5,268 research outputs found

    A Sketch-based Rapid Modeling Method for Crime Scene Presentation

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    The reconstruction of crime scene plays an important role in digital forensic application. This article integrates computer graphics, sketch-based retrieval and virtual reality (VR) techniques to develop a low-cost and rapid 3D crime scene presentation approach, which can be used by investigators to analyze and simulate the criminal process. First, we constructed a collection of 3D models for indoor crime scenes using various popular techniques, including laser scanning, image-based modeling and geometric modeling. Second, to quickly obtain an object of interest from the 3D model database, a sketch-based retrieval method was proposed. Finally, a rapid modeling system that integrates our database and retrieval algorithm was developed to quickly build a digital crime scene. For practical use, an interactive real-time virtual roaming application was developed in Unity 3D and a low-cost VR head-mounted display (HMD). Practical cases have been implemented to demonstrate the feasibility and availability of our method

    Sketchy rendering for information visualization

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    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visual- ization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users’ ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization de- sign. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty

    The MaggLite Post-WIMP Toolkit: Draw It, Connect It and Run It

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    International audienceThis article presents MaggLite, a toolkit and sketch-based interface builder allowing fast and interactive design of post-WIMP user interfaces. MaggLite improves design of advanced UIs thanks to its novel mixed-graph architecture that dynamically combines scene-graphs with interaction- graphs. Scene-graphs provide mechanisms to describe and produce rich graphical effects, whereas interaction-graphs allow expressive and fine-grained description of advanced interaction techniques and behaviors such as multiple pointers management, toolglasses, bimanual interaction, gesture, and speech recognition. Both graphs can be built interactively by sketching the UI and specifying the interaction using a dataflow visual language. Communication between the two graphs is managed at runtime by components we call Interaction Access Points. While developers can extend the toolkit by refining built-in generic mechanisms, UI designers can quickly and interactively design, prototype and test advanced user interfaces by applying the MaggLite principle: "draw it, connect it and run it"

    Fire Pattern Analysis, Junk Science, Old Wives Tales, and Ipse Dixit: Emerging Forensic 3D Imaging Technologies to the Rescue?

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    Forensic science is undergoing a period of transformation as legal and scientific forces converge and force older forensic sciences toward a new scientific paradigm. Fire investigative undertakings are not an exception to this trend. Skeptical defense attorneys who routinely formulate astute Daubert challenges to contest the scientific validity and reliability of every major forensic science discipline are one catalyst to this revolution. Furthermore, a steady influx of novel scientific advances makes possible the formulation of consistent and scientifically-based quantitative forensic evidence analyses to overcome the “undervalidated and oversold” problems affecting many areas of forensic science

    Accelerated Creative Problem Solving and Product Improvement Applied to Experimental Devices in a Bloodstain Pattern Interpretation Class--Improving the Role of Insight Development Tools as a Generator of New Ideas in Novel Situations

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    This project uses an action research centered study protocol to examine the effects of a problem-based learning exercise related to bloodstain pattern interpretation in a crime scene processing and general criminalistics class taught as part of an upper division forensic chemistry major in a four year college. The goal is to apply design principles and creative problem solving methods directly adapted to a project involving interpreting a set of crime scene photographs depicting blood spatter and with the aid of guided exercises in ideation and design, lead students into the development of alternate theories of how the bloodstains were created in the context of reconstructing a criminal event and how students can translate these ideas into the creation of processes and apparatus that replicate the flight dynamics of blood and injury patterns that lead to these shapes for the ultimate purpose of crime scene reconstruction, theory validation, and courtroom demonstration. The quality of the final projects will be based on a rubric that examines the novelty and scientific validity of the project based on creative product assessment protocols drawn from various sources. The assignments and final project success in inspiring student growth in the topic area of bloodstain pattern examination will be based on their scores in project creativity vs. their success in a pre- and post-examination related to bloodstain pattern principles. The role of corroboration, prototyping, insight development tools, and work space design, acceleration of the creative process and development of appropriate evaluation assessments of creative products will be part of the action research study. It is hoped that through this research, general methods of instruction may be developed that relate creative problem solving tools to generation of creative ideas in specific domain areas

    Virtual Walkthrough to Pocket D Building

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    The main objective of this project, virtual walkthrough to Pocket D building project is to provide a 3D simulation walkthrough environment to the Pocket D building via UTP website. Looking at the current situation, the UTP website provides 2D images of the campus building. No information was provided about the usage of lecture theatres, staff offices nor cafeterias. Since the current website did not provide enough information of the Pocket D building, a simulation or walkthrough project has come to an idea to implement. This project, undertaken by the writer is to develop a virtual environment of a certain section of the university’s building using non immersive VR. The section to be concentrated in this project would be the Pocket D located within the campus. The project could benefit to public on having a clearer picture what a real campus in a 3D setting. The concepts of visual feedback and interaction feedback and acoustic feedback are considered in this virtual environment. All these concepts are incorporated to create a realistic virtual environment and this is where this project is going to concentrated on

    3D forensic crime scene reconstruction involving immersive technology: A systematic literature review

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    Recreation of 3D crime scenes is critical for law enforcement in the investigation of serious crimes for criminal justice responses. This work presents a premier systematic literature review (SLR) that offers a structured, methodical, and rigorous approach to understanding the trend of research in 3D crime scene reconstruction as well as tools, technologies, methods, and techniques employed thereof in the last 17 years. Major credible scholarly database sources, Scopus, and Google Scholar, which index journals and conferences that are promoted by entities such as IEEE, ACM, Elsevier, and SpringerLink were explored as data sources. Of the initial 17, 912 papers that resulted from the first search string, 258 were found to be relevant to our research questions after implementing the inclusion and exclusion criteria

    Defending Face-Recognition Technology (And Defending Against It)

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    This Article looks beneath the surface of attacks on face-recognition technology and explains how it can be an exceptionally useful tool for law enforcement, complementing traditional forensic evidence such as fingerprints and DNA. It punctures myths about the technology and explains how existing rules of criminal procedure, developed for other kinds of forensic evidence, are readily adaptable to face-recognition. It opposes across-the-board restrictions on use of face-recognition technologies and advocates a more sophisticated set of guarantees of defendant access to the information necessary to probe reliability of computerized face-matches. Defendants must have reasonable access to the details of the technology and how it was used so that they have a meaningful opportunity to inform the factfinder of doubts about reliability. Part II explains the technology, starting with machine learning, which enables a computer to represent faces digitally based on their physical characteristics, so that they can be matched with other faces. This part also explains how shortcomings in the algorithms or training database of faces can produce errors, both positive and negative, in identification. Part III explores existing and potential uses of face-recognition in law enforcement, placing the technology into the context of traditional police investigations. Part IV summarizes the relatively sparse caselaw and the much fuller literature on face-recognition technology, in particular, evaluates claims of threats to privacy, and analyzes legal principles developed for analogous conventional criminal investigative and proof methods. Part V constructs a legal framework for evaluating the probativeness of face-recognition technology in criminal prosecutions, develops strategies, and offers actual cross examination questions to guide defense counsel in challenging face-recognition technology. Part VI acknowledges that some specific uses of the technology to scan crowds and streams of people may need judicial control and suggests a draft statute to assure such control

    Image Recognition Applied to Security Systems: The Case of Burkina Faso

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    In this article we propose à model composed of five layers of convolution and two layers of maxpooling and three layers of fully connected. What will allow image recognition to be applied to security systems: the case of Burkina Faso The main contributions are : -        The establishment of a rapid and efficient aerial reconnaissance system ; -       Stable and fluid navigation of drones by learning the identification of simulated targets -       Improving security in Burkina Faso. The results show us that the accuracy of learning and testing increases with the number of epochs, this reflects that at each epoch the model learns more information. If the precision is decreased then we will need more information to make our model learn and therefore we must increase the number of epochs and vice versa. Similarly, the learning and validation error decreases with the number of epochs. Keywords : artificial intelligence, image, recognition, security, Burkina Faso DOI: 10.7176/NMMC/102-04 Publication date:October 31st 202

    Catalytic converter : facilitating change in the places that need it most

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    These documents have been reviewed by Safe Assignment.This thesis investigates the question, how can struggling American cities be rejuvenated in the rapidly evolving context of the twenty-first century? The typology explored is a community design center. The site for this project is Detroit, Michigan, USA. The theoretical premise that guides the research is, Architecture can serve as a catalyst for change in cities suffering from the effects of deindustrialization and depopulation
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