4,908 research outputs found

    Digital Hair Creation for Archaeological Facial Approximation: George Dixon, the Last Captain of the Hl Hunley

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    This study explores the application of digital hair creation techniques in archaeological facial approximation, focusing on the case of George Dixon, the last captain of the HL Hunley submarine. While digital hair creation techniques have been previously employed in facial approximation, this research seeks to investigate further their potential and advantages over traditional methods, particularly regarding flexibility and the ability to create multiple variations. Facial approximation is a critical method for reconstructing the physical appearance of historical individuals. However, accurately recreating their hairstyle presents a significant challenge due to limited information and reliance on artistic interpretation. This research aims to harness digital hair creation techniques to address these limitations by integrating archaeological evidence, historical records, and scientific principles. The methodology involves five steps: data collection, hair modeling, hair simulation, styling and texturing, and integration and evaluation. The data collection phase involves gathering archaeological evidence, historical accounts, and visual references of hairstyles from the relevant time period. Hair modeling involves creating a three-dimensional model of Dixon\u27s head using computed tomography (CT) scans or available data. Hair simulation employs advanced computer graphics techniques to simulate the physical properties of hair. Styling and texturing involve sculpting and manipulating the digital hair strands into the desired hairstyle and adding color and other attributes for a lifelike appearance. Finally, the reconstructed hairstyle is integrated with Dixon\u27s facial approximation model and evaluated for accuracy and realism. One of the key advantages of this digital approach is the ability to easily create alternate versions and conduct look development in consultation with archaeologists. This allows for a more comprehensive exploration of possible hairstyles and facial hair variations for Dixon, enhancing the accuracy and authenticity of the facial approximation. This research contributes to the growing body of work on the application of digital techniques in archaeological facial approximation. The findings from this study will offer valuable insights into the appearance of George Dixon and provide a useful reference for future research in the field. Keywords: digital hair creation, archaeological facial approximation, hairstyle reconstruction, George Dixon, HL Hunley, computed tomography, three-dimensional modeling, hair simulation, styling, texturing, accuracy, authenticity, forensic archaeology

    Wet gum labelling of wine bottles

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    It is shown that bubbling on wine bottle labels is due to absorption of water from the glue, with subsequent hygroscopic expansion. Contrary to popular belief, most of the glue's water must be lost to the atmosphere rather than to the paper. A simple lubrication model is developed for spreading glue piles in the pressure chamber of the labelling machine. This model predicts a maximum rate for application of labels. Buckling theory shows that the current arrangement of periodic glue strips can indeed accommodate paper expansion. Some recommendations follow on the paper, the glue, the labelling rate and the drying environment

    Minimum degree of the difference of two polynomials over Q, and weighted plane trees

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    A curriculum guide for art in the elementary grades

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    Thesis (Ed.M.)--Boston Universit

    WorldBrush: Interactive Example-based Synthesis of Procedural Virtual Worlds

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    International audienceWe present a novel approach for the interactive synthesis and editing of virtual worlds. Our method is inspired by painting operations and uses methods for statistical example-based synthesis to automate content synthesis and deformation. Our real-time approach takes a form of local inverse procedural modeling based on intermediate statistical models: selected regions of procedurally and manually constructed example scenes are analyzed, and their parameters are stored as distributions in a palette, similar to colors on a painter’s palette. These distributions can then be interactively applied with brushes and combined in various ways, like in painting systems. Selected regions can also be moved or stretched while maintaining the consistency of their content. Our method captures both distributions of elements and structured objects, and models their interactions. Results range from the interactive editing of 2D artwork maps to the design of 3D virtual worlds, where constraints set by the terrain’s slope are also taken into account

    Ethnologia Scandinavica : fighting (yet respecting) stereotypes since 1971

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    In this text, concerning 50 years of Ethnologia Scandinavica, I shall follow ethnological development in the context of the object of study that in itself came to influence the shape and character of Nordic ethnology as a discipline

    Educator Materials from the Zillman Art Museum

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    Educator materials and classroom activities from Zillman Art Museum including lessons for creating landscapes and portraits, and lessons in printmaking and watercolor painting. Lessons include Maine Learning Results information

    Production and Producer’s Behavior in a Competitive Environment

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    The consumer goes to market in order to buy the products that are useful for him or simply to buy something which makes him happy. In other words he tries to satisfy his basic needs (such as food, clothing etc) as well as the secondary ones. The producer comes to market with the products requested by the consumers and tries to sell it at a price that would cover production costs and obtain a profit. The manufacturer must meet the consumer desires offering him those products that have desirable characteristics, have a nice design, etc. The manufacturer has a multitude of ways to promote his products so that they can be sold and not kept in stock, there by wasting a substantial amount of resources.manufacturing; competitive environment; comparative advantage; competitive behavior; single market.

    Interactive extraction of neural structures with user-guided morphological diffusion

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    pre-printExtracting neural structures with their fine details fromconfocal volumes is essential to quantitative analysis in neurobiology research. Despite the abundance of various segmentation methods and tools, for complex neural structures, both manual and semi-automatic methods are ineffective either in full 3D or when user interactions are restricted to 2D slices. Novel interaction techniques and fast algorithms are demanded by neurobiologists to interactively and intuitively extract neural structures from confocal data. In this paper, we present such an algorithm-technique combination, which lets users interactively select desired structures from visualization results instead of 2D slices. By integrating the segmentation functions with a confocal visualization tool neurobiologists can easily extract complex neural structures within their typical visualization workflow
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