4,760 research outputs found
Digital Color Imaging
This paper surveys current technology and research in the area of digital
color imaging. In order to establish the background and lay down terminology,
fundamental concepts of color perception and measurement are first presented
us-ing vector-space notation and terminology. Present-day color recording and
reproduction systems are reviewed along with the common mathematical models
used for representing these devices. Algorithms for processing color images for
display and communication are surveyed, and a forecast of research trends is
attempted. An extensive bibliography is provided
JND-Based Perceptual Video Coding for 4:4:4 Screen Content Data in HEVC
The JCT-VC standardized Screen Content Coding (SCC) extension in the HEVC HM
RExt + SCM reference codec offers an impressive coding efficiency performance
when compared with HM RExt alone; however, it is not significantly perceptually
optimized. For instance, it does not include advanced HVS-based perceptual
coding methods, such as JND-based spatiotemporal masking schemes. In this
paper, we propose a novel JND-based perceptual video coding technique for HM
RExt + SCM. The proposed method is designed to further improve the compression
performance of HM RExt + SCM when applied to YCbCr 4:4:4 SC video data. In the
proposed technique, luminance masking and chrominance masking are exploited to
perceptually adjust the Quantization Step Size (QStep) at the Coding Block (CB)
level. Compared with HM RExt 16.10 + SCM 8.0, the proposed method considerably
reduces bitrates (Kbps), with a maximum reduction of 48.3%. In addition to
this, the subjective evaluations reveal that SC-PAQ achieves visually lossless
coding at very low bitrates.Comment: Preprint: 2018 IEEE International Conference on Acoustics, Speech and
Signal Processing (ICASSP 2018
Sport prism
The Sport Prism explores the development and implementation of a cohesive brand identity metaphor for a sport complex across multiple media. The metaphor that significantly impacts the design of this brand is the geometric prism. The concept of geometric prisms is paired with sport imagery to create a unique and compelling brand experience. The Sport Prism frames relationships between the sport complex and the prism in intriguing ways, creating new meaning and ultimately a unique brand identity
Coding Landscape: Teaching Computer Programming to Landscape Architects
How to best teach coding to landscape architects? Domain-specific approaches to teaching computer programming are surprisingly rare. Most computer programming curricula teach skills in a generic way, to be broadly relevant to many people. A rapidly increasing number and ways of teaching how to code to a range of skill levels is now available online, usually for free (see Appendix, RICHTEL 2015, GASCA 2014, FRAMPTON 2015, SIMS et al. 2011). Yet in landscape architecture coding is often regarded as too difficult, too resource-intensive, insufficiently relevant to practice, or otherwise peripheral to the core mission of the profession to teach (WESTORT et al. 2013) . As a result, fundamentals of coding logic remain largely un-taught in accredited core curricula in the U.S. This paper has three objectives: 1. Offer a landscape architecture-specific approach to teaching introductory computer programming that combines a) landscape parametrics with b) concepts of computer programming logic and c) basic computer graphics. 2. Present a sequence of exercises intended to impart fundamental skills and peak student interest. 3. Showcase student project results that use the approach. A sequence of short programming exercises asks students to define the geometry of elements from the landscape palette – vegetation, landform, water, weather, lighting – and then to modify them using increasingly more advanced and complex coding principles in a modular fashion. The following criteria for successful landscape design software is offered to students as a guide to structuring their software: Graphically display landscape geometry, such that it is Interactively editable/modifiable/deformable and Analysable with accuracy and some precision Quickly, while being Easy to lear
Quickly fading afterimages: hierarchical adaptations in human perception
Afterimages result from a prolonged exposure to still visual stimuli. They
are best detectable when viewed against uniform backgrounds and can persist for
multiple seconds. Consequently, the dynamics of afterimages appears to be slow
by their very nature. To the contrary, we report here that about 50% of an
afterimage intensity can be erased rapidly--within less than a second. The
prerequisite is that subjects view a rich visual content to erase the
afterimage; fast erasure of afterimages does not occur if subjects view a blank
screen. Moreover, we find evidence that fast removal of afterimages is a skill
learned with practice as our subjects were always more effective in cleaning up
afterimages in later parts of the experiment. These results can be explained by
a tri-level hierarchy of adaptive mechanisms, as has been proposed by the
theory of practopoiesis.Comment: 3 pages, 3 figure
The Colors of Performance – Assessing the Impact of Color-Coding on Worker Behavior in Retail Order Picking
Advanced technologies are introduced in warehouse operations, rendering the interplay between human worker behavior and information systems (IS) a critical issue. We investigate how IS supports manual order picking by studying how visual color-coding information on picking locations provided through personal digital assistants accelerates search and picking tasks. Considering real-world data on a storage system where 20 dissimilar items are stored together at one picking location, we apply a log-logistic accelerated failure time model with N=112,672 picks performed by N=190 workers and find that color-coding accelerates the picking process by up to 17.28%. To increase the internal validity of our field-based examination, we conduct one VR experiment (N=29 participants) providing evidence for an acceleration of 23.74%, and one online experiment (N=178 participants) indicating an acceleration of 24.29%. Based on an innovative method of triangulation, we demonstrate how IS can influence picker behavior and discuss how to better design IT artifacts
Touch gesture performed by children under 3 years old when drawing and coloring on a tablet
Children under 3 are enthusiastic users of mobile devices and have the ability to emulate a number of the gestures adults use on touch screens, according to the literature on Child-Computer Interaction (CCI). Nevertheless, relatively few studies have focused on the spontaneous interaction of children with screens. The objective of this empirical research is to study unstructured interactions of children under 3 with two apps that permit free drawing and coloring. Observation includes the first gesture used for interaction and the use of on-screen tools (e.g. color palette). Twenty-one participants aged 14 to 33 months (average of 24 months) were recorded playing with free drawing and coloring apps on a tablet using a non-invasive method in a natural context (two nursery schools, one in London and one in Barcelona). Analysis of the data gathered showed that children under 3 adapt their gestures to the content of the apps and suggests that the use of tools may begin from 24 months. Based on those results, the content of an additional 32 apps for drawing and coloring aimed at children from zero, one or two years old were then reviewed. The analysis highlighted the need for more studies on the interaction of young children with apps to foster the development of interactive resources appropriate to a child's age and development
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