980 resultados para tranquil scene


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The present scenario of industrial fishing in India is that most of large trawlers are based at Visakhapatnam and congregate in the potential shrimp ground in the upper East coast of India commonly known as the Sandheads. These are outriggcr vessels operating two or four trawl nets along with a testing trawl called try net. In the early Seventies these vessels were operating on a very high economic return which was evident from the steady increase in number of outriggers over a period of twenty years. Since the total allowable catch has to be shared by all vessels including the increasing fleet, reduction per vessel output is bound to happen. Therefore some of them could not survive the competition and withdrew from the scene. The number of outriggers did not increase subsequently. However, there arose a doubt whether the existing fleet of about 180 vessels are fishing economically or whether there is any scope for further introduction of industrial vessels in the region. This study is focussing to the techno economic aspects of industrial fishing in the upper East coast of India

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The preceding discussion and review of literature show that studies on gear selectivity have received great attention, while gear efficiency studies do not seem to have received equal consideration. In temperate waters, fishing industry is well organised and relatively large and well equipped vessels and gear are used for commercial fishing and the number of species are less; whereas in tropics particularly in India, small scale fishery dominates the scene and the fishery is multispecies operated upon by nmltigear. Therefore many of the problems faced in India may not exist in developed countries. Perhaps this would be the reason for the paucity of literature on the problems in estimation of relative efficiency. Much work has been carried out in estimating relative efficiency (Pycha, 1962; Pope, 1963; Gulland, 1967; Dickson, 1971 and Collins, 1979). The main subject of interest in the present thesis is an investigation into the problems in the comparison of fishing gears. especially in using classical test procedures with special reference to the prevailing fishing practices (that is. with reference to the catch data generated by the existing system). This has been taken up with a view to standardizing an approach for comparing the efficiency of fishing gear. Besides this, the implications of the terms ‘gear efficiency‘ and ‘gear selectivity‘ have been examined and based on the commonly used selectivity model (Holt, 1963), estimation of the ratio of fishing power of two gear has been considered. An attempt to determine the size of fish for which a gear is most efficient.has also been made. The work has been presented in eight chapters

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Globalization and liberalization, with the entry of many prominent foreign manufacturers, changed the automobile scenario in India, since early 1990‟s. Manufacturers such as Ford, General Motors, Honda, Toyota, Suzuki, Hyundai, Renault, Mitsubishi, Benz, BMW, Volkswagen and Nissan set up their manufacturing units in India in joint venture with their Indian counterpart companies, by making use of the Foreign Direct Investment policy of the Government of India, These manufacturers started capturing the hearts of Indian car customers with their choice of technological and innovative product features, with quality and reliability. With the multiplicity of choices available to the Indian passenger car buyers, it drastically changed the way the car purchase scenario in India and particularly in the State of Kerala. This transformed the automobile scene from a sellers‟ market to buyers‟ market. Car customers started developing their own personal preferences and purchasing patterns, which were hitherto unknown in the Indian automobile segment. The main purpose of this paper is to come up with the identification of possible parameters and a framework development, that influence the consumer purchase behaviour patterns of passenger car owners in the State of Kerala, so that further research could be done, based on the framework and the identified parameters

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Globalization and liberalization, with the entry of many prominent foreign manufacturers, changed the automobile scenario in India, since early 1990’s. World Leaders in automobile manufacturing such as Ford, General Motors, Honda, Toyota, Suzuki, Hyundai, Renault, Mitsubishi, Benz, BMW, Volkswagen and Nissan set up their manufacturing units in India in joint venture with their Indian counterpart companies, by making use of the Foreign Direct Investment policy of the Government of India, These manufacturers started capturing the hearts of Indian car customers with their choice of technological and innovative product features, with quality and reliability. With the multiplicity of choices available to the Indian passenger car buyers, it drastically changed the way the car purchase scenario in India and particularly in the State of Kerala. This transformed the automobile scene from a sellers’ market to buyers’ market. Car customers started developing their own personal preferences and purchasing patterns, which were hitherto unknown in the Indian automobile segment. The main purpose of this paper is to develop a model with major variables, which influence the consumer purchase behaviour of passenger car owners in the State of Kerala. Though there are innumerable studies conducted in other countries, there are very few thesis and research work conducted to study the consumer behaviour of the passenger car industry in India and specifically in the State of Kerala. The results of the research contribute to the practical knowledge base of the automobile industry, specifically to the passenger car segment. It has also a great contributory value addition to the manufacturers and dealers for customizing their marketing plans in the State

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Globalization and liberalization, with the entry of many prominent foreign manufacturers, changed the automobile scenario in India, since early 1990’s. World Leaders in automobile manufacturing such as Ford, General Motors, Honda, Toyota, Suzuki, Hyundai, Renault, Mitsubishi, Benz, BMW, Volkswagen and Nissan set up their manufacturing units in India in joint venture with their Indian counterpart companies, by making use of the Foreign Direct Investment policy of the Government of India, These manufacturers started capturing the hearts of Indian car customers with their choice of technological and innovative product features, with quality and reliability. With the multiplicity of choices available to the Indian passenger car buyers, it drastically changed the way the car purchase scenario in India and particularly in the State of Kerala. This transformed the automobile scene from a sellers’ market to buyers’ market. Car customers started developing their own personal preferences and purchasing patterns, which were hitherto unknown in the Indian automobile segment. The main purpose of this paper is to come up with the identification of possible parameters and a framework development, that influence the consumer purchase behaviour patterns of passenger car owners in the State of Kerala, so that further research could be done, based on the framework and the identified parameters.

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Die vorliegende Arbeit entstand während meiner Zeit als wissenschaftlicher Mitarbeiter im Fachgebiet Technische Informatik an der Universität Kassel. Im Rahmen dieser Arbeit werden der Entwurf und die Implementierung eines Cluster-basierten verteilten Szenengraphen gezeigt. Bei der Implementierung des verteilten Szenengraphen wurde von der Entwicklung eines eigenen Szenengraphen abgesehen. Stattdessen wurde ein bereits vorhandener Szenengraph namens OpenSceneGraph als Basis für die Entwicklung des verteilten Szenengraphen verwendet. Im Rahmen dieser Arbeit wurde eine Clusterunterstützung in den vorliegenden OpenSceneGraph integriert. Bei der Erweiterung des OpenSceneGraphs wurde besonders darauf geachtet den vorliegenden Szenengraphen möglichst nicht zu verändern. Zusätzlich wurde nach Möglichkeit auf die Verwendung und Integration externer Clusterbasierten Softwarepakete verzichtet. Für die Verteilung des OpenSceneGraphs wurde auf Basis von Sockets eine eigene Kommunikationsschicht entwickelt und in den OpenSceneGraph integriert. Diese Kommunikationsschicht wurde verwendet um Sort-First- und Sort-Last-basierte Visualisierung dem OpenSceneGraph zur Verfügung zu stellen. Durch die Erweiterung des OpenScenGraphs um die Cluster-Unterstützung wurde eine Ansteuerung beliebiger Projektionssysteme wie z.B. einer CAVE ermöglicht. Für die Ansteuerung einer CAVE wurden mittels VRPN diverse Eingabegeräte sowie das Tracking in den OpenSceneGraph integriert. Durch die Anbindung der Geräte über VRPN können diese Eingabegeräte auch bei den anderen Cluster-Betriebsarten wie z.B. einer segmentierten Anzeige verwendet werden. Die Verteilung der Daten auf den Cluster wurde von dem Kern des OpenSceneGraphs separat gehalten. Damit kann eine beliebige OpenSceneGraph-basierte Anwendung jederzeit und ohne aufwendige Modifikationen auf einem Cluster ausgeführt werden. Dadurch ist der Anwender in seiner Applikationsentwicklung nicht behindert worden und muss nicht zwischen Cluster-basierten und Standalone-Anwendungen unterscheiden.

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A key problem in object recognition is selection, namely, the problem of identifying regions in an image within which to start the recognition process, ideally by isolating regions that are likely to come from a single object. Such a selection mechanism has been found to be crucial in reducing the combinatorial search involved in the matching stage of object recognition. Even though selection is of help in recognition, it has largely remained unsolved because of the difficulty in isolating regions belonging to objects under complex imaging conditions involving occlusions, changing illumination, and object appearances. This thesis presents a novel approach to the selection problem by proposing a computational model of visual attentional selection as a paradigm for selection in recognition. In particular, it proposes two modes of attentional selection, namely, attracted and pay attention modes as being appropriate for data and model-driven selection in recognition. An implementation of this model has led to new ways of extracting color, texture and line group information in images, and their subsequent use in isolating areas of the scene likely to contain the model object. Among the specific results in this thesis are: a method of specifying color by perceptual color categories for fast color region segmentation and color-based localization of objects, and a result showing that the recognition of texture patterns on model objects is possible under changes in orientation and occlusions without detailed segmentation. The thesis also presents an evaluation of the proposed model by integrating with a 3D from 2D object recognition system and recording the improvement in performance. These results indicate that attentional selection can significantly overcome the computational bottleneck in object recognition, both due to a reduction in the number of features, and due to a reduction in the number of matches during recognition using the information derived during selection. Finally, these studies have revealed a surprising use of selection, namely, in the partial solution of the pose of a 3D object.

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This paper describes a system for the computer understanding of English. The system answers questions, executes commands, and accepts information in normal English dialog. It uses semantic information and context to understand discourse and to disambiguate sentences. It combines a complete syntactic analysis of each sentence with a "heuristic understander" which uses different kinds of information about a sentence, other parts of the discourse, and general information about the world in deciding what the sentence means. It is based on the belief that a computer cannot deal reasonably with language unless it can "understand" the subject it is discussing. The program is given a detailed model of the knowledge needed by a simple robot having only a hand and an eye. We can give it instructions to manipulate toy objects, interrogate it about the scene, and give it information it will use in deduction. In addition to knowing the properties of toy objects, the program has a simple model of its own mentality. It can remember and discuss its plans and actions as well as carry them out. It enters into a dialog with a person, responding to English sentences with actions and English replies, and asking for clarification when its heuristic programs cannot understand a sentence through use of context and physical knowledge.

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We present a new method for rendering novel images of flexible 3D objects from a small number of example images in correspondence. The strength of the method is the ability to synthesize images whose viewing position is significantly far away from the viewing cone of the example images ("view extrapolation"), yet without ever modeling the 3D structure of the scene. The method relies on synthesizing a chain of "trilinear tensors" that governs the warping function from the example images to the novel image, together with a multi-dimensional interpolation function that synthesizes the non-rigid motions of the viewed object from the virtual camera position. We show that two closely spaced example images alone are sufficient in practice to synthesize a significant viewing cone, thus demonstrating the ability of representing an object by a relatively small number of model images --- for the purpose of cheap and fast viewers that can run on standard hardware.

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We propose a scheme for indoor place identification based on the recognition of global scene views. Scene views are encoded using a holistic representation that provides low-resolution spatial and spectral information. The holistic nature of the representation dispenses with the need to rely on specific objects or local landmarks and also renders it robust against variations in object configurations. We demonstrate the scheme on the problem of recognizing scenes in video sequences captured while walking through an office environment. We develop a method for distinguishing between 'diagnostic' and 'generic' views and also evaluate changes in system performances as a function of the amount of training data available and the complexity of the representation.

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Brightness judgments are a key part of the primate brain's visual analysis of the environment. There is general consensus that the perceived brightness of an image region is based not only on its actual luminance, but also on the photometric structure of its neighborhood. However, it is unclear precisely how a region's context influences its perceived brightness. Recent research has suggested that brightness estimation may be based on a sophisticated analysis of scene layout in terms of transparency, illumination and shadows. This work has called into question the role of low-level mechanisms, such as lateral inhibition, as explanations for brightness phenomena. Here we describe experiments with displays for which low-level and high-level analyses make qualitatively different predictions, and with which we can quantitatively assess the trade-offs between low-level and high-level factors. We find that brightness percepts in these displays are governed by low-level stimulus properties, even when these percepts are inconsistent with higher-level interpretations of scene layout. These results point to the important role of low-level mechanisms in determining brightness percepts.

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There is general consensus that context can be a rich source of information about an object's identity, location and scale. In fact, the structure of many real-world scenes is governed by strong configurational rules akin to those that apply to a single object. Here we introduce a simple probabilistic framework for modeling the relationship between context and object properties based on the correlation between the statistics of low-level features across the entire scene and the objects that it contains. The resulting scheme serves as an effective procedure for object priming, context driven focus of attention and automatic scale-selection on real-world scenes.

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The human visual system is adept at detecting and encoding statistical regularities in its spatio-temporal environment. Here we report an unexpected failure of this ability in the context of perceiving inconsistencies in illumination distributions across a scene. Contrary to predictions from previous studies [Enns and Rensink, 1990; Sun and Perona, 1996a, 1996b, 1997], we find that the visual system displays a remarkable lack of sensitivity to illumination inconsistencies, both in experimental stimuli and in images of real scenes. Our results allow us to draw inferences regarding how the visual system encodes illumination distributions across scenes. Specifically, they suggest that the visual system does not verify the global consistency of locally derived estimates of illumination direction.

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This paper investigates the linear degeneracies of projective structure estimation from point and line features across three views. We show that the rank of the linear system of equations for recovering the trilinear tensor of three views reduces to 23 (instead of 26) in the case when the scene is a Linear Line Complex (set of lines in space intersecting at a common line) and is 21 when the scene is planar. The LLC situation is only linearly degenerate, and we show that one can obtain a unique solution when the admissibility constraints of the tensor are accounted for. The line configuration described by an LLC, rather than being some obscure case, is in fact quite typical. It includes, as a particular example, the case of a camera moving down a hallway in an office environment or down an urban street. Furthermore, an LLC situation may occur as an artifact such as in direct estimation from spatio-temporal derivatives of image brightness. Therefore, an investigation into degeneracies and their remedy is important also in practice.

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Augmented Reality (AR) is an emerging technology that utilizes computer vision methods to overlay virtual objects onto the real world scene so as to make them appear to co-exist with the real objects. Its main objective is to enhance the user’s interaction with the real world by providing the right information needed to perform a certain task. Applications of this technology in manufacturing include maintenance, assembly and telerobotics. In this paper, we explore the potential of teaching a robot to perform an arc welding task in an AR environment. We present the motivation, features of a system using the popular ARToolkit package, and a discussion on the issues and implications of our research.