940 resultados para Digital Virtual Space


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The desire to create unique things and give free rain to one's imagination served as a powerful impetus to the development of digital art and design software. The commoner was the use of computers the wider variety of professional software was developed. Nowadays the creators and computer designers are receiving more and more new and advanced programs that allow their ideas becoming virtual reality. This research paper looks at the history of the development of graphic editors from the simplest to the most modern and advanced. This brief survey includes the history of different graphic editors’ creation, their features and abilities. This paper highlights the two basic branches of graphic editors – these that are in free use and commercial graphic editors design software. The researcher selected the most powerful and influential graphic editors design software brands like Paint.NET and GIMP among free software and commercial Adobe Photoshop. This paper also dwells upon the way digital art transferred from the exclusively professional business into the hobby for ordinary users. This research paper bears implications for those who are interested in features and potentiality of most popular graphic editors design software.

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Resource Space Model is a kind of data model which can effectively and flexibly manage the digital resources in cyber-physical system from multidimensional and hierarchical perspectives. This paper focuses on constructing resource space automatically. We propose a framework that organizes a set of digital resources according to different semantic dimensions combining human background knowledge in WordNet and Wikipedia. The construction process includes four steps: extracting candidate keywords, building semantic graphs, detecting semantic communities and generating resource space. An unsupervised statistical language topic model (i.e., Latent Dirichlet Allocation) is applied to extract candidate keywords of the facets. To better interpret meanings of the facets found by LDA, we map the keywords to Wikipedia concepts, calculate word relatedness using WordNet's noun synsets and construct corresponding semantic graphs. Moreover, semantic communities are identified by GN algorithm. After extracting candidate axes based on Wikipedia concept hierarchy, the final axes of resource space are sorted and picked out through three different ranking strategies. The experimental results demonstrate that the proposed framework can organize resources automatically and effectively.©2013 Published by Elsevier Ltd. All rights reserved.

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With the rapidly growing activities in electronic publishing ideas came up to install global repositories which deal with three mainstreams in this enterprise: storing the electronic material currently available, pursuing projects to solve the archiving problem for this material with the ambition to preserve the content in readable form for future generations, and to capture the printed literature in digital versions providing good access and search facilities for the readers. Long-term availability of published research articles in mathematics and easy access to them is a strong need for researchers working with mathematics. Hence in this domain some pioneering projects have been established addressing the above mentioned problems.

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In this paper we propose an approach for cost-effective employing of semantic technologies to improve the efficiency of searching and browsing of digital artwork collections. It is based on a semi-automatic creation of a Topic Map-based virtual art gallery portal by using existing Topic Maps tools. Such a ‘cheap’ solution could enable small art museums or art-related educational programs that lack sufficient funding for software development and publication infrastructure to take advantage of the emerging semantic technologies. The proposed approach has been used for creating the WSSU Diggs Gallery Portal.

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Education in the Information Society is based on asynchronism in time and space, interactivity and virtual restructuring of the educational space. One way to implement such a model of training is web-based - use of the WWW as a virtual environment to access educational materials or to organize the learning process. This work presents a virtual learning environment (VLE) developed for students and made up of modules of dynamically changing content implemented by authorized users. The aim is, through advanced technology for e-learning, testing and self-testing to stimulate students’ activity to focus their potential on the acquisition of the necessary knowledge, skills and competences. The VLE was developed under the Human Resources Development Operational Programme.

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Content creation and presentation are key activities in a multimedia digital library (MDL). The proper design and intelligent implementation of these services provide a stable base for overall MDL functionality. This paper presents the framework and the implementation of these services in the latest version of the “Virtual Encyclopaedia of Bulgarian Iconography” multimedia digital library. For the semantic description of the iconographical objects a tree-based annotation template is implemented. It provides options for autocompletion, reuse of values, bilingual entering of data, automated media watermarking, resizing and conversing. The paper describes in detail the algorithm for automated appearance of dependent values for different characteristics of an iconographical object. An algorithm for avoiding duplicate image objects is also included. The service for automated appearance of new objects in a collection after their entering is included as an important part of the content presentation. The paper also presents the overall service-based architecture of the library, covering its main service panels, repositories and their relationships. The presented vision is based on a long-term observation of the users’ preferences, cognitive goals, and needs, aiming to find an optimal functionality solution for the end users.

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Agents inhabiting large scale environments are faced with the problem of generating maps by which they can navigate. One solution to this problem is to use probabilistic roadmaps which rely on selecting and connecting a set of points that describe the interconnectivity of free space. However, the time required to generate these maps can be prohibitive, and agents do not typically know the environment in advance. In this paper we show that the optimal combination of different point selection methods used to create the map is dependent on the environment, no point selection method dominates. This motivates a novel self-adaptive approach for an agent to combine several point selection methods. The success rate of our approach is comparable to the state of the art and the generation cost is substantially reduced. Self-adaptation therefore enables a more efficient use of the agent's resources. Results are presented for both a set of archetypal scenarios and large scale virtual environments based in Second Life, representing real locations in London.

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A new generation of high-capacity WDM systems with extremely robust performance has been enabled by coherent transmission and digital signal processing. To facilitate widespread deployment of this technology, particularly in the metro space, new photonic components and subsystems are being developed to support cost-effective, compact, and scalable transceivers. We briefly review the recent progress in InP-based photonic components, and report numerical simulation results of an InP-based transceiver comprising a dual-polarization I/Q modulator and a commercial DSP ASIC. Predicted performance penalties due to the nonlinear response, lower bandwidth, and finite extinction ratio of these transceivers are less than 1 and 2 dB for 100-G PM-QPSK and 200-G PM-16QAM, respectively. Using the well-established Gaussian-Noise model, estimated system reach of 100-G PM-QPSK is greater than 600 km for typical ROADM-based metro-regional systems with internode losses up to 20 dB. © 1983-2012 IEEE.

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In an attempt to answer the need of wider accessibility and popularization of the treasury of Bulgarian folklore, a team from the Institute of Mathematics and Informatics at the Bulgarian Academy of Sciences has planned to develop the Bulgarian folklore artery within the national project ―Knowledge Technologies for Creation of Digital Presentation and Significant Repositories of Folklore Heritage‖. This paper presents the process of business modeling of the application architecture of the Bulgarian folklore artery, which aids requirements analysis, application design and its software implementation. The folklore domain process model is made in the context of the target social applications—e-learning, virtual expositions of folklore artifacts, research, news, cultural/ethno-tourism, etc. The basic processes are analyzed and modeled and some inferences are made for the use cases and requirements specification of the Bulgarian folklore artery application. As a conclusion the application architecture of the Bulgarian folklore artery is presented.

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We investigate digitalization and security of the Bulgarian and Indian cultural artifacts in multimedia archive. In the paper we describe project implementation and methods for intellectual property protection that are result of bilateral cultural and scientific cooperation between research-workers in India and Bulgaria.

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Nowadays the great public libraries in Bulgaria are gaining the appearance of digital centers which provide new informational resources and services in the digital space. The digital conversion as a way of preservation is one of the important priorities of Regional Public Library in Veliko Tarnovo. In the last few years we persistently search for possible ways of financing by national and foreign programs in this direction. In the beginning the strategy was oriented to digitalization of the funds with most urgent conversion – these of the local studies periodicals from 1878 till 1944 year. The digitalization of funds will create conditions of laying the basement of full text database of Bulgarian periodical publications. The technology that is offered gives opportunities for including other libraries in the Unified index, which can develop it into a National Unified index of periodical publications. The integrated informational environment that is created is an attractive, comfortable and useful place for work in home or at work for researchers, historians, art experts, bibliographers. The library readers use very actively all informational services of the library internet page and work competently with the on-line indexes provided there, they find the necessary title, which can be demanded later for usage in home or in the library, using electronic means again.

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The key to prosperity in today's world is access to digital content and skills to create new content. Investigations of folklore artifacts is the topic of this article, presenting research related to the national program „Knowledge Technologies for Creation of Digital Presentation and Significant Repositories of Folklore Heritage” (FolkKnow). FolkKnow aims to build a digital multimedia archive "Bulgarian Folklore Heritage” (BFH) and virtual information portal with folk media library of digitized multimedia objects from a selected collection of the fund of Institute of Ethnology and Folklore Studies with Ethnographic Museum (IEFSEM) of the Bulgarian Academy of Science (BAS). The realization of the project FolkKnow gives opportunity for wide social applications of the multimedia collections, for the purposes of Interactive distance learning/self-learning, research activities in the field of Bulgarian traditional culture and for the cultural and ethno-tourism. We study, analyze and implement techniques and methods for digitization of multimedia objects and their annotation. In the paper are discussed specifics approaches used to building and protect a digital archive with multimedia content. Tasks can be systematized in the following guidelines: * Digitization of the selected samples * Analysis of the objects in order to determine the metadata of selected artifacts from selected collections and problem areas * Digital multimedia archive * Socially-oriented applications and virtual exhibitions artery * Frequency dictionary tool for texts with folklore themes * A method of modern technologies of protecting intellectual property and copyrights on digital content developed for use in digital exposures.

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The current research activities of the Institute of Mathematics and Informatics at the Bulgarian Academy of Sciences (IMI—BAS) include the study and application of knowledge-based methods for the creation, integration and development of multimedia digital libraries with applications in cultural heritage. This report presents IMI-BAS’s developments at the digital library management systems and portals, i.e. the Bulgarian Iconographical Digital Library, the Bulgarian Folklore Digital Library and the Bulgarian Folklore Artery, etc. developed during the several national and international projects: - "Digital Libraries with Multimedia Content and its Application in Bulgarian Cultural Heritage" (contract 8/21.07.2005 between the IMI–BAS, and the State Agency for Information Technologies and Communications; - FP6/IST/P-027451 PROJECT LOGOS "Knowledge-on-Demand for Ubiquitous Learning", EU FP6, IST, Priority 2.4.13 "Strengthening the Integration of the ICT research effort in an Enlarged Europe" - NSF project D-002-189 SINUS "Semantic Technologies for Web Services and Technology Enhanced Learning". - NSF project IO-03-03/2006 ―Development of Digital Libraries and Information Portal with Virtual Exposition "Bulgarian Folklore Heritage". The presented prototypes aims to provide flexible and effective access to the multimedia presentation of the cultural heritage artefacts and collections, maintaining different forms and format of the digitized information content and rich functionality for interaction. The developments are a result of long- standing interests and work in the technological developments in information systems, knowledge processing and content management systems. The current research activities aims at creating innovative solutions for assembling multimedia digital libraries for collaborative use in specific cultural heritage context, maintaining their semantic interoperability and creating new services for dynamic aggregation of their resources, access improvement, personification, intelligent curation of content, and content protection. The investigations are directed towards the development of distributed tools for aggregating heterogeneous content and ensuring semantic compatibility with the European digital library EUROPEANA, thus providing possibilities for pan- European access to rich digitalised collections of Bulgarian cultural heritage.

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Europeana is the European virtual museum which was established in 2008. Its ambition is to create a common space allowing to access the cultural heritage of Europe from a single portal, by creating a network in all European countries. To make the initiative technically possible, Europeana has built a technological infrastructure to aggregate metadata from the different Europeana countries and memory institutions, while keeping the original digitized content on their sites. This paper presents Bulgariana, the Bulgarian chapter of Europeana. It is part of the technical infrastructure of Europeana, an established technical aggregator of Bulgarian cultural heritage content. It uses the two Europeana representation models ESE and EDM. Bulgariana is also a community building initiative putting in place a Bulgarian wide network of professionals and institutions working together to preserve and present Bulgarian cultural heritage around the world.

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The virtual museum of ethnic groups “Moving boundary” is a proposition for dialogue on an important topic in today's world – ethnic coexistence. The project's goal is to make various resources (photos, documents, etc.) available for use by teachers, professors and students, thus forming and strengthening connections between educational institutions.