68,474 research outputs found
Digitally interpreting traditional folk crafts
The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms
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
"Sticky Hands": learning and generalization for cooperative physical interactions with a humanoid robot
"Sticky Hands" is a physical game for two people involving gentle contact with the hands. The aim is to develop relaxed and elegant motion together, achieve physical sensitivity-improving reactions, and experience an interaction at an intimate yet comfortable level for spiritual development and physical relaxation. We developed a control system for a humanoid robot allowing it to play Sticky Hands with a human partner. We present a real implementation including a physical system, robot control, and a motion learning algorithm based on a generalizable intelligent system capable itself of generalizing observed trajectories' translation, orientation, scale and velocity to new data, operating with scalable speed and storage efficiency bounds, and coping with contact trajectories that evolve over time. Our robot control is capable of physical cooperation in a force domain, using minimal sensor input. We analyze robot-human interaction and relate characteristics of our motion learning algorithm with recorded motion profiles. We discuss our results in the context of realistic motion generation and present a theoretical discussion of stylistic and affective motion generation based on, and motivating cross-disciplinary research in computer graphics, human motion production and motion perception
Space-Time Transfinite Interpolation of Volumetric Material Properties
The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures
High Performance Direct Gravitational N-body Simulations on Graphics Processing Units
We present the results of gravitational direct -body simulations using the
commercial graphics processing units (GPU) NVIDIA Quadro FX1400 and GeForce
8800GTX, and compare the results with GRAPE-6Af special purpose hardware. The
force evaluation of the -body problem was implemented in Cg using the GPU
directly to speed-up the calculations. The integration of the equations of
motions were, running on the host computer, implemented in C using the 4th
order predictor-corrector Hermite integrator with block time steps. We find
that for a large number of particles (N \apgt 10^4) modern graphics
processing units offer an attractive low cost alternative to GRAPE special
purpose hardware. A modern GPU continues to give a relatively flat scaling with
the number of particles, comparable to that of the GRAPE. Using the same time
step criterion the total energy of the -body system was conserved better
than to one in on the GPU, which is only about an order of magnitude
worse than obtained with GRAPE. For N\apgt 10^6 the GeForce 8800GTX was about
20 times faster than the host computer. Though still about an order of
magnitude slower than GRAPE, modern GPU's outperform GRAPE in their low cost,
long mean time between failure and the much larger onboard memory; the
GRAPE-6Af holds at most 256k particles whereas the GeForce 8800GTF can hold 9
million particles in memory.Comment: Submitted to New Astronom
The Global Artificial Intelligence Revolution Challenges Patent Eligibility Laws
This Article examines patent eligibility jurisprudence of artificial intelligence in the United States, Europe, France, Japan, and Singapore. It identifies de facto requirements of patent-eligible artificial intelligence. It also examines the adaptability of patent eligibility jurisprudence to adapt with the growth of artificial intelligence
An Analysis of Publication Venues for Automatic Differentiation Research
We present the results of our analysis of publication venues for papers on
automatic differentiation (AD), covering academic journals and conference
proceedings. Our data are collected from the AD publications database
maintained by the autodiff.org community website. The database is purpose-built
for the AD field and is expanding via submissions by AD researchers. Therefore,
it provides a relatively noise-free list of publications relating to the field.
However, it does include noise in the form of variant spellings of journal and
conference names. We handle this by manually correcting and merging these
variants under the official names of corresponding venues. We also share the
raw data we get after these corrections.Comment: 6 pages, 3 figure
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