89,622 research outputs found

    Big data analytics in high-throughput phenotyping

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    Doctor of PhilosophyDepartment of Computer ScienceMitchell L. NeilsenAs the global population rises, advancements in plant diversity and crop yield is necessary for resource stability and nutritional security. In the next thirty years, the global population will pass 9 billion. Genetic advancements have become inexpensive and widely available to address this issue; however, phenotypic acquisition development has stagnated. Plant breeding programs have begun to support efforts in data mining, computer vision, and graphics to alleviate the gap from genetic advancements. This dissertation creates a bridge between computer vision research and phenotyping by designing and analyzing various deep neural networks for concrete applications while presenting new and novel approaches. The significant contributions are research advancements to the current state-of-the-art in mobile high-throughput phenotyping (HTP), which promotes more efficient plant science workflow tasks. Novel tools and utilities created for automatic code generation, maintenance, and source translation are featured. Promoted tools replace boiler-plate segments and redundant tasks. Finally, this research investigates various state-of-the-art deep neural network architectures to derive methods for object identification and enumeration. Seed kernel counting is a crucial task in the plant research workflow. This dissertation explains techniques and tools for generating data to scale training. New dataset creation methodologies are debuted and aim to replace the classical approach to labeling data. Although HTP is a general topic, this research focuses on various grains and plant-seed phenotypes. Applying deep neural networks to seed kernels for classification and object detection is a relatively new topic. This research uses a novel open-source dataset that supports future architectures for detecting kernels. State-of-the-art pre-trained regional convolutional neural networks (RCNN) perform poorly on seeds. The proposed counting architectures outperform the models above by focusing on learning a labeled integer count rather than anchor points for localization. Concurrently, pre-trained models on the seed dataset, a composition of geometrically primitive-like objects, boasts improvements to evaluation metrics in comparison to the Common Object in Context (COCO) dataset. A widely accepted problem in image processing is the segmentation of foreground objects from the background. This dissertation shows that state-of-the-art regional convolutional neural networks (RCNN) perform poorly in cases where foreground objects are similar to the background. Instead, transfer learning leverages salient features and boosts performance on noisy background datasets. The accumulation of new ideas and evidence of growth for mobile computer vision surmise a bright future for data-acquisition in various fields of HTP. The results obtained provide horizons and a solid foundation for future research to stabilize and continue the growth of phenotypic acquisition and crop yield

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Essential Feature - Cooperative Gameplay

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    Although single player and multiplayer is very important in today game, cooperative mode is an essential part of a great game. There are a lot of benefits of playing co-op mode in a game such as education and joy. Communicating, solving problems, handling stress, managing time, making decision, following instructions, acting fast as well as working in a team are skills that students can learn and practice while they are playing cooperative games. These skills are valuable for students to use in education and even in careers

    Locally Non-rigid Registration for Mobile HDR Photography

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    Image registration for stack-based HDR photography is challenging. If not properly accounted for, camera motion and scene changes result in artifacts in the composite image. Unfortunately, existing methods to address this problem are either accurate, but too slow for mobile devices, or fast, but prone to failing. We propose a method that fills this void: our approach is extremely fast---under 700ms on a commercial tablet for a pair of 5MP images---and prevents the artifacts that arise from insufficient registration quality
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