotated data and fully exploiting cheap data with image-level labels. State of the art methods typically propose an iterative approach, alternating between generating pseudo-labels and updating a detector. This paradigm requires careful manual hyper-parameter tuning for mining good pseudo labels at each round and is quite time-consuming. To address these issues, we present EHSOD, an end-to-end hybrid-supervised object detection system which can be trained in one shot on both fully and weakly-annotated data. Specifically, based on a two-stage detector, we proposed two modules to fully utilize the information from both kinds of labels: 1) CAM-RPN module aims at finding foreground proposals guided by a class activation heat-map; 2) hybrid-supervised cascade module further refines the bounding-box position and classification with the help of an auxiliary head compatible with image-level data. Extensive experiments demonstrate the effectiveness of the proposed method and it achieves comparable results on multiple object detection benchmarks with only 30% fully-annotated data, e.g. 37.5% mAP on COCO. We will release the code and the trained models.
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49

Hrysiuk, Volodymyr. "Mechanisms of “Unideal Character” Sexual Type Introduction to TV-Content." Scientific notes of the Institute of Journalism, no. 3/4 (72/73) (2018): 46–57. http://dx.doi.org/10.17721/2522-1272.2018.73.4.

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In the given article the definition of a sexual type “unideal character” is proposed and the functions, techniques, a model and a mechanism of its use in the serials of the beginning of the XXI century, that are free for the Ukrainian media audience are described. On the example of TV serials such as “Game of Thrones”, “Doctor House”, “Internes”, “Sherlock”, “Sex and the City”, “The Grand Century. Roksolana” the basic features of creation of the main character image according to the sexual type of “unideal character” are revealed and the methods of movies popularization through demonstration of various sexual scenes on the screen (incest, gay-lesbian-sex and bisexual relationship) are described. These methods are based on the effect of hyper-realistic involvement, provocation that encourages memory retention of the character as well as its identification. The methods of monitoring (American, British, Russian and Turkish TV series at the beginning of the XXI century), analysis of characteristics of creation of the main character image in TV serials), descriptive method of features of creation of sexual types “unideal character” as well as the method of comparison of actors from different movies were used in the work. The objective of the study is to describe the mechanisms and to ascertain the functions of introducing the type “unideal character” to media content (on the example of TV serials such as “Game of Thrones”, “Dr. House”, “Interns”, “Sherlock”, “Sex and the City”, “The Grand Century. Roxolana”).
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50

Hildebrandt, H., F. Köhlinger, J. L. van den Busch, B. Joachimi, C. Heymans, A. Kannawadi, A. H. Wright, et al. "KiDS+VIKING-450: Cosmic shear tomography with optical and infrared data." Astronomy & Astrophysics 633 (January 2020): A69. http://dx.doi.org/10.1051/0004-6361/201834878.

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We present a tomographic cosmic shear analysis of the Kilo-Degree Survey (KiDS) combined with the VISTA Kilo-Degree Infrared Galaxy Survey. This is the first time that a full optical to near-infrared data set has been used for a wide-field cosmological weak lensing experiment. This unprecedented data, spanning 450 deg2, allows us to significantly improve the estimation of photometric redshifts, such that we are able to include robustly higher-redshift sources for the lensing measurement, and – most importantly – to solidify our knowledge of the redshift distributions of the sources. Based on a flat ΛCDM model we find S8 ≡ σ8 Ωm/0.3 = 0.737+0.040−0.036 in a blind analysis from cosmic shear alone. The tension between KiDS cosmic shear and the Planck-Legacy CMB measurements remains in this systematically more robust analysis, with S8 differing by 2.3σ. This result is insensitive to changes in the priors on nuisance parameters for intrinsic alignment, baryon feedback, and neutrino mass. KiDS shear measurements are calibrated with a new, more realistic set of image simulations and no significant B-modes are detected in the survey, indicating that systematic errors are under control. When calibrating our redshift distributions by assuming the 30-band COSMOS-2015 photometric redshifts are correct (following the Dark Energy Survey and the Hyper Suprime-Cam Survey), we find the tension with Planck is alleviated. The robust determination of source redshift distributions remains one of the most challenging aspects for future cosmic shear surveys.
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