151,130 research outputs found
Incremental tape recorder and data rate converter Patent
Development of data storage system for storing digital data in high density format on magnetic tap
Real-World Repetition Estimation by Div, Grad and Curl
We consider the problem of estimating repetition in video, such as performing
push-ups, cutting a melon or playing violin. Existing work shows good results
under the assumption of static and stationary periodicity. As realistic video
is rarely perfectly static and stationary, the often preferred Fourier-based
measurements is inapt. Instead, we adopt the wavelet transform to better handle
non-static and non-stationary video dynamics. From the flow field and its
differentials, we derive three fundamental motion types and three motion
continuities of intrinsic periodicity in 3D. On top of this, the 2D perception
of 3D periodicity considers two extreme viewpoints. What follows are 18
fundamental cases of recurrent perception in 2D. In practice, to deal with the
variety of repetitive appearance, our theory implies measuring time-varying
flow and its differentials (gradient, divergence and curl) over segmented
foreground motion. For experiments, we introduce the new QUVA Repetition
dataset, reflecting reality by including non-static and non-stationary videos.
On the task of counting repetitions in video, we obtain favorable results
compared to a deep learning alternative
Relay binary circuit Patent
Counter-divider circuit for accuracy and reliability in binary circuit
A computability theoretic equivalent to Vaught's conjecture
We prove that, for every theory which is given by an sentence, has less than many countable
models if and only if we have that, for every on a cone of
Turing degrees, every -hyperarithmetic model of has an -computable
copy. We also find a concrete description, relative to some oracle, of the
Turing-degree spectra of all the models of a counterexample to Vaught's
conjecture
Using a categorisation structure to understand interaction in childrenâs books
Childrenâs books can vary greatly in the type of and depth of interaction that is required from the reader. The types of interaction demanded by different types of books can be explored using contrasting paradigms. Previously Timpany & Vanderschantz (2012) proposed a categorisation of interactive childrenâs books that used two continuums that took into consideration Physical Enhancement and Content Sequencing. This paper looks at those categorisations made by Timpany & Vanderschantz (2012) and considers how the multitude of formats addresses either the physical or intellectual aspects of childrenâs reading and how this then may be used to engage the reader. To do this, a database of 132 books was audited to assess the interactivity of these books against those categorisation systems. The range of books surveyed is discussed in terms of what methods are used to create the interaction within each of the interactivity levels and across types of books. Findings from this audit demonstrate interesting interactions between age, physical enhancement versus content sequencing, and the relationship of these to mechanisms for interactivity such as paper engineering, illustration and story structure. The majority of the books in the sample have no interactive qualities on one of the two-categorisation scales. Physically enhanced books were marginally more highly represented on the scale at higher levels of interactivity. Counter intuitively, the physically interactive pop up books were seen to fall predominantly in lower categories (1 or 2) for physical enhancement, while books requiring image search, an intellectual activity, were also predominantly in the lower categories (1 or 2) for content sequencing
Plans for the first balloon flight of the gamma-ray polarimeter experiment (GRAPE)
We have developed a design for a hard X-ray polarimeter operating in the energy range from 50 to 500 keV. This modular design, known as GRAPE (Gamma-Ray Polarimeter Experiment), has been successfully demonstrated in the lab using partially polarized gamma-ray sources and using fully polarized photon beams at Argonne National Laboratory. In June of 2007, a GRAPE engineering model, consisting of a single detector module, was flown on a high altitude balloon flight to further demonstrate the design and to collect background data. We are currently preparing a much larger balloon payload for a flight in the fall of 2011. Using a large (16-element) array of detector modules, this payload is being designed to search for polarization from known point sources of radiation, namely the Crab and Cygnus X-1. This first flight will not only provide a scientific demonstration of the GRAPE design (by measuring polarization from the Crab nebula), it will also lay the foundation for subsequent long duration balloon flights that will be designed for studying polarization from gamma-ray bursts and solar flares. Here we shall present data from calibration of the first flight module detectors, review the latest payload design and update the predicted polarization sensitivity for both the initial continental US balloon flight and the subsequent long-duration balloon flights
Before and Beyond Representation: Towards an enactive conception of the Palaeolithic image\ud
For most archaeologists the meaning of prehistoric art appears to be grounded upon, if not synonymous with, the notion of representation and symbolism. This paper explores the possibility that the depictions we see already 30,000 years before present, for instance, at the caves of Chauvet and Lascaux, before and beyond representing the world, they first bring forth a new process of acting within this world and at the same time of thinking about it. It is argued that the unique ability of those early depictions to disrupt or question the ways the world is experienced under normal conditions makes possible for the visual apparatus to interrogate itself and thus acquire a sense of perceptual awareness not previously available. \u
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