601 research outputs found

    Character Recognition

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    Character recognition is one of the pattern recognition technologies that are most widely used in practical applications. This book presents recent advances that are relevant to character recognition, from technical topics such as image processing, feature extraction or classification, to new applications including human-computer interfaces. The goal of this book is to provide a reference source for academic research and for professionals working in the character recognition field

    Algorithms for time series clustering applied to biomedical signals

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    Thesis submitted in the fulfillment of the requirements for the Degree of Master in Biomedical EngineeringThe increasing number of biomedical systems and applications for human body understanding creates a need for information extraction tools to use in biosignals. It’s important to comprehend the changes in the biosignal’s morphology over time, as they often contain critical information on the condition of the subject or the status of the experiment. The creation of tools that automatically analyze and extract relevant attributes from biosignals, providing important information to the user, has a significant value in the biosignal’s processing field. The present dissertation introduces new algorithms for time series clustering, where we are able to separate and organize unlabeled data into different groups whose signals are similar to each other. Signal processing algorithms were developed for the detection of a meanwave, which represents the signal’s morphology and behavior. The algorithm designed computes the meanwave by separating and averaging all cycles of a cyclic continuous signal. To increase the quality of information given by the meanwave, a set of wave-alignment techniques was also developed and its relevance was evaluated in a real database. To evaluate our algorithm’s applicability in time series clustering, a distance metric created with the information of the automatic meanwave was designed and its measurements were given as input to a K-Means clustering algorithm. With that purpose, we collected a series of data with two different modes in it. The produced algorithm successfully separates two modes in the collected data with 99.3% of efficiency. The results of this clustering procedure were compared to a mechanism widely used in this area, which models the data and uses the distance between its cepstral coefficients to measure the similarity between the time series.The algorithms were also validated in different study projects. These projects show the variety of contexts in which our algorithms have high applicability and are suitable answers to overcome the problems of exhaustive signal analysis and expert intervention. The algorithms produced are signal-independent, and therefore can be applied to any type of signal providing it is a cyclic signal. The fact that this approach doesn’t require any prior information and the preliminary good performance make these algorithms powerful tools for biosignals analysis and classification

    Higher level techniques for the artistic rendering of images and video

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Towards extracting artistic sketches and maps from digital elevation models

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    The main trend of computer graphics is the creation of photorealistic images however, there is increasing interest in the simulation of artistic and illustrative techniques. This thesis investigates a profile based technique for automatically extracting artistic sketches from regular grid digital elevation models. The results resemble those drawn by skilled cartographers and artists.The use of cartographic line simplification algorithms, which are usually applied to complex two-dimensional lines such as coastlines, allow a set of most important points on the terrain surface to be identified, these form the basis for sketching.This thesis also contains a wide ranging review of terrain representation techniques and suggests a new taxonomy

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes

    Surface Shape Perception in Volumetric Stereo Displays

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    In complex volume visualization applications, understanding the displayed objects and their spatial relationships is challenging for several reasons. One of the most important obstacles is that these objects can be translucent and can overlap spatially, making it difficult to understand their spatial structures. However, in many applications, for example medical visualization, it is crucial to have an accurate understanding of the spatial relationships among objects. The addition of visual cues has the potential to help human perception in these visualization tasks. Descriptive line elements, in particular, have been found to be effective in conveying shape information in surface-based graphics as they sparsely cover a geometrical surface, consistently following the geometry. We present two approaches to apply such line elements to a volume rendering process and to verify their effectiveness in volume-based graphics. This thesis reviews our progress to date in this area and discusses its effects and limitations. Specifically, it examines the volume renderer implementation that formed the foundation of this research, the design of the pilot study conducted to investigate the effectiveness of this technique, the results obtained. It further discusses improvements designed to address the issues revealed by the statistical analysis. The improved approach is able to handle visualization targets with general shapes, thus making it more appropriate to real visualization applications involving complex objects

    Hybrid sketching : a new middle ground between 2- and 3-D

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.Includes bibliographical references (leaves 124-133).This thesis investigates the geometric representation of ideas during the early stages of design. When a designer's ideas are still in gestation, the exploration of form is more important than its precise specification. Digital modelers facilitate such exploration, but only for forms built with discrete collections of high-level geometric primitives; we introduce techniques that operate on designers' medium of choice, 2-D sketches. Designers' explorations also shift between 2-D and 3-D, yet 3-D form must also be specified with these high-level primitives, requiring an entirely different mindset from 2-D sketching. We introduce a new approach to transform existing 2-D sketches directly into a new kind of sketch-like 3-D model. Finally, we present a novel sketching technique that removes the distinction between 2-D and 3-D altogether. This thesis makes five contributions: point-dragging and curve-drawing techniques for editing sketches; two techniques to help designers bring 2-D sketches to 3-D; and a sketching interface that dissolves the boundaries between 2-D and 3-D representation. The first two contributions of this thesis introduce smooth exploration techniques that work on sketched form composed of strokes, in 2-D or 3-D. First, we present a technique, inspired by classical painting practices, whereby the designer can explore a range of curves with a single stroke. As the user draws near an existing curve, our technique automatically and interactively replaces sections of the old curve with the new one. Second, we present a method to enable smooth exploration of sketched form by point-dragging. The user constructs a high-level "proxy" description that can be used, somewhat like a skeleton, to deform a sketch independent of(cont.) the internal stroke description. Next, we leverage the proxy deformation capability to help the designer move directly from existing 2-D sketches to 3-D models. Our reconstruction techniques generate a novel kind of 3-D model which maintains the appearance and stroke structure of the original 2-D sketch. One technique transforms a single sketch with help from annotations by the designer; the other combines two sketches. Since these interfaces are user-guided, they can operate on ambiguous sketches, relying on the designer to choose an interpretation. Finally, we present an interface to build an even sparser, more suggestive, type of 3-D model, either from existing sketches or from scratch. "Camera planes" provide a complex 3-D scaffolding on which to hang sketches, which can still be drawn as rapidly and freely as before. A sparse set of 2-D sketches placed on planes provides a novel visualization of 3-D form, with enough information present to suggest 3-D shape, but enough missing that the designer can 'read into' the form, seeing multiple possibilities. This unspecified information--this empty space--can spur the designer on to new ideas.by John Alex.Ph.D

    Physically Interacting With Four Dimensions

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    Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another. The research presented here creates physically realistic models for simple interactions with objects and materials in a virtual 4D world. We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object. Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings
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