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1

Ma, Yun, and Shan Hong Zhu. "Architectural Design Using AutoCad and Sketchup." Applied Mechanics and Materials 556-562 (May 2014): 6379–82. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.6379.

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Architectural design is a creative work, the final results of it is image and visually expressed in the form of drawings. AutoCad technology and Sketchup software combined with architecture design are the combination of computer application technology, especially the inevitable outcome of the development of computer graphics technology. Usage of the two softwares is not only able to design construction drawing with specification, beautiful buildings, and can effectively help designers improving the design level and work efficiently, this is the manual drawing. Mastering the AutoCad and SketchUp architectural drawings in other words is to have the advanced and standard of architectural design language tools.
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2

Song, Yang, and Yang Jing. "Application Prospect of CAD-SketchUp-PS Integrated Software Technology in Landscape Planning and Design." Computer-Aided Design and Applications 18, S3 (October 20, 2020): 153–63. http://dx.doi.org/10.14733/cadaps.2021.s3.153-163.

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e current landscape design, comprehensive software has been widely used in the current landscape design. For landscape design, the use of modern high-tech technology has become a new trend of vigorous development of auxiliary landscape planning and design. Therefore, from the drawing of CAD plan to the creation of SketchUp model, and then to the PS processing of the effect drawing, not only can the landscape planning designers more intuitive and in-depth creative ideas, but also the best way to show the landscape. This paper briefly introduces CAD, SketchUp and PS, analyzes the application process and file transfer of CAD SketchUp PS software in landscape planning and design, and comprehensively expounds the application skills and application prospects of CAD SketchUp PS software in landscape design.
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Livingstone, Jenny, and Julian F. Fleron. "Technology Tips: Exploring Three-Dimensional Worlds Using Google SketchUp." Mathematics Teacher 105, no. 6 (February 2012): 469–73. http://dx.doi.org/10.5951/mathteacher.105.6.0469.

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Google SketchUp is free, powerful and widely used Computer Aided Design (CAD) software that can have a transformative impact on the teaching of geometry. This article introduces Google SketchUp to readers through lessons that can be integrated into geometry classrooms and also provides additional resources for readers interested in learning more.
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4

Singh, S. P., K. Jain, and V. R. Mandla. "Image based 3D city modeling : Comparative study." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5 (June 6, 2014): 537–46. http://dx.doi.org/10.5194/isprsarchives-xl-5-537-2014.

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3D city model is a digital representation of the Earth’s surface and it’s related objects such as building, tree, vegetation, and some manmade feature belonging to urban area. The demand of 3D city modeling is increasing rapidly for various engineering and non-engineering applications. Generally four main image based approaches were used for virtual 3D city models generation. In first approach, researchers were used Sketch based modeling, second method is Procedural grammar based modeling, third approach is Close range photogrammetry based modeling and fourth approach is mainly based on Computer Vision techniques. SketchUp, CityEngine, Photomodeler and Agisoft Photoscan are the main softwares to represent these approaches respectively. These softwares have different approaches & methods suitable for image based 3D city modeling. Literature study shows that till date, there is no complete such type of comparative study available to create complete 3D city model by using images. <br><br> This paper gives a comparative assessment of these four image based 3D modeling approaches. This comparative study is mainly based on data acquisition methods, data processing techniques and output 3D model products. For this research work, study area is the campus of civil engineering department, Indian Institute of Technology, Roorkee (India). This 3D campus acts as a prototype for city. This study also explains various governing parameters, factors and work experiences. This research work also gives a brief introduction, strengths and weakness of these four image based techniques. Some personal comment is also given as what can do or what can’t do from these softwares. <br><br> At the last, this study shows; it concluded that, each and every software has some advantages and limitations. Choice of software depends on user requirements of 3D project. For normal visualization project, SketchUp software is a good option. For 3D documentation record, Photomodeler gives good result. For Large city reconstruction; CityEngine is a good product. Agisoft Photoscan software creates much better 3D model with good texture quality and automatic processing. So this image based comparative study is useful for 3D city user community. Thus this study will provide a good roadmap for geomatics user community to create photo-realistic virtual 3D city model by using image based techniques.
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Popova, O., N. Silvestrova, and V. Koshel. "MODERN SOFTWARE FOR COMPUTER MODELING IN ARCHITECTURAL EDUCATION." Municipal economy of cities 1, no. 161 (March 26, 2021): 82–87. http://dx.doi.org/10.33042/2522-1809-2021-1-161-82-87.

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The article considers the most modern software that can be used in the development of various architectural and design projects of interior and exterior spaces, as well as highlights the features and benefits of using each of them in projects within the disciplines of specialty 191 Architecture and Urban Planning. The main problem of modern architectural education is that with evolution of computer technologies, began the active development, implementation and modernization of various software tools for various types of design, 3-D modeling, sketching, etc. This area has developed very rapidly and almost every year new versions of programs are developed, where new features appear that increase the quality, efficiency, convenience and speed of work with these programs. Due to such a rapid software update, the previously developed curricula for the specialty 191 Architecture and Urban Planning need to be updated. Today in the world there is a situation that the greater the number of programs owned by the employee and the higher the skill of working with them, the greater the value and need for staff in the global labor market. Therefore, modern educational programs need to be modernized by introducing practical work with new software, which was discussed in the article. Namely, the Magic Plan, Ruler App and Photo Ruler programs that will be useful for measuring the designed premises. Home Design 3D and Homestyler interior design programs will come in handy for developing and approving a general interior design solution with a customer. To develop the working documentation, the CAD programs Autodesk Revit, Autodesk Autocad, Graphisoft Archicad and the BIMx Viever application were considered. BIMx Viever may be needed for demonstrating the work done to the customer or additional consultations with him. The article also discussed 3-D modeling programs Sketchup, Sculptris, Autodesk 3ds Max, Grasshopper and visualization programs Corona Render, V-Ray, Lumion and Abvent Artlantis. Additionally, the programs that may be needed for designing a project album were considered, they include CAD programs, programs for working with PDF files such as Adobe Acrobat Reader, and graphic editors Adobe Photoshop and its analogues.
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Shpagin, Victor F. "ОСОБЛИВОСТІ ВИБОРУ ПРОГРАМНОГО ЗАБЕЗПЕЧЕННЯ НАВЧАННЯ ЛАНДШАФТНОМУ ПРОЕКТУВАННЮ." Information Technologies and Learning Tools 68, no. 6 (December 27, 2018): 181. http://dx.doi.org/10.33407/itlt.v68i6.2152.

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The article deals with the main problems and trends in development of software for landscape design in the context of accelerated introduction of BIM-technologies into the building and construction industry. It is shown that there is currently a significant lag in the development of computer BIM-products for landscape architects. The principal requirements which the modern BIM applications for landscape architects should meet and basic problems of their implementation are determined. It is argued that the decision to create a BIM application for landscape architects is possible the only by the world's leading developers of software products for the construction trade, such as Autodesk Inc. and Nemetschek and Trimble companies. It is also shown that all these developers are actively working towards improvement their existing architectural BIM applications in order to provide the possibility of their usage in landscape design. Analysis of the differences in the basic approaches used by the developers for this purpose revealed that Autodesk and Nemetschek prefer to improve their Autodesk Revit and Graphisoft ArchiCAD products, respectively, without engagement the third party developers whereas Trimble took approach with active participation of third parties – plug-ins developers to the SketchUp application. The conclusion of the article is that Autodesk Revit, Graphisoft ArchiCAD and Trimble SketchUp are promising applications for landscape design and, accordingly, for introducing them into the teaching process of colleges and universities. At the same time, it is revealed that the above-described approach by Trimble opens the prospect of the fastest conversion of SketchUp into a full-fledged BIM tool for landscape architects, and this should be taken into account when choosing an application for introducing into the educative process.
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Lengkong, Oktoverano, Andria Wahyudi, Casey Gunarto, and Orah Leandro. "Prototipe Desain Gedung Kuliah 1 Universitas Klabat Dengan Tampilan First Person View Menggunakan Metode UV Mapping." CogITo Smart Journal 5, no. 1 (June 28, 2019): 112. http://dx.doi.org/10.31154/cogito.v5i1.159.112-122.

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Grafika computer (Computer Graphic) dapat diartikan sebagai seperangkat alat yang terdiri dari hardware dan software untuk membuat gambar, citra realistik untuk seni, video game, dan animasi. Grafika komputer 3 dimensi adalah model grafik yang memiliki 3 titik patokan yang menentukan panjang, lebar, dan tinggi. Dalam pembuatan model 3D terdapat metode UV Mapping yang merupakan proses untuk memproyeksikan gambar 2 dimensi ke permukaan model 3 dimensi. Dengan teknologi yang ada saat ini Gedung kuliah 1 Universitas Klabat yang menjadi fasilitas utama dari kegiatan perkuliahan dapat dibuat sebuah Prototipe Gedung dengan menggunakan tools Google SketchUp dan Unity 3D. Tujuan dari penelitian ini adalah membuat Gedung Kuliah 1 Universitas Klabat dalam bentuk 3D yang lebih representatif dan mengikuti tren desain bangunan yang ada saat ini dengan fitur first person view dan menggunakan metode UV mapping. Penelitian dilakukan dengan proses model spiral yang terdiri dari beberapa tahap yaitu komunikasi, perancangan, permodelan, konstruksi, dan evaluasi. Adapun tools yang digunakan seperti Unity 3D sebagai game engine dan Google SketchUp sebagai permodelan untuk sebuah bangunan 3D dengan menggunakan metode UV Mapping. Hasil dari penelitian ini adalah Prototipe Desain Gedung Kuliah 1 Universitas Klabat dengan tampilan First Person View menggunakan metode UV Mapping yang dapat melakukan eksplorasi di Gedung Kuliah 1 yang ada.
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Septana, Renbarka Dwi, Mardi Yudhi Putra, and Ahmad Safei. "Media Pembelajaran Pengenalan Komponen Hardware Komputer Menggunakan Augmented Reality berbasis Android." INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management 5, no. 1 (December 30, 2020): 65. http://dx.doi.org/10.51211/imbi.v5i1.1418.

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Abstrak: Teknologi informasi memberikan dampak yang signifikan dalam mendukung perkembangan media pembelajaran. Salah satu teknologi yang membantu dalam proses pembelajaran adalah Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya 2D atau 3D secara realtime yang diproyeksikan terhadap dunia nyata melalui devices seperti smartphone. Permasalahan yang diamati pada proses belajar mengajar di SMK, yakni materi pembelajaran disajikan dalam buku Lembar Kerja Siswa bergambar dua dimensi (2D) berwarna hitam putih sehingga siswa kesulitan memahami dan mengenali komponen hardware. Selain itu, belum memanfaatkan teknologi Augmented Reality sebagai media pembelajaran yang interaktif. Tujuan penelitian ini adalah membuat media pembelajaran dengan teknologi Augmented Reality sebagai alat bantu pembelajaran agar siswa dapat memahami materi pengenalan komponen hardware komputer. Model pengembangan penelitian ini menggunakan Multimedia Development Life Cycle (MDLC). Tools yang membantu dalam pebuatan Objek gambar 3D menggunakan Adobe Illustrator, Sketchup, Vuforia, dan Unity. Untuk bahasa pemrograman C# yang dibuat menggunakan software Microsoft Visual Studio. Hasil penelitian berupa aplikasi YATINDO AR sebagai media pembelajaran komponen hardware komputer dengan teknologi Augmented Reality berbasis android yang telah membantu para guru dalam memberikan pemahaman kepada siswa tentang materi yang ada pada buku Lembar Kerja Siswa (LKS). Kata kunci: Android, Augmented Reality, Media Pembelajaran, Hardware Abstract: Information technology has a significant impact in supporting the development of learning media. One of the technologies that helps in the learning process is Augmented Reality. Augmented Reality is a technology that combines 2D or 3D virtual objects in realtime that are projected to the real world via devices such as smartphones. The problems observed in the teaching and learning process at SMK, namely the learning material are presented in a black and white two-dimensional (2D) illustrated Student Worksheet book so that students have difficulty understanding and recognizing hardware components. In addition, they have not yet utilized Augmented Reality technology as an interactive learning medium. The purpose of this research is to create learning media with Augmented Reality technology as a learning aid so that students can understand the material on the introduction of computer hardware components. This research development model uses the Multimedia Development Life Cycle (MDLC). Tools that help in creating 3D image objects using Adobe Illustrator, Sketchup, Vuforia, and Unity. For the C # programming language created using Microsoft Visual Studio software. The result of the research is the YATINDO AR application as a learning media for computer hardware components with Android-based Augmented Reality technology which has helped teachers in providing understanding to students about the material in the Student Worksheet (LKS) book.
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Rojas-Fernández, Juan, Carmen Galán-Marín, Carlos Rivera-Gómez, and Enrique Fernández-Nieto. "Exploring the Interplay between CAD and FreeFem++ as an Energy Decision-Making Tool for Architectural Design." Energies 11, no. 10 (October 7, 2018): 2665. http://dx.doi.org/10.3390/en11102665.

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The energy modelling software tools commonly used for architectural purposes do not allow a straightforward real-time implementation within the architectural design programs. In addition, the surrounding exterior spaces of the building, including the inner courtyards, hardly present a specific treatment distinguishing these spaces from the general external temperature in the thermal simulations. This is a clear disadvantage when it comes to streamlining the design process in relation to the whole-building energy optimization. In this context, the present study aims to demonstrate the advantages of the FreeFem++ open source program for performing simulations in architectural environments. These simulations include microclimate tests that describe the interactions between a building architecture and its local exterior. The great potential of this mathematical tool can be realized through its complete system integration within CAD (Computer-Aided Design) software such as SketchUp or AutoCAD. In order to establish the suitability of FreeFem++ for the performance of simulations, the most widely employed energy simulation tools able to consider a proposed architectural geometry in a specific environment are compared. On the basis of this analysis, it can be concluded that FreeFem++ is the only program displaying the best features for the thermal performance simulation of these specific outdoor spaces, excluding the currently unavailable easy interaction with architectural drawing programs. The main contribution of this research is, in fact, the enhancement of FreeFem++ usability by proposing a simple intuitive method for the creation of building geometries and their respective meshing (pre-processing). FreeFem++ is also considered a tool for data analysis (post-processing) able to help engineers and architects with building energy-efficiency-related tasks.
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Ma, Yu-Pin. "Extending 3D-GIS District Models and BIM-Based Building Models into Computer Gaming Environment for Better Workflow of Cultural Heritage Conservation." Applied Sciences 11, no. 5 (February 27, 2021): 2101. http://dx.doi.org/10.3390/app11052101.

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Research on cultural heritage conservation has shifted from emphasizing the digital information process with the advantages of “precision” and “visualization” in the early stage to focusing on the development of “realistic” and “highly experiential” gamified interactive environments. As game technology provides a highly interactive experience, effective communication, and an integrated environment, it brings new application opportunities for the future development of the reconstruction of historical blocks and cultural spaces. This study takes the old city blocks and historic buildings in Taiwan as examples, applies ArcGIS and SketchUp as the information modeling software, uses the Unity3D game engine as the development platform, and carries out the integration and interactive presentation of the scene information model through the two-stage process of information modeling and programming integration. The historical building information model and 3D-GIS attribute data are integrated, and the visibility and interaction of the information model of the old city blocks are enhanced. Using game technology to optimize the digital integration process of cultural asset not only simplifies the integration of multiple information models and provides two-way updates, but also effectively enhances the interaction and display application capabilities of historic district and building space information. The development tasks that were completed in this research are (1) integrate historical building models and 3D-GIS attribute data; (2) get all the necessary visual information; (3) update historical buildings and historic district models and data at any time; (4) provide virtual reality simulation function and environmental interaction experience.
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Sorokina, Kseniia. "Virtual Reconstruction of Olgovo Manor near Moscow: Research Sources, Methods and Technologies." Историческая информатика, no. 3 (March 2020): 112–35. http://dx.doi.org/10.7256/2585-7797.2020.3.34229.

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Each year the problem of historical and cultural heritage preservation becomes more piercing as an increasing number of monuments are gradually ruined. Manors once being a special cultural phenomenon of the social history of our country are no exception. The article analyzes the complex of sources with sufficient information value for creating a virtual 3D-reconstruction of the main house and elements of Olgovo manor complex near Moscow in the late 19th - early 20th centuries as well as scrutinizes the sources and papers to study the history of Olgovo and its owners (17th - 20th centuries). The reconstruction of the main house and the elements of Olgovo manor complex allows the author to visualize the appearance of the currently ruined cultural heritage monument and demonstrate the practice of applying methods of three-dimensional computer modeling to historical research by the example of manor reconstructions. The author describes the use of modern software (Adobe Photoshop CS6, SketchUp and Twinmotion) to solve the goals set. The research was carried out within the project of the Historical Information Science Department of Moscow State University aimed at reconstructing virtual appearance of Moscow Oblast manors in close cooperation with the Central State Archive of Moscow Oblast.
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Mamonova, Svetlana Alekseevna. "Virtual Reconstruction of Pushchino-on-Nara Manor near Moscow: Research Sources, Methods and Technologies." Историческая информатика, no. 3 (March 2020): 136–65. http://dx.doi.org/10.7256/2585-7797.2020.3.34245.

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Manors of the 18th - early 20th centuries located near Moscow can boast their specificity within the socio-cultural context of the history of Russia. After a period of oblivion for most of the twentieth century, the manors of Moscow Oblast started to attract researchers of Russian culture, architecture and everyday life in pre-revolutionary Russia. Today most of the well-known manors of Moscow Oblast, once famous for their architecture, park culture, remarkable social history associated with the names of the famous Russians are in ruins. One of the main characteristic features of the manor culture is its synthetic nature that requires combined efforts of specialists belonging to different interdisciplinary approaches to study it. The article analyzes the complex of identified sources that have the potential for creating a 3D-reconstruction of the main house of the manor and elements of the manor complex and which, taken together with the literature, make it possible to study the history of Pushchino-on-Nara manor and its owners. Virtual reconstruction makes it possible to visualize the appearance of this cultural heritage site and demonstrate the opportunities to use three-dimensional computer modeling techniques in historical research by the example of the manor reconstruction. The article also tells us about the author&rsquo;s use of modern software (Adobe Photoshop, SketchUp and Twinmotion) to solve the goals set. The research was carried out in collaboration with the Central State Archive of Moscow Oblast.
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Suh, Yong S. "Development of educational software for beam loading analysis using pen-based user interfaces." Journal of Computational Design and Engineering 1, no. 1 (January 1, 2014): 67–77. http://dx.doi.org/10.7315/jcde.2014.007.

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Abstract Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.
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Li, Bu Sheng, and Jing Fang Hu. "Research the Ceramic Design System Based on Sketch." Advanced Materials Research 694-697 (May 2013): 2278–81. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2278.

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Based on the understanding of the present situation of the domestic and foreign sketches technology application basis, through the existing ceramics product design process and production process flow of the detailed ceramic products of design process are in-depth analysis and decomposition is proposed based on the sketch of the computer aided design ceramic technology, and on the basis of the development of the corresponding ceramic design software.
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Xu, Jie, P. Y. Mok, C. W. M. Yuen, and R. W. Y. Yee. "A web-based design support system for fashion technical sketches." International Journal of Clothing Science and Technology 28, no. 1 (March 7, 2016): 130–60. http://dx.doi.org/10.1108/ijcst-03-2015-0042.

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Purpose – To better respond to today’s volatile and changing fashion market, the purpose of this paper is to develop a web-based design support system that enables users to design realistic and interesting skirts in the form of technical sketches over the internet. Design/methodology/approach – The proposed system mainly consists of a sketch representation and composing method (SRCM), a graphic user interface (GUI) and a controller. The SRCM is implemented at the server end that generates technical sketches according to user defined parameters and features via the web-based GUI at the client side. The controller manages the workflows between the server and the clients. Findings – To evaluate the effectiveness of the proposed system, a survey was conducted by inviting 30 subjects (professional designers or undergraduate students studying fashion design) to have trial run of the system in Hong Kong and in the USA. Positive comments and feedbacks were received, and valuable suggestions were also obtained in regard to the prototype system. Originality/value – Compared with traditional computer-aided design (CAD) systems, the proposed system is more effective and easier to operate as users can create technical sketches in accurate proportions with simple computer operations in a few mouse clicks. Besides, the output sketches are fully compatible with most commercial CAD software. The system is developed based on web technologies, thus fashion sketches can be easily designed using any computer connected to the internet; it can be implemented on Android or iOS platform in the future.
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Busheng, Li, and Hu Jingfang. "Development of Ceramic Three-Dimensional Design System Based on Sketch." Open Mechanical Engineering Journal 7, no. 1 (November 29, 2013): 116–20. http://dx.doi.org/10.2174/1874155x01307010116.

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The paper has analyzed and digested the related literatures from home and aboard, summarized techniques and theoretical methods of the relevant prototype systems. Based on the understanding of the present situation of the domestic and foreign sketches technology application basis, through the existing ceramics product design process and production process flow of the detailed ceramic products of design process are in-depth analysis and decomposition is proposed based on the sketch of the computer aided design ceramic technology, and on the basis of the development of the corresponding ceramic design software.
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Zeng, Y., A. Pardasani ,, J. Dickinson ,, Z. Li ,, H. Antunes , and, V. Gupta, and D. Baulier. "Mathematical Foundation for Modeling Conceptual Design Sketches1." Journal of Computing and Information Science in Engineering 4, no. 2 (May 28, 2004): 150–59. http://dx.doi.org/10.1115/1.1683825.

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This paper aims to establish a mathematical foundation for modeling free-hand design sketches throughout the conceptual design process. Both experimental and theoretical approaches are used. In using the experimental approach, one case study from a book and one case study from an automobile assembly system manufacturer are used to illustrate the characteristics of design sketches. These characteristics provide the requirements for models of sketch representation. In using the theoretical approach, a mathematical structure of design sketches is established. This mathematical structure can naturally and logically model the evolving sketches generated in the design process, through integrating the strengths of set theory and mereology. In addition to the formal representation of design sketches, the mathematical model provides a logical foundation for formally designing sketch interpretation algorithms. An algorithmic structure of three-dimension reconstruction from two-dimension line drawing is derived using this mathematical model.
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Altun, Oğuz, and Orhan Nooruldeen. "SKETRACK: Stroke-Based Recognition of Online Hand-Drawn Sketches of Arrow-Connected Diagrams and Digital Logic Circuit Diagrams." Scientific Programming 2019 (November 26, 2019): 1–17. http://dx.doi.org/10.1155/2019/6501264.

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Digitalization of handwritten documents has created a greater need for accurate online recognition of hand-drawn sketches. However, the online recognition of hand-drawn diagrams is an enduring challenge in human-computer interaction due to the complexity in extracting and recognizing the visual objects reliably from a continuous stroke stream. This paper focuses on the design and development of a new, efficient stroke-based online hand-drawn sketch recognition scheme named SKETRACK for hand-drawn arrow diagrams and digital logic circuit diagrams. The fundamental parts of this model are text separation, symbol segmentation, feature extraction, classification, and structural analysis. The proposed scheme utilizes the concepts of normalization and segmentation to isolate the text from the sketches. Then, the features are extracted to model different structural variations of the strokes that are categorized into the arrows/lines and the symbols for effective processing. The strokes are clustered using the spectral clustering algorithm based on p-distance and Euclidean distance to compute the similarity between the features and minimize the feature dimensionality by grouping similar features. Then, the symbol recognition is performed using modified support vector machine (MSVM) classifier in which a hybrid kernel function with a lion optimized tuning parameter of SVM is utilized. Structural analysis is performed with lion-based task optimization for recognizing the symbol candidates to form the final diagram representations. This proposed recognition model is suitable for simpler structures such as flowcharts, finite automata, and the logic circuit diagrams. Through the experiments, the performance of the proposed SKETRACK scheme is evaluated on three domains of databases and the results are compared with the state-of-the-art methods to validate its superior efficiency.
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Васильковський, Д. В., and Н. А. Цимбал. "АВТОМАТИЗАЦІЯ ПРОЦЕСУ СТВОРЕННЯ ЕСКІЗІВ НОВИХ МОДЕЛЕЙ ОДЯГУ В УМОВАХ МАЛИХ ПІДПРИЄМСТВ." Bulletin of the Kyiv National University of Technologies and Design. Technical Science Series 118, no. 1 (May 8, 2018): 16–23. http://dx.doi.org/10.30857/1813-6796.2018.1.2.

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Improvement process of designing new models of women's clothing by automating sketch design in conditions of small sewing enterprises. Analysis of computer graphics programs possibilities; determination of meaningful indicators for determining the suitability of existing software by expert estimation method; approbation of the study results in the conditions of designer workplace. There have been created templates of graphic images of different types of female figures, libraries of modern materials textures, which are most often used for women's clothing manufacture. There has been developed the method of new model sketches creation of women's clothes with the use of figure templates and libraries of materials. An approach is proposed that generalizes and simplifies the process of adaptation of universal computer programs of vector graphics with the needs of automated design of new clothing models There has been developed a methodical support for the use of the universal graphic editor Xara Designer Pro on the AWS of a designer of a small sewing enterprise.
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Moukalled, F., N. Naim, and I. Lakkis. "Computer-Aided Analysis of Centrifugal Compressors." International Journal of Mechanical Engineering Education 22, no. 4 (October 1994): 245–58. http://dx.doi.org/10.1177/030641909402200402.

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This paper describes computer-aided analysis of centrifugal compressors (CAACC), a micro-computer-based, interactive, and menu-driven software package for use as an educational tool by mechanical engineering students studying radial flow compressors. CAACC is written in the Pascal computer language and runs on IBM PC, or compatible, computers. In addition to solving for any unknown variables, the graphical utilities of the package allow the user to display a diagrammatic sketch of the compressor and to draw velocity diagrams at several locations. Furthermore, the program allows the investigation and plotting of the variation of any parameter versus any other parameter. Through this option, the package guides the student in learning the basics of centrifugal compressors by the various performance studies that can be undertaken and graphically displayed. The comprehensive example presented demonstrates the capabilities of the package as a teaching tool.
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Zhan, Xiang Hui, and Xiao Da Li. "Object Group Technology in CAD Software." Applied Mechanics and Materials 687-691 (November 2014): 2595–98. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2595.

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Group technology is the study of things similarity, combining with computer technology, open up a new integrative approach of computer aided design, production process automation and production management automation. The object group technology is to build Group to manage various objects during the CAD software application. Feature modeling technology is the foundation of the CAD system object group technology. Based on the mainstream 3D design software NX, the object group technologies including feature group, sketch Group and constraint Group are discussed in this paper. In addition, the group technology in AutoCAD and Pro/E is introduced simply. In the process of modeling and assembly, the application object group technology simplifies the operation steps and speeds up the design and reliability
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Dutta, Anjan, and Zeynep Akata. "Semantically Tied Paired Cycle Consistency for Any-Shot Sketch-Based Image Retrieval." International Journal of Computer Vision 128, no. 10-11 (July 29, 2020): 2684–703. http://dx.doi.org/10.1007/s11263-020-01350-x.

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Abstract Low-shot sketch-based image retrieval is an emerging task in computer vision, allowing to retrieve natural images relevant to hand-drawn sketch queries that are rarely seen during the training phase. Related prior works either require aligned sketch-image pairs that are costly to obtain or inefficient memory fusion layer for mapping the visual information to a semantic space. In this paper, we address any-shot, i.e. zero-shot and few-shot, sketch-based image retrieval (SBIR) tasks, where we introduce the few-shot setting for SBIR. For solving these tasks, we propose a semantically aligned paired cycle-consistent generative adversarial network (SEM-PCYC) for any-shot SBIR, where each branch of the generative adversarial network maps the visual information from sketch and image to a common semantic space via adversarial training. Each of these branches maintains cycle consistency that only requires supervision at the category level, and avoids the need of aligned sketch-image pairs. A classification criteria on the generators’ outputs ensures the visual to semantic space mapping to be class-specific. Furthermore, we propose to combine textual and hierarchical side information via an auto-encoder that selects discriminating side information within a same end-to-end model. Our results demonstrate a significant boost in any-shot SBIR performance over the state-of-the-art on the extended version of the challenging Sketchy, TU-Berlin and QuickDraw datasets.
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Visvalingam, Mahes, and Kurt Dowson. "Towards cognitive evaluation of computer-drawn sketches." Visual Computer 17, no. 4 (June 2001): 219–35. http://dx.doi.org/10.1007/pl00013407.

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Shopina, E., and M. Markova. "CREATING METHODOLOGY OF AN ART OBJECT USING SOFTWARE PACKAGES." Technical Aesthetics and Design Research 3, no. 2 (June 14, 2021): 14–21. http://dx.doi.org/10.34031/2687-0878-2021-3-2-14-21.

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Vector graphics and 3D modeling have opened up a wide range of perspectives for designers to create various art objects. The use of computer graphics greatly simplified the process of sketch creating, as it provided the ability to change, add colors, and edit entire groups of objects. 3D modeling made it possible to recreate products, taking into account the smallest details in a virtual environment, compose an interior, and perform animation of various processes. The research object is the computer programs Corel Draw and 3D max and their importance for the methodology of development and creation of art objects. As a result of the study, it was found that vector graphics and 3D modeling programs not only made it easier for designers to create art objects, but also made it possible to improve the level of design by changing the usual perception. According to the authors, software products influenced the development of design, which made it possible to create any objects in a virtual environment.
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You, Jang Shyong, and Chieh Lun Gu. "The Assessment of Communication Problem and Effect for Product Form." Advanced Materials Research 287-290 (July 2011): 2856–62. http://dx.doi.org/10.4028/www.scientific.net/amr.287-290.2856.

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In dealing with communications problems, this paper found through industry interviews that different form communication tools are used during the form phase in accordance with different product types and that external communication is more difficult than internal communication. In practice, communication tools of sketch and 3D computer graphics are most commonly used. While sketch can be used to quickly make a proposal, client understanding is somewhat inadequate. On the other hand, while 3D computer graphics can be used for clear expression, they require more work time on the part of designers. As a result, this paper introduces a communication tool of 2D and 3D integrated computer graphics to integrate the advantages of both types of tools and then assesses the effectiveness of the tool and sketch. Research results for communications effectiveness showed that the efficiency of sketch was increased. In terms of quality and satisfaction, different factors produced varying evaluation results. If computer graphics software can be integrated as one, realize details, and improve the 3D computer graphics capabilities of designer, then 2D and 3D integrated computer graphics can lead to great improvements in communications efficiency, quality, and satisfaction, achieving the advantages of instant feedback and common consensus with client. These results can be used as a basis and a reference for improvements in arts, design education and industry development.
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CHEN, XIAOWU, BIN ZHOU, FANG XU, and QINPING ZHAO. "AUTOMATIC IMAGE COMPLETION WITH STRUCTURE PROPAGATION AND TEXTURE SYNTHESIS." International Journal of Software Engineering and Knowledge Engineering 20, no. 08 (December 2010): 1097–117. http://dx.doi.org/10.1142/s0218194010005055.

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In this paper, we present a novel automatic image completion solution in a greedy manner inspired by a primal sketch representation model. Firstly, an image is divided into structure (sketchable) components and texture (non-sketchable) components, and the missing structures, such as curves and corners, are predicted by tensor voting. Secondly, the textures along structural sketches are synthesized with the sampled patches of some known structure components. Then, using the texture completion priorities decided by the confidence term, data term and distance term, the similar image patches of some known texture components are found by selecting a point with the maximum priority on the boundary of hole region. Finally, these image patches inpaint the missing textures of hole region seamlessly through graph cuts. The characteristics of this solution include: (1) introducing the primal sketch representation model to guide completion for visual consistency; (2) achieving fully automatic completion. The experiments on natural images illustrate satisfying image completion results.
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Fatmawati, Riya, Malta Nelisa, and Habiburrahman Habiburrahman. "Membangun Makerspace untuk Perpusatkaan Sekolah." Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat 19, no. 3 (December 3, 2019): 155. http://dx.doi.org/10.24036/sb.0250.

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Program Kemitraan Masyarakat ini bertujuan untuk meningkatkan pelayanan pada perpustakaan sekolah SMPN 1 Nan Sabaris, Kecamatan Nan Sabaris, Kabupaten Padang Pariaman. Target yang ingin dicapai dalam kegiatan ini adalah, 1) mengadakan makaerspace sebagai media literasi pada siswa sekolah SMPN 1 Nan Sabaris, 2) siswa mempunyai fasilitas untuk bisa mengembangkan ide dan kreatifitas yang dimiliki, 3) pengelola perpustakaan lebih cakap dan memiliki keterampilan yang bisa dimanfaatkan dan bisa di share kepada siswa yang berkunjung pada perpustakaan sekolah SMPN 1 Nan Sabaris Kecamatan Nan Sabaris Kabupaten Padang Pariaman. Metode yang digunakan dalam pelaksanaan ini adalah 1) memberikan satu perangkat computer kepada pengelola perpustakaan sekolah SMPN 1 Nan Sabaris, 2) menginstalkan software-software yang bisa mengembangkan kreatifitas siswa, 3) melatih pengelola perpustakaan dan siswa dalam menggunakan media makerspace. Pelaksanaan kegiatan akan dilakukan selama delapan bulan yang diawali dengan persiapan yang mencakup pemantapan jadwal dan koordinasi dengan pihak sekolah SMPN 1 Nan Sabaris. 1) memberikan sebuah computer berupa laptop untuk perpustakaan sekolah SMPN 1 Nan Sabaris, 2) Menginstalkann software photoshop, software coreldrow dan software google sketcup dan 3) melakukan softskill learning untuk pengelola perpustakaan sekolah beserta siswa sekolah SMPN 1 Nan Sabaris Kecamatan Nan Sabaris Kabupaten Padang Pariaman.
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Harrison, Michael D., Paolo Masci, and José Creissac Campos. "Balancing the formal and the informal in user-centred design." Interacting with Computers 33, no. 1 (January 2021): 55–72. http://dx.doi.org/10.1093/iwcomp/iwab012.

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Abstract This paper explores the role of formal methods as part of the user-centred design of interactive systems. An iterative process is described, developing prototypes incrementally, proving user-centred requirements while at the same time evaluating the prototypes that are executable forms of the developed models using ‘traditional’ techniques for user evaluation. A formal analysis complements user evaluations. This approach enriches user-centred design that typically focuses understanding on context and producing sketch designs. These sketches are often non-functional (e.g. paper) prototypes. They provide a means of exploring candidate design possibilities using techniques such as cooperative evaluation. This paper describes a further step in the process using formal analysis techniques. The use of formal methods provides a systematic approach to checking plausibility and consistency during early design stages, while at the same time enabling the generation of executable prototypes. The technique is illustrated through an example based on a pill dispenser.
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Skubic, M., S. Blisard, C. Bailey, J. A. Adams, and P. Matsakis. "Qualitative Analysis of Sketched Route Maps: Translating a Sketch Into Linguistic Descriptions." IEEE Transactions on Systems, Man and Cybernetics, Part B (Cybernetics) 34, no. 2 (April 2004): 1275–82. http://dx.doi.org/10.1109/tsmcb.2003.817099.

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Moukalled, F., and A. Honein. "Computer-Aided Analysis of Hydraulic Reaction Turbines." International Journal of Mechanical Engineering Education 25, no. 2 (April 1997): 73–91. http://dx.doi.org/10.1177/030641909702500201.

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A microcomputer-based educational software package designed to help mechanical engineering students to understand hydraulic reaction turbines is described. The software is interactive, menu-driven, and easy-to-use, is written in the Pascal computer language, and runs on IBM PC, or compatible, computers. The program can handle radial, mixed, or axial flow turbine problems by solving for unknown variables through a complete set of equations covering the turbine installation. Using similarity laws, model-prototype problems or operation under different conditions can also be tackled. Furthermore, the program is equipped with graphical utilities that include many diagrammatic sketches of reaction turbines, some recommended charts, and the possibility of drawing velocity triangles when corresponding variables are available. The most important feature of the package is an option that allows one to plot the variation of any parameter versus any other one. Through this option, the student can easily understand and discuss the effects of varying design parameters on the overall performance of the machine. Finally, some special features that are important in making the package user-friendly and encouraging-to-use are also available, and the comprehensive example problem provided demonstrates the capabilities of the package as an instructional tool.
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Zhai, Yutong, Hongli Xu, Haibo Wang, Zeyu Meng, and He Huang. "Joint Routing and Sketch Configuration in Software-Defined Networking." IEEE/ACM Transactions on Networking 28, no. 5 (October 2020): 2092–105. http://dx.doi.org/10.1109/tnet.2020.3002783.

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32

Garvey, Gregory P. "Life Drawing and 3D Figure Modeling with MAYA: Developing Alternatives to Photo-Realistic Modeling." Leonardo 35, no. 3 (June 2002): 303–10. http://dx.doi.org/10.1162/002409402760105325.

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This paper discusses the organization and motivation for a workshop devoted to the experimental use of 3D computer graphics to model the human figure. The workshop introduced a simple technique for modeling a leg by lofting a series of circles into the appropriate shape using sketches drawn from life. This approach links the expressive world of drawing to the impersonal mechanical tasks of computer modeling. The workshop also served as an introduction to 3D modeling and the MAYA 3D Computer Graphics Software Graphical User Interface. The drawing exercises of Kimon Nicolaïdes are discussed and provide inspiration to explore alternatives to photo-realistic modeling that reflect the artistic legacy of early modernist experiments such as cubism and futurism.
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Dagienė, Valentina, and Eglė Jasutienė. "Informacinės technologijos matematikai vizualizuoti ir tyrinėti." Informacijos mokslai 41 (January 1, 2007): 76–88. http://dx.doi.org/10.15388/im.2007.0.3454.

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Straipsnyje aptariama matematikos mokymo naudojant informacines technologijas problematika. Kompiuteris suteikia besimokančiajam tyrinėjimo, modeliavimo, konstravimo erdvę – matematikos mokymosi mikropasaulius. Tam reikia parengti kompiuterinių priemonių, tinkančių matematikai mokytis konstruktyvistiniu metodu. Prieš keletą metų Lietuvos mokyklos aprūpintos lokalizuota mokomąja kompiuterine programa „Dinaminė geometrija“ (originalus pavadinimas „Geometer’s Sketchpad“). Straipsnyje nagrinėjama šios programos naudojimo matematikos pamokose problematika, programos savybės ir ypatumai, aptariami dinaminių brėžinių konstravimo ir programos galimybių išplėtimo būdai. Analizuojama dinaminių brėžinių komplekto pagrindinės mokyklos matematikos kursui mokyti rengimo problematika, pateikiamas dinaminio brėžinio konstravimo pavyzdys.Visualization and exploring mathematics using information technologiesValentina Dagienė, Eglė Jasutienė SummaryA five-year long research has been developed in two phases. The first phase was to analyze problematic dimensions of teaching mathematics in schools using computer-based technologies and searching for the most suitable software for the National curriculum of mathematics. The next step was to investigate (also to localize) the “Geometer’s Sketchpad” and to built various sets of dynamic sketches for teaching and learning mathematics in basic schools. More than 900 dynamic sketches have been developed within 9th and 10th grades (years 16 and 17) mathematics curriculum. The construction of dynamic sketches shows that it is difficult for teachers of mathematics to construct these sketches. It is not enough to know mathematics but teacher need deeper sophistication in this software. The principle of the “Geometer’s Sketchpad” is rather simple: we have an empty sheet of paper, ruler, pencil, calculator, and several drawing commands, all you need to create. Very often quite complex dynamic images have to be created by using the merest means. In such case just a few steps have to be performed. For example, to create a decision model of inequality the algorithm of approx. 200 has to be implemented. “Geometer’s Sketchpad” does not limit the possible number of algorithm steps. It rather depends on the computer facilities as well as a person’s invention. Therefore, some problems of construction of dynamic sketches was found and presented in this paper.
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Del Fiol, Guilherme, Haley Hanseler, Barbara Crouch, Mollie Cummins, and Scott Nelson. "Software prototyping." Applied Clinical Informatics 07, no. 01 (January 2016): 22–32. http://dx.doi.org/10.4338/aci-2015-07-cr-0091.

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SummaryHealth information exchange (HIE) between Poison Control Centers (PCCs) and Emergency Departments (EDs) could improve care of poisoned patients. However, PCC information systems are not designed to facilitate HIE with EDs; therefore, we are developing specialized software to support HIE within the normal workflow of the PCC using user-centered design and rapid prototyping.To describe the design of an HIE dashboard and the refinement of user requirements through rapid prototyping.Using previously elicited user requirements, we designed low-fidelity sketches of designs on paper with iterative refinement. Next, we designed an interactive high-fidelity prototype and conducted scenario-based usability tests with end users. Users were asked to think aloud while accomplishing tasks related to a case vignette. After testing, the users provided feedback and evaluated the prototype using the System Usability Scale (SUS).Survey results from three users provided useful feedback that was then incorporated into the design. After achieving a stable design, we used the prototype itself as the specification for development of the actual software. Benefits of prototyping included having 1) subject-matter experts heavily involved with the design; 2) flexibility to make rapid changes, 3) the ability to minimize software development efforts early in the design stage; 4) rapid finalization of requirements; 5) early visualization of designs; 6) and a powerful vehicle for communication of the design to the programmers. Challenges included 1) time and effort to develop the prototypes and case scenarios; 2) no simulation of system performance; 3) not having all proposed functionality available in the final product; and 4) missing needed data elements in the PCC information system.
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Zhao, Peng, Yang Liu, Yijuan Lu, and Benpeng Xu. "A sketch recognition method based on transfer deep learning with the fusion of multi-granular sketches." Multimedia Tools and Applications 78, no. 24 (October 2, 2019): 35179–93. http://dx.doi.org/10.1007/s11042-019-08216-6.

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Hu, Conghui, Da Li, Yongxin Yang, Timothy M. Hospedales, and Yi-Zhe Song. "Sketch-a-Segmenter: Sketch-Based Photo Segmenter Generation." IEEE Transactions on Image Processing 29 (2020): 9470–81. http://dx.doi.org/10.1109/tip.2020.3028292.

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37

Wang, Zhe, Wei Dong, William Josephson, Qin Lv, Moses Charikar, and Kai Li. "Sizing sketches." ACM SIGMETRICS Performance Evaluation Review 35, no. 1 (June 12, 2007): 157–68. http://dx.doi.org/10.1145/1269899.1254900.

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38

Indrie, Liliana, Pablo Diaz-García, and Zlatina Kazlacheva. "THE USE OF CAD/CAM FOR TEXTILE DESIGNS AND FABRICS." Applied Researches in Technics, Technologies and Education 7, no. 1 (2019): 24–28. http://dx.doi.org/10.15547/artte.2019.01.003.

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The paper illustrates the role of CAD/CAM technology in developing virtual textile design on the computer screen. First, it was created the shape of the symbol "Flower of Life" from Sacred Geometry by using the CAD system ASCON Kompas for the design of shapes and the graphic software Adobe Photoshop for colour combinations. Then, we drew few graphic sketches of garments on which we applied the textile design “Flower of life”. In order to obtain fabric-manufacturing orders, the image was processed with a specific design software for fabric: EAT DesignScope Victor. At last, we converted the design into a fabric by using the weaving machine Smit Textile GS900 Jacquard Loom.
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Yu, Xiwen, Hongli Xu, Da Yao, Haibo Wang, and Liusheng Huang. "CountMax: A Lightweight and Cooperative Sketch Measurement for Software-Defined Networks." IEEE/ACM Transactions on Networking 26, no. 6 (December 2018): 2774–86. http://dx.doi.org/10.1109/tnet.2018.2877700.

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40

Moukalled, F., and A. Honein. "Computer-Aided Analysis of the Pelton Wheel." International Journal of Mechanical Engineering Education 23, no. 4 (October 1995): 297–314. http://dx.doi.org/10.1177/030641909502300403.

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This paper describes PELTON, a microcomputer-based, interactive, and menu-driven software package for use as an educational tool by mechanical and civil engineering students in studying the operation of the Pelton wheel. The program is written in the Pascal computer language and runs on IBM PC, or compatible, computers. The package can handle problems related to impulse turbines by solving for unknown variables through a complete set of equations covering the turbine installation. Model-prototype problems can be tackled through similarity laws. This facility is included to help analysing and manipulating experimental data. Furthermore, the graphical utilities of PELTON allow the user to display diagrammatic sketches of the turbine, to employ some recommended charts, and to draw velocity triangles at several locations. The most important feature of the program, however, is its ability to plot the variation of any variable versus any other one. Through this option, the package guides the student in understanding the effects of varying design parameters on the overall performance of the machine. Finally, a comprehensive example problem is provided to show how user-friendly and encouraging-to-use PELTON is, and to demonstrate the capabilities of the package as an instructional tool.
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41

Cohen, Edith, and Haim Kaplan. "Bottom-k sketches." ACM SIGMETRICS Performance Evaluation Review 35, no. 1 (June 12, 2007): 353–54. http://dx.doi.org/10.1145/1269899.1254926.

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42

Gryniewicz, Marcin, and Jerzy K. Szlendak. "Application of FEM Mesh Generation Algorithm for Digital Processing of Handmade Sketches." Applied Mechanics and Materials 797 (November 2015): 19–26. http://dx.doi.org/10.4028/www.scientific.net/amm.797.19.

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Handmade sketches of different shapes roof structures, often with openings, are outlined on plain sheet of paper. Then, they are transformed by a 2D mesh generation and applied to FEM calculations. Algorithm where only main coordinates of nodes are used as user input data is studied by the Authors. Shape of the surface, its curvature and openings are detected through the procedures developed in the C++ programming language. A particular emphasis is put to the automation of the process. At a present version the method is used for rectangular shapes, which are quite common in civil engineering structures e.g. building elevations. Detection and processing algorithms are implemented with a usage of a library based on a open code called OpenCV. The computer software is described in this paper and some examples are given
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Wang, Nannan, Xinbo Gao, Leiyu Sun, and Jie Li. "Bayesian Face Sketch Synthesis." IEEE Transactions on Image Processing 26, no. 3 (March 2017): 1264–74. http://dx.doi.org/10.1109/tip.2017.2651375.

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Liu, Kai, Zhengxing Sun, and Yaoye Zhang. "Composite Surface Generation from Sketchy Drawing." Journal of Computer-Aided Design & Computer Graphics 22, no. 6 (July 1, 2010): 907–13. http://dx.doi.org/10.3724/sp.j.1089.2010.10891.

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Lin, Rui Lin. "A Study of Mixed Media Art Creation for Children’s Picture Books." Advanced Materials Research 213 (February 2011): 172–76. http://dx.doi.org/10.4028/www.scientific.net/amr.213.172.

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The purpose of this study is to create art media of picture books for children using mixed media coatings. In the beginning, through document analysis, the types, characteristics, and styles of current picture books were discussed as references for the creation. Then through interactive teaching with discussions, the teacher and students started to plan for the content and the storyboard of the picture book. And the graphic script had been discussed and revised several times. And delicate sketches were completed, scanned, and edited with the software Photoshop. Finally, the art creation for picture books using both hand drawings and computer graphing with mixed media was completed.
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Zhang, Shengchuan, Xinbo Gao, Nannan Wang, and Jie Li. "Robust Face Sketch Style Synthesis." IEEE Transactions on Image Processing 25, no. 1 (January 2016): 220–32. http://dx.doi.org/10.1109/tip.2015.2501755.

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Wang, Yaxiong, Yunchao Wei, Xueming Qian, Li Zhu, and Yi Yang. "Sketch-Guided Scenery Image Outpainting." IEEE Transactions on Image Processing 30 (2021): 2643–55. http://dx.doi.org/10.1109/tip.2021.3054477.

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Koch, Sabine Roth. "Creative spatial interpretation of freehand sketches." International Journal of Computer Aided Engineering and Technology 5, no. 2/3 (2013): 177. http://dx.doi.org/10.1504/ijcaet.2013.052933.

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Kang, Hyung W., Wenjie He, Charles K. Chui, and Uday K. Chakraborty. "Interactive sketch generation." Visual Computer 21, no. 8-10 (August 31, 2005): 821–30. http://dx.doi.org/10.1007/s00371-005-0328-9.

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Vranic, Valentino, and Milan Laslop. "Aspects and roles in software modeling: A composition based comparison." Computer Science and Information Systems 13, no. 1 (2016): 199–216. http://dx.doi.org/10.2298/csis151207065v.

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It?s intriguing how the work on inherent aspect-oriented modeling almost completely ignores the similarity between aspect-oriented and role based decomposition and composition. Ever since the notion of aspect entered the software development arena, it has been compared to the notion of role. Findings range from identifying greater similarities to more cautious observations that albeit aspects and roles are similar, they appear to be more as complimentary with a significant effort needed to really bring them together in programming. Even a cursory comparison of Theme/UML, which represents a design part of Theme, probably the best known and most comprehensive approach to aspect-oriented modeling, to OOram, a prominent representative of approaches to role based modeling that influenced UML, reveals striking similarities in both decomposition and composition. Within a more comprehensive effort of finding the principles of a sustainable approach to aspect-oriented modeling, this paper pursues further this observation by establishing a partially reversible transformation of a Theme/UML model to the corresponding OOram model that proves principal analogy of themes to OOram collaboration view diagrams accompanied by the corresponding scenario view and interface view diagrams. An important implication is that aspects have their counterpart not in roles themselves, but in role collaboration. Based on these results, a possibility of using UML composite structure diagrams for aspect-oriented design is sketched out in the paper.
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