990 resultados para animation artefact


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pie animation

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balance animation

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In this paper we extend the reuse of paths to the shot from a moving light source. In the classical algorithm new paths have to be cast from each new position of a light source. We show that we can reuse all paths for all positions, obtaining in this way a theoretical maximum speed-up equal to the average length of the shooting path

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Where does biology end and culture begin? While the human body is now widely accepted as being both biological and cultural, the brain is still considered by archaeologists as being a biological entity that provides the capacity for culture and is subject to no further change after the evolution of Homo sapiens. This article reviews recent research that suggests that the brain has continued to evolve at an increasing rate in recent times under the influence Of culturally created environments and that both the anatomy and function of individual brains can be manipulated by cultural behaviour. It describes an experiment in which one of us successfully changed his own brain in response to his cultural activity.

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The externally recorded electroencephalogram (EEG) is contaminated with signals that do not originate from the brain, collectively known as artefacts. Thus, EEG signals must be cleaned prior to any further analysis. In particular, if the EEG is to be used in online applications such as Brain-Computer Interfaces (BCIs) the removal of artefacts must be performed in an automatic manner. This paper investigates the robustness of Mutual Information based features to inter-subject variability for use in an automatic artefact removal system. The system is based on the separation of EEG recordings into independent components using a temporal ICA method, RADICAL, and the utilisation of a Support Vector Machine for classification of the components into EEG and artefact signals. High accuracy and robustness to inter-subject variability is achieved.

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This paper outlines a method for automatic artefact removal from multichannel recordings of event-related potentials (ERPs). The proposed method is based on, firstly, separation of the ERP recordings into independent components using the method of temporal decorrelation source separation (TDSEP). Secondly, the novel lagged auto-mutual information clustering (LAMIC) algorithm is used to cluster the estimated components, together with ocular reference signals, into clusters corresponding to cerebral and non-cerebral activity. Thirdly, the components in the cluster which contains the ocular reference signals are discarded. The remaining components are then recombined to reconstruct the clean ERPs.

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In order to develop skin artefact for an octopus-inspired robot arm, which is designed to be able to elongate 60% of its original length, silicone rubber and knitted nylon sheet were selected to manufacture an artificial skin, due to their higher elastic strain and high flexibility. Tensile and scissors cutting tests were conducted to characterise the matrix and reinforcing materials and the skin artefact. Material properties of the individual and the composite materials were compared with the measured properties of real octopus skin presented in Part I. The Young’s modulus of the skin should be below 20 MPa and the elastic strain range should be over 60%. The fracture toughness should be at least 0.9 kJ·m−2. Tubes made of the skin artefact filled with liquid were tested to study volume change under deformation. Finite element analysis model was developed to simulate the material and arm structure under tensile loading. Results show that the skin artefact developed has similar mechanical properties as the real octopus skin and satisfies all the design specifications of the OCTOPUS robot.