166 research outputs found

    Planned Spontaneity:The Construction of a Modular System of Relief Printmaking Matrices for the Platen Press

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    The Modular System draws on traditional wood engraving, woodcut and letterpress practices. It comprises two printing surfaces and printing furniture specifically devised to facilitate offset and transfer relief printing. Rigid acetal resin tint blocks, hand or laser engraved, generate tone or colour that may be applied to more than one image. Multiple overprinting produces variant colour mixtures. Their function is similar to late nineteenth-century tints devised for colour letterpress printing. Compound printing surfaces of linoleum or vinyl are segmented and joined to make removable and replaceable parts. They print variable configurations in a process that resembles historical solutions to simultaneous colour printing: from the Mentz Psalter (1475), to the compound plates of William Congreve (1820) and the segmented wood engravings of John Holt Ibbetson (1819). These compound surfaces also act as receptors for impressions from the tint blocks. Repositioning and offsetting them is expedited by press furniture especially devised for the project. Registration devices are based on the simple Japanese kentĹŤ system and laser-cut circular chases derived from traditional letterpress furniture. Printing the tint blocks directly onto the flexible compound surfaces produce two viable prints that are offsets of each other. They are reversed, but one offset is also tonally inversed. It is this unpredictable tonality that has driven this experimental project. Both the construction and processes developed using the Modular System directed historical research into functional colour relief printing which consequently unearthed examples that would influence the further development of the project. This has generated both devices and processes capable of wider applications. Printing surfaces employed in the Modular System may be laser engraved or cut and adapted to use in both lithography and intaglio printmaking.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Printing Process Parameters Identification System

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    The paper presents the research aimed at setting up and developing a software system for the printing process parameters identification based on modern computer and software systems, algorithmic principles, principles of expert systems construction and advanced learning. Thus, the possibilities of application of contemporary software tools were investigated, which facilitates the process and forms the program structure of the model that uses programming languages based on the expert systems construction principles and tools for the development of system model based on the principles of modern learning. For complex model development, concepts of process knowledge bases with influential process parameters of printing technique have been developed through modelling and construction based on the logic of expert systems with the presentation, use and involvement of experts knowledge in decision making with the evaluation of the impact of individual parameters. In addition to this approach, a module was developed using modern software tools based on an algorithmic principle and a module for identifying printing process parameters using modern platforms based on advanced learning. Sophisticated software model has been made through the research and developed with databases of process parameter identification systems based on modern software tools. This tool enables a significant expedition of the solution resolving, thus improving the graphical production process and the processes of acquiring and expanding knowledge. The model is based on integrative modules: a printing process parameters identification system based on algorithmic program structure systems, a printing process parameters identification system based on expert system building principles, and a printing process parameter identification system based on modern learning systems

    Proceedings, MSVSCC 2019

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    Old Dominion University Department of Modeling, Simulation & Visualization Engineering (MSVE) and the Virginia Modeling, Analysis and Simulation Center (VMASC) held the 13th annual Modeling, Simulation & Visualization (MSV) Student Capstone Conference on April 18, 2019. The Conference featured student research and student projects that are central to MSV. Also participating in the conference were faculty members who volunteered their time to impart direct support to their students’ research, facilitated the various conference tracks, served as judges for each of the tracks, and provided overall assistance to the conference. Appreciating the purpose of the conference and working in a cohesive, collaborative effort, resulted in a successful symposium for everyone involved. These proceedings feature the works that were presented at the conference. Capstone Conference Chair: Dr. Yuzhong Shen Capstone Conference Student Chair: Daniel Pere

    Deep Learning Based Malware Classification Using Deep Residual Network

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    The traditional malware detection approaches rely heavily on feature extraction procedure, in this paper we proposed a deep learning-based malware classification model by using a 18-layers deep residual network. Our model uses the raw bytecodes data of malware samples, converting the bytecodes to 3-channel RGB images and then applying the deep learning techniques to classify the malwares. Our experiment results show that the deep residual network model achieved an average accuracy of 86.54% by 5-fold cross validation. Comparing to the traditional methods for malware classification, our deep residual network model greatly simplify the malware detection and classification procedures, it achieved a very good classification accuracy as well. The dataset we used in this paper for training and testing is Malimg dataset, one of the biggest malware datasets released by vision research lab of UCSB

    Augmented Reality for Restoration/Reconstruction of Artefacts with Artistic or Historical Value

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    The artistic or historical value of a structure, such as a monument, a mosaic, a painting or, generally speaking, an artefact, arises from the novelty and the development it represents in a certain field and in a certain time of the human activity. The more faithfully the structure preserves its original status, the greater its artistic and historical value is. For this reason it is fundamental to preserve its original condition, maintaining it as genuine as possible over the time. Nevertheless the preservation of a structure cannot be always possible (for traumatic events as wars can occur), or has not always been realized, simply for negligence, incompetence, or even guilty unwillingness. So, unfortunately, nowadays the status of a not irrelevant number of such structures can range from bad to even catastrophic. In such a frame the current technology furnishes a fundamental help for reconstruction/restoration purposes, so to bring back a structure to its original historical value and condition. Among the modern facilities, new possibilities arise from the Augmented Reality (AR) tools, which combine the virtual reality (VR) settings with real physical materials and instruments. The idea is to realize a virtual reconstruction/restoration before materially acting on the structure itself. In this way main advantages are obtained among which: the manpower and machine power are utilized only in the last phase of the reconstruction; potential damages/abrasions of some parts of the structure are avoided during the cataloguing phase; it is possible to precisely define the forms and dimensions of the eventually missing pieces, etc. Actually the virtual reconstruction/restoration can be even improved taking advantages of the AR, which furnish lots of added informative parameters, which can be even fundamental under specific circumstances. So we want here detail the AR application to restore and reconstruct the structures with artistic and/or historical valu

    The Shape of Poetry: A Typographic Exploration of Poetry and Synesthesia

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    The Shape of Poetry is a thesis which explores the relationships of synesthesia, typography and poetry. Synesthesia is a neurologically-based condition in which stimulation of one sensory or cognitive pathway leads to automatic, involuntary experiences in a second sensory or cognitive pathway. This phenomenon is common in poetry as a rhetorical device. In graphic design, we uses typography and other visual elements to make cross-sensory metaphors as well. The similarity among these three provides a new field of research possibilities. The goal of the thesis is to visualize poetry by exploring typographic variations and implementing synesthesia findings. The final result is a campaign to promote William Shakespeare’s sonnets, in both print and digital applications. Overall the findings of this thesis aim at giving designers another angle when designing for multi-media platforms, and inspire those who have the similar interests in the relationship of sensory perception and design

    PotteryVR: virtual reality pottery

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    Handcrafting ceramic pottery in the traditional method or virtual reality (VR) with intricate surface details is still challenging for the ceramic and graphic artist. Free-form pottery modeling can be efficiently geometrically modeled with the right tools with detailed 3D print outputs, yet challenging to be manufactured using traditional art. The new advanced pottery VR simulation is a promising method to recreate the traditional pottery simulation for a better experience with some barriers. The challenges that arise from surface detail in pottery are a tedious task accomplished by mesh blending and retopology. This paper focuses on refining the VP application’s performance by adding unique sound resonance as a more likely infinite geometric phenomenon textures, blending it into the basic shapes. This paper combines creativity and visual computing technologies such as VR, mesh blending, fixing errors, and 3D printing to bring the ceramic artist’s imagination to life. We have used sound resonance with virtual pottery (VP) systems refinements to demonstrate several standard pottery methods from free form deformed pottery, retopology, mesh blended for surface details, and 3D printed pottery with materials including polymer and ceramic resins

    Math in the Dark: Tools for Expressing Mathematical Content by Visually Impaired Students

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    Blind and visually impaired students are under-represented in the science, technology, engineering, and mathematics disciplines of higher education and the workforce. This is due primarily to the difficulties they encounter in trying to succeed in mathematics courses. While there are sufficient tools available to create Braille content, including the special Nemeth Braille used in the U.S. for mathematics constructs, there are very few tools to allow a blind or visually impaired student to create his/her own mathematical content in a manner that sighted individuals can use. The software tools that are available are isolated, do not interface well with other common software, and may be priced for institutional use instead of individual use. Instructors are unprepared or unable to interact with these students in a real-time manner. All of these factors combine to isolate the blind or visually impaired student in the study of mathematics. Nemeth Braille is a complete mathematical markup system in Braille, containing everything that is needed to produce quality math content at all levels of complexity. Blind and visually impaired students should not have to learn any additional markup languages in order to produce math content. This work addressed the needs of the individual blind or visually impaired student who must be able to produce mathematical content for course assignments, and who wishes to interact with peers and instructors on a real-time basis to share mathematical content. Two tools were created to facilitate mathematical interaction: a Nemeth Braille editor, and a real-time instant messenger chat capability that supports Nemeth Braille and MathML constructs. In the Visually Impaired view, the editor accepts Nemeth Braille input, displays the math expressions in a tree structure which will allow sub-expressions to be expanded or collapsed. The Braille constructs can be translated to MathML for display within MathType. Similarly, in the Sighted view, math constructs entered in MathType can be translated into Nemeth Braille. Mathematical content can then be shared between sighted and visually impaired users via the instant messenger chat capability. Using Math in the Dark software, blind and visually impaired students can work math problems fully in Nemeth Braille and can seamlessly convert their work into MathML for viewing by sighted instructors. The converted output has the quality of professionally produced math content. Blind and VI students can also communicate and share math constructs with a sighted partner via a real-time chat feature, with automatic translation in both directions, allowing VI students to obtain help in real-time from a sighted instructor or tutor. By eliminating the burden of translation, this software will help to remove the barriers faced by blind and VI students who wish to excel in the STEM fields of study

    Filtered - a tool for editing SVG filters

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    Vector graphic image files defined in SVG format can contain filters, graphical effects that can be used for modifying the image pixels algorithmically. Filtered is an open source tool for visual edit-ing of these filters. Although the process that eventually led to filtered started over ten years ago, Filtered is still a relevant tool for SVG content development, as no other tool supports visual editing of SVG filters to the same extent. During the past ten years, SVG has also become an integral part of the WWW infrastructure, supported by all major web browsers. However, filters are still used rarely in the SVG content, as tool support for editing filters has been poor. This is a production-based thesis. The written part describes the user interface design process of Filtered. The outcome of the production, Filtered software, is freely available for download from http://filtered.sourceforge.net
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