2 research outputs found
Evolving Networks and Social Network Analysis Methods and Techniques
Evolving networks by definition are networks that change as a function of time. They are a natural extension of network science since almost all real-world networks evolve over time, either by adding or by removing nodes or links over time: elementary actor-level network measures like network centrality change as a function of time, popularity and influence of individuals grow or fade depending on processes, and events occur in networks during time intervals. Other problems such as network-level statistics computation, link prediction, community detection, and visualization gain additional research importance when applied to dynamic online social networks (OSNs). Due to their temporal dimension, rapid growth of users, velocity of changes in networks, and amount of data that these OSNs generate, effective and efficient methods and techniques for small static networks are now required to scale and deal with the temporal dimension in case of streaming settings. This chapter reviews the state of the art in selected aspects of evolving social networks presenting open research challenges related to OSNs. The challenges suggest that significant further research is required in evolving social networks, i.e., existent methods, techniques, and algorithms must be rethought and designed toward incremental and dynamic versions that allow the efficient analysis of evolving networks
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Shell-Based Geometric Image and Video Inpainting
The subject of this thesis is a class of fast inpainting methods (image or video) based on the idea of filling the inpainting domain in successive shells from its boundary inwards. Image pixels (or video voxels) are filled by assigning them a color equal to a weighted average of either their already filled neighbors (the ``direct'' form of the method) or those neighbors plus additional neighbors within the current shell (the ``semi-implicit'' form). In the direct form, pixels (voxels) in the current shell may be filled independently, but in the semi-implicit form they are filled simultaneously by solving a linear system. We focus in this thesis mainly on the image inpainting case, where the literature contains several methods corresponding to the {\em direct} form of the method - the semi-implicit form is introduced for the first time here. These methods effectively differ only in the order in which pixels (voxels) are filled, the weights used for averaging, and the neighborhood that is averaged over. All of them are very fast, but at the same time all of them leave undesirable artifacts such as ``kinking'' (bending) or blurring of extrapolated isophotes.
This thesis has two main goals. First, we introduce new algorithms within this class, which are aimed at reducing or eliminating these artifacts, and also target a specific application - the 3D conversion of images and film. The first part of this thesis will be concerned with introducing 3D conversion as well as Guidefill, a method in the above class adapted to the inpainting problems arising in 3D conversion. However, the second and more significant goal of this thesis is to study these algorithms as a class. In particular, we develop a mathematical theory aimed at understanding the origins of artifacts mentioned. Through this, we seek is to understand which artifacts can be eliminated (and how), and which artifacts are inevitable (and why). Most of the thesis is occupied with this second goal.
Our theory is based on two separate limits - the first is a {\em continuum} limit, in which the pixel width , and in which the algorithm converges to a partial differential equation. The second is an asymptotic limit in which is very small but non-zero. This latter limit, which is based on a connection to random walks, relates the inpainted solution to a type of discrete convolution. The former is useful for studying kinking artifacts, while the latter is useful for studying blur. Although all the theoretical work has been done in the context of image inpainting, experimental evidence is presented suggesting a simple generalization to video.
Finally, in the last part of the thesis we explore shell-based video inpainting. In particular, we introduce spacetime transport, which is a natural generalization of the ideas of Guidefill and its predecessor, coherence transport, to three dimensions (two spatial dimensions plus one time dimension). Spacetime transport is shown to have much in common with shell-based image inpainting methods. In particular, kinking and blur artifacts persist, and the former of these may be alleviated in exactly the same way as in two dimensions. At the same time, spacetime transport is shown to be related to optical flow based video inpainting. In particular, a connection is derived between spacetime transport and a generalized Lucas–Kanade optical flow that does not distinguish between time and space.Cambridge Overseas Scholarshi