46 research outputs found
Non-photorealistic rendering: a critical examination and proposed system.
In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design
community, generally condemned as novelties of little cultural worth ( i.e. they will not sell).
This is achieved by critically reviewing published systems that are naively described as Non-photorealistic
or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different.
The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system.
A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : -
• The Expressive Marks system
• Magic Painter system
• The Piranesi system (which includes the EPixel and Sketcher systems)
• A large portfolio of images generated throughout the exploration
Porting COSMOS expert system from UNIX to DOS
COSMOS is an object-oriented Knowledge Based System building Tools (KBSTs) to solve problem in engineering industry. COSMOS stands for C++ Object-oriented System Made for expert System development.
In order to provide more people those who don\u27t have a Sun workstation to use this expert system, our task is porting COSMOS form UNIX to DOS.
Because the differents of workstation environment, the user interface and structure of original COSMOS no longer can be used, therefore we made some necessary change before we porting it to IBM Personal Computer.
In stead of X Window system®, we implemented ObjectWindows® runs on Microsoft WindowsTM. substitute AT&T C++ with Borland® C++, and because YACC is not a standard feature of DOS we consider the Window of Inference Engine Monitor as an independent object, create it by either system call or makefile at run time
A Semi-Automated Approach to Medical Image Segmentation using Conditional Random Field Inference
Medical image segmentation plays a crucial role in delivering effective patient care in various diagnostic and treatment modalities. Manual delineation of target volumes and all critical structures is a very tedious and highly time-consuming process and introduce uncertainties of treatment outcomes of patients. Fully automatic methods holds great promise for reducing cost and time, while at the same time improving accuracy and eliminating expert variability, yet there are still great challenges. Legally and ethically, human oversight must be integrated with ”smart tools” favoring a semi-automatic technique which can leverage the best aspects of both human and computer.
In this work we show that we can formulate a semi-automatic framework for the segmentation problem by formulating it as an energy minimization problem in Conditional Random Field (CRF). We show that human input can be used as adaptive training data to condition a probabilistic boundary term modeled for the heterogeneous boundary characteristics of anatomical structures. We demonstrated that our method can effortlessly adapt to multiple structures and image modalities using a single CRF framework and tools to learn probabilistic terms interactively. To tackle a more difficult multi-class segmentation problem, we developed a new ensemble one-vs-rest graph cut algorithm. Each graph in the ensemble performs a simple and efficient bi-class (a target class vs the rest of the classes) segmentation. The final segmentation is obtained by majority vote. Our algorithm is both faster and more accurate when compared with the prior multi-class method which iteratively swaps classes. In this Thesis, we also include novel volumetric segmentation algorithms which employ deep learning and indicate how to synthesize our CRF framework with convolutional neural networks (CNN). This would allow incorporating user guidance into CNN based deep learning for this task. We think a deep learning based method interactively guided by human expert is the ideal solution for medical image segmentation
Art Irritates Life-- and Vice Versa : An Exploration of the Nature of Dance and its Effect on the Psychological Well-Being of Ballet and Contemporary Dancers
Research into the psychology of theatrical dancers has indicated that as a group, dancers may be a high-risk population for psychological disorders. The majority of this research however, has only sampled ballet dancers. In consideration of the fact that contemporary dance is philosophically and aesthetically different from ballet, it is proposed that the experience of contemporary dancers may be different from that of ballet dancers and thus their psychological experience and potential problems may also be different. It is suggested, therefore, that results from studies on ballet dancers may not generalize to contemporary dancers. In support of this proposition, the purpose of this study is to explore the notion that there is a difference in the psychological distress, potentially experienced by ballet dancers compared to contemporary dancers
The Machine as Art/ The Machine as Artist
The articles collected in this volume from the two companion Arts Special Issues, “The Machine as Art (in the 20th Century)” and “The Machine as Artist (in the 21st Century)”, represent a unique scholarly resource: analyses by artists, scientists, and engineers, as well as art historians, covering not only the current (and astounding) rapprochement between art and technology but also the vital post-World War II period that has led up to it; this collection is also distinguished by several of the contributors being prominent individuals within their own fields, or as artists who have actually participated in the still unfolding events with which it is concerne
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The role of metaphor in user interface design
The thesis discusses the question of how unfamiliar computing systems, particularly those with graphical user interfaces, are learned and used. In particular, the approach of basing the design and behaviour of on-screen objects in the system's model world on a coherent theme and employing a metaphor is explored. The drawbacks, as well as the advantages, of this approach are reviewed and presented. The use of metaphors is also contrasted with other forms of users' mental models of interactive systems, and the need to provide a system image from which useful mental models can be developed is presented.
Metaphors are placed in the context of users' understanding of interactive systems and novel application is made of the Qualitative Process Theory (QPT) qualitative reasoning model to reason about the behaviour of on-screen objects, the underlying system functionality, and the relationship between the two. This analysis supports reevaluation of the domains between which user interface metaphors are said to form mappings. A novel user interface design, entitled Medusa, that adopts guidelines for the design of metaphor-based systems, and for helping the user develop successful mental models, based on the QPT analysis and an empirical study of a popular metaphor-based system, is described. The first Medusa design is critiqued using well-founded usability inspection method.
Employing the Lakoff/Johnson theory, a revised version of the Medusa user interface is described that derives its application semantics and dialogue structures from the entailments of the knowledge structures that ground understanding of the interface metaphor and that capture notions of embodiment in interaction with computing devices that QPT descriptions cannot. Design guidelines from influential existing work, and new methods of reasoning about metaphor-based designs, are presented with a number of novel graphical user interface designs intended to overcome the failings of existing systems and design approaches
Earth resources: A continuing bibliography with indexes, issue 50
This bibliography lists 523 reports, articles and other documents introduced into the NASA scientific and technical information system between April 1 and June 30, 1986. Emphasis is placed on the use of remote sensing and geophysical instrumentation in spacecraft and aircraft to survey and inventory natural resources and urban areas. Subject matter is grouped according to agriculture and forestry, environmental changes and cultural resources, geodesy and cartography, geology and mineral resources, hydrology and water management, data processing and distribution systems, instrumentation and sensors, and economic analysis
Advanced Applications of Rapid Prototyping Technology in Modern Engineering
Rapid prototyping (RP) technology has been widely known and appreciated due to its flexible and customized manufacturing capabilities. The widely studied RP techniques include stereolithography apparatus (SLA), selective laser sintering (SLS), three-dimensional printing (3DP), fused deposition modeling (FDM), 3D plotting, solid ground curing (SGC), multiphase jet solidification (MJS), laminated object manufacturing (LOM). Different techniques are associated with different materials and/or processing principles and thus are devoted to specific applications. RP technology has no longer been only for prototype building rather has been extended for real industrial manufacturing solutions. Today, the RP technology has contributed to almost all engineering areas that include mechanical, materials, industrial, aerospace, electrical and most recently biomedical engineering. This book aims to present the advanced development of RP technologies in various engineering areas as the solutions to the real world engineering problems