994 resultados para compact objects


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In this paper, we investigate the potential of caching to improve QoS in the context of continuous media applications over wired best-effort networks. We propose the use of a flexible caching scheme, called GD-Multi in caching continuous media (CM) objects. An important novel feature of our scheme is the provision of user or system administrator inputs in determining the cost function. Based on the proposed flexible cost function, Multi, an improvised Greedy Dual (GD) replacement algorithm called GD-multi (GDM) has been developed for layered multi-resolution multimedia streams. The proposed Multi function takes receiver feedback into account. We investigate the influence of parameters such as loss rate, jitter, delay and area in determining a proxy’s cache contents so as to enhance QoS perceived by clients. Simulation studies show improvement in QoS perceived at the clients in accordance to supplied optimisation metrics. From an implementation perspective, signalling requirements for carrying QoS feedback are minimal and fully compatible with existing RTSP-based Internet applications.

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Polygon and point based models dominate virtual reality. These models also affect haptic rendering algorithms, which are often based on collision with polygons. With application to dual point haptic devices for operations like grasping, complex polygon and point based models will make the collision detection procedure slow. This results in the system not able to achieve interactivity for force rendering. To solve this issue, we use mathematical functions to define and implement geometry (curves, surfaces and solid objects), visual appearance (3D colours and geometric textures) and various tangible physical properties (elasticity, friction, viscosity, and force fields). The function definitions are given as analytical formulas (explicit, implicit and parametric), function scripts and procedures. We proposed an algorithm for haptic rendering of virtual scenes including mutually penetrating objects with different sizes and arbitrary location of the observer without a prior knowledge of the scene to be rendered. The algorithm is based on casting multiple haptic rendering rays from the Haptic Interaction Point (HIP), and it builds a stack to keep track on all colliding objects with the HIP. The algorithm uses collision detection based on implicit function representation of the object surfaces. The proposed approach allows us to be flexible when choosing the actual rendering platform, while it can also be easily adopted for dual point haptic collision detection as well as force and torque rendering. The function-defined objects and parts constituting them can be used together with other common definitions of virtual objects such as polygon meshes, point sets, voxel volumes, etc. We implemented an extension of X3D and VRML as well as several standalone application examples to validate the proposed methodology. Experiments show that our concern about fast, accurate rendering as well as compact representation could be fulfilled in various application scenarios and on both single and dual point haptic devices.

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Dummett’s views on the problem of abstract objects shifted significantly over the course of his philosophical career, and an examination of his views on this issue not only provides insight into his development; it also serves to elucidate his contribution and significance as a philosopher of language and mathematics. In the paper I attempt to demonstrate the way in which Dummett’s treatment of the problem of abstract objects is instructive for a consideration of his philosophy as a whole. Section 1 sketches the development of Dummett’s views on the problem from his attack on nominalism in the mid-1950’s to his advocacy of a tolerant reductionist position in Frege: Philosophy of Mathematics. Section 2 then examines the significance of Dummett’s views on abstract objects for his philosophical project more generally.

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A compact meandered three-layer stacked circular planar inverted-F antenna is designed and simulated at the UHF band (902.75 – 927.25 MHz) for passive deep brain stimulation implants. The UHF band is used because it offers small antenna size, and high data rate. The top and middle radiating layers are meandered, and low cost substrate and superstrate materials are used to limit the radius and height of the antenna to 5 mm and 1.64 mm, respectively. A dielectric substrate of FR-4 of εr= 4.7 and δ= 0.018, and a biocompatible superstrate of silicone of er= 3.7 and d= 0.003 with thickness of 0.2 mm are used in the design. The resonance frequency of the proposed antenna is 918 MHz with a bandwidth of 24 MHz at return loss of −10 dB in free space. The antenna parameter such as 3D gain pattern of the designed antenna within a skin-tissue model is evaluated by using the finite element method. The compactness, wide bandwidth, round shape, and stable characteristics in skin make this antenna suitable for DBS. The feasibility of the wireless power transmission to the implant in the human head is also examined.

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The problem of 3D object recognition is of immense practical importance, with the last decade witnessing a number of breakthroughs in the state of the art. Most of the previous work has focused on the matching of textured objects using local appearance descriptors extracted around salient image points. The recently proposed bag of boundaries method was the first to address directly the problem of matching smooth objects using boundary features. However, no previous work has attempted to achieve a holistic treatment of the problem by jointly using textural and shape features which is what we describe herein. Due to the complementarity of the two modalities, we fuse the corresponding matching scores and learn their relative weighting in a data specific manner by optimizing discriminative performance on synthetically distorted data. For the textural description of an object we adopt a representation in the form of a histogram of SIFT based visual words. Similarly the apparent shape of an object is represented by a histogram of discretized features capturing local shape. On a large public database of a diverse set of objects, the proposed method is shown to outperform significantly both purely textural and purely shape based approaches for matching across viewpoint variation.

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Exhibition of original artworks created in 2013. Evanescent is a new series produced in 2013 which premiered at the Castlemaine State Festival 15-24 March 2013. The series revisits a childhood delight and fascination with the projected image and the natural world. For me then, as it is now, a magnifying glass was a wonder; its simple optics twisted light into abstract comas and sci-fi aberrations; able to compact a whole view into a luminous, paradoxically inverted phantom that could fit literally into the palm of my hand. By curling fingers and thumb around the lens and cupping both hands around the elusive rays, and by peering into the space in which I had trapped them, I fancied that I had entered into the secret workings of the eye. Chrysalis, for example, appears as a scenic projection from a hand-held lens and simultaneously as the litter of the forest floor. It is produced with a makeshift camera-obscura. The nebulous silhouettes of trees, some blurred under the passing clouds of a summer wind resolve here and there into crisp lines curled across the surface of a fallen leaf on which a moth chrysalis adheres. The leaf assumes Brobdingnagian proportions and thickness as the evanescent image shrinks and is foreshortened then dissolves in the enlarged dust and grit. It manifests the unique sight anchored at this fixed point, to reveal what we might see if we were to become vegetable or mineral. Near and far, large and small, superimpose, trigonometrically exact in their adjacency and spatial relations, presenting us with a located point of view.Why? I want to understand more intimately the interior of the natural landscape, rather than any ‘scene’ of human presence, or the context of any cultural landmark. In the steep, bush locations in which I am making these images, my means are necessarily makeshift; my camera and an old manual-aperture lens able to be carried in a backpack with a black T-shirt as a 'dark-tent'. The project is not systematic but intuitive and responsive to prevailing conditions and the effect on the projection caused by sun, shade, weather and situation. I am guided by the response of objects, textures and surfaces to the projected image and how they modulate and map it. This is landscape, but not from a human point of view.

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This is a book review of: 

Visuality/materiality: images, objects and practicesedited by Gillian Rose and Divya P. Tolia-Kelly. Farnham: Ashgate, 2012

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The problem of object recognition is of immense practical importance and potential, and the last decade has witnessed a number of breakthroughs in the state of the art. Most of the past object recognition work focuses on textured objects and local appearance descriptors extracted around salient points in an image. These methods fail in the matching of smooth, untextured objects for which salient point detection does not produce robust results. The recently proposed bag of boundaries (BoB) method is the first to directly address this problem. Since the texture of smooth objects is largely uninformative, BoB focuses on describing and matching objects based on their post-segmentation boundaries. Herein we address three major weaknesses of this work. The first of these is the uniform treatment of all boundary segments. Instead, we describe a method for detecting the locations and scales of salient boundary segments. Secondly, while the BoB method uses an image based elementary descriptor (HoGs + occupancy matrix), we propose a more compact descriptor based on the local profile of boundary normals’ directions. Lastly, we conduct a far more systematic evaluation, both of the bag of boundaries method and the method proposed here. Using a large public database, we demonstrate that our method exhibits greater robustness while at the same time achieving a major computational saving – object representation is extracted from an image in only 6% of the time needed to extract a bag of boundaries, and the storage requirement is similarly reduced to less than 8%.

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We have analyzed the extent of regulation by the nitric oxide (NO)-sensitive repressor NsrR from Neisseria meningitidis MC58, using microarray analysis. Target genes that appeared to be regulated by NsrR, based on a comparison between an nsrR mutant and a wild-type strain, were further investigated by quantitative real-time PCR, revealing a very compact set of genes, as follows: norB (encoding NO reductase), dnrN (encoding a protein putatively involved in the repair of nitrosative damage to iron-sulfur clusters), aniA (encoding nitrite reductase), nirV (a putative nitrite reductase assembly protein), and mobA (a gene associated with molybdenum metabolism in other species but with a frame shift in N. meningitidis). In all cases, NsrR acts as a repressor. The NO protection systems norB and dnrN are regulated by NO in an NsrR-dependent manner, whereas the NO protection system cytochrome c′ (encoded by cycP) is not controlled by NO or NsrR, indicating that N. meningitidis expresses both constitutive and inducible NO protection systems. In addition, we present evidence to show that the anaerobic response regulator FNR is also sensitive to NO but less so than NsrR, resulting in complex regulation of promoters such as aniA, which is controlled by both FNR and NsrR: aniA was found to be maximally induced by intermediate NO concentrations, consistent with a regulatory system that allows expression during denitrification (in which NO accumulates) but is down-regulated as NO approaches toxic concentrations.

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Synchronous Objects is a website where a visitor/ reader can investigate the interlocking systems of organisation in the choreography of William Forsythe's dance One Flat Thing, reproduced (2000). These systems were quantified through the collection of data and transformed into a series of objects - synchronous objects - that work in harmony to explore these choreographic structures, reveal their patterns and re-imagine what they might look like. The goal of the project was to create a learning platform to engage a broad public in this exploration of choreography, to explore cross-disciplinary research and to stimulate creative discovery for specialists and non-specialists alike.

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 Haptic rendering of complex models is usually prohibitive due to its much higher update rate requirement compared to visual rendering. Previous works have tried to solve this issue by introducing local simulation or multi-rate simulation for the two pipelines. Although these works have improved the capacity of haptic rendering pipeline, they did not take into consideration the situation of heterogeneous objects in one scenario, where rigid objects and deformable objects coexist in one scenario and close to each other. In this paper, we propose a novel idea to support interactive visuo-haptic rendering of complex heterogeneous models. The idea incorporates different collision detection and response algorithms and have them seamlessly switched on and off on the fly, as the HIP travels in the scenario. The selection of rendered models is based on the hypothesis of “parallel universes”, where the transition of rendering one group of models to another is totally transparent to users. To facilitate this idea, we proposed a procedure to convert the traditional single universe scenario into a “multiverse” scenario, where the original models are grouped and split into each parallel universe, depending on the scenario rendering requirement rather than just locality. We also proposed to add simplified visual objects as background avatars in each parallel universe to visually maintain the original scenario while not overly increase the scenario complexity. We tested the proposed idea in a haptically-enabled needle thoracostomy training environment and the result demonstrates that our idea is able to substantially accelerate visuo-haptic rendering with complex heterogeneous scenario objects.