14,980 research outputs found
New instruments and technologies for Cultural Heritage survey: full integration between point clouds and digital photogrammetry
In the last years the Geomatic Research Group of the Politecnico di Torino faced some new research topics about new instruments for point cloud generation (e.g. Time of Flight cameras) and strong integration between multi-image matching techniques and 3D Point Cloud information in order to solve the ambiguities of the already known matching algorithms. ToF cameras can be a good low cost alternative to LiDAR instruments for the generation of precise and accurate point clouds: up to now the application range is still limited but in a near future they will be able to satisfy the most part of the Cultural Heritage metric survey requirements. On the other hand multi-image matching techniques with a correct and deep integration of the point cloud information can give the correct solution for an "intelligent" survey of the geometric object break-lines, which are the correct starting point for a complete survey. These two research topics are strictly connected to a modern Cultural Heritage 3D survey approach. In this paper after a short analysis of the achieved results, an alternative possible scenario for the development of the metric survey approach inside the wider topic of Cultural Heritage Documentation is reporte
A survey of comics research in computer science
Graphical novels such as comics and mangas are well known all over the world.
The digital transition started to change the way people are reading comics,
more and more on smartphones and tablets and less and less on paper. In the
recent years, a wide variety of research about comics has been proposed and
might change the way comics are created, distributed and read in future years.
Early work focuses on low level document image analysis: indeed comic books are
complex, they contains text, drawings, balloon, panels, onomatopoeia, etc.
Different fields of computer science covered research about user interaction
and content generation such as multimedia, artificial intelligence,
human-computer interaction, etc. with different sets of values. We propose in
this paper to review the previous research about comics in computer science, to
state what have been done and to give some insights about the main outlooks
Efficient Analysis of Complex Diagrams using Constraint-Based Parsing
This paper describes substantial advances in the analysis (parsing) of
diagrams using constraint grammars. The addition of set types to the grammar
and spatial indexing of the data make it possible to efficiently parse real
diagrams of substantial complexity. The system is probably the first to
demonstrate efficient diagram parsing using grammars that easily be retargeted
to other domains. The work assumes that the diagrams are available as a flat
collection of graphics primitives: lines, polygons, circles, Bezier curves and
text. This is appropriate for future electronic documents or for vectorized
diagrams converted from scanned images. The classes of diagrams that we have
analyzed include x,y data graphs and genetic diagrams drawn from the biological
literature, as well as finite state automata diagrams (states and arcs). As an
example, parsing a four-part data graph composed of 133 primitives required 35
sec using Macintosh Common Lisp on a Macintosh Quadra 700.Comment: 9 pages, Postscript, no fonts, compressed, uuencoded. Composed in
MSWord 5.1a for the Mac. To appear in ICDAR '95. Other versions at
ftp://ftp.ccs.neu.edu/pub/people/futrell
Applying MDL to Learning Best Model Granularity
The Minimum Description Length (MDL) principle is solidly based on a provably
ideal method of inference using Kolmogorov complexity. We test how the theory
behaves in practice on a general problem in model selection: that of learning
the best model granularity. The performance of a model depends critically on
the granularity, for example the choice of precision of the parameters. Too
high precision generally involves modeling of accidental noise and too low
precision may lead to confusion of models that should be distinguished. This
precision is often determined ad hoc. In MDL the best model is the one that
most compresses a two-part code of the data set: this embodies ``Occam's
Razor.'' In two quite different experimental settings the theoretical value
determined using MDL coincides with the best value found experimentally. In the
first experiment the task is to recognize isolated handwritten characters in
one subject's handwriting, irrespective of size and orientation. Based on a new
modification of elastic matching, using multiple prototypes per character, the
optimal prediction rate is predicted for the learned parameter (length of
sampling interval) considered most likely by MDL, which is shown to coincide
with the best value found experimentally. In the second experiment the task is
to model a robot arm with two degrees of freedom using a three layer
feed-forward neural network where we need to determine the number of nodes in
the hidden layer giving best modeling performance. The optimal model (the one
that extrapolizes best on unseen examples) is predicted for the number of nodes
in the hidden layer considered most likely by MDL, which again is found to
coincide with the best value found experimentally.Comment: LaTeX, 32 pages, 5 figures. Artificial Intelligence journal, To
appea
Achieving interoperability between the CARARE schema for monuments and sites and the Europeana Data Model
Mapping between different data models in a data aggregation context always
presents significant interoperability challenges. In this paper, we describe
the challenges faced and solutions developed when mapping the CARARE schema
designed for archaeological and architectural monuments and sites to the
Europeana Data Model (EDM), a model based on Linked Data principles, for the
purpose of integrating more than two million metadata records from national
monument collections and databases across Europe into the Europeana digital
library.Comment: The final version of this paper is openly published in the
proceedings of the Dublin Core 2013 conference, see
http://dcevents.dublincore.org/IntConf/dc-2013/paper/view/17
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From on-line sketching to 2D and 3D geometry: A fuzzy knowledge based system
The paper describes the development of a fuzzy knowledge based prototype system for conceptual design. This real time system is designed to infer user’s sketching intentions, to segment sketched input and generate corresponding geometric primitives: straight lines, circles, arcs, ellipses, elliptical arcs, and B-spline curves. Topology information (connectivity, unitary constraints and pairwise constraints) is received dynamically from 2D sketched input and primitives. From the 2D topology information, a more accurate 2D geometry can be built up by applying a 2D geometric constraint solver. Subsequently, 3D geometry can be received feature by feature incrementally. Each feature can be recognised by inference knowledge in terms of matching its 2D primitive configurations and connection relationships. The system accepts not only sketched input, working as an automatic design tools, but also accepts user’s interactive input of both 2D primitives and special positional 3D primitives. This makes it easy and friendly to use. The system has been tested with a number of sketched inputs of 2D and 3D geometry
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