16,240 research outputs found

    Cloud Chamber: A Performance with Real Time Two-Way Interaction between Subatomic Particles and Violinist

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    ‘Cloud Chamber’ - a composition by Alexis Kirke, Antonino Chiaramonte, and Anna Troisi - is a live performance in which the invisible quantum world becomes visible as a violinist and subatomic particle tracks interact together. An electronic instrument was developed which can be “played” live by radioactive atomic particles. Electronic circuitry was developed enabling a violin to create a physical force field that directly affects the ions generated by cosmic radiation particles. This enabled the violinist and the ions to influence each other musically in real time. A glass cloud chamber was used onstage to make radioactivity visible in bright white tracks moving within, with the tracks projected onto a large screen

    Steered mixture-of-experts for light field images and video : representation and coding

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    Research in light field (LF) processing has heavily increased over the last decade. This is largely driven by the desire to achieve the same level of immersion and navigational freedom for camera-captured scenes as it is currently available for CGI content. Standardization organizations such as MPEG and JPEG continue to follow conventional coding paradigms in which viewpoints are discretely represented on 2-D regular grids. These grids are then further decorrelated through hybrid DPCM/transform techniques. However, these 2-D regular grids are less suited for high-dimensional data, such as LFs. We propose a novel coding framework for higher-dimensional image modalities, called Steered Mixture-of-Experts (SMoE). Coherent areas in the higher-dimensional space are represented by single higher-dimensional entities, called kernels. These kernels hold spatially localized information about light rays at any angle arriving at a certain region. The global model consists thus of a set of kernels which define a continuous approximation of the underlying plenoptic function. We introduce the theory of SMoE and illustrate its application for 2-D images, 4-D LF images, and 5-D LF video. We also propose an efficient coding strategy to convert the model parameters into a bitstream. Even without provisions for high-frequency information, the proposed method performs comparable to the state of the art for low-to-mid range bitrates with respect to subjective visual quality of 4-D LF images. In case of 5-D LF video, we observe superior decorrelation and coding performance with coding gains of a factor of 4x in bitrate for the same quality. At least equally important is the fact that our method inherently has desired functionality for LF rendering which is lacking in other state-of-the-art techniques: (1) full zero-delay random access, (2) light-weight pixel-parallel view reconstruction, and (3) intrinsic view interpolation and super-resolution

    Three-dimensional shear in granular flow

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    The evolution of granular shear flow is investigated as a function of height in a split-bottom Couette cell. Using particle tracking, magnetic-resonance imaging, and large-scale simulations we find a transition in the nature of the shear as a characteristic height H∗H^* is exceeded. Below H∗H^* there is a central stationary core; above H∗H^* we observe the onset of additional axial shear associated with torsional failure. Radial and axial shear profiles are qualitatively different: the radial extent is wide and increases with height while the axial width remains narrow and fixed.Comment: 4 pages, 5 figure

    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Analysis, Visualization, and Transformation of Audio Signals Using Dictionary-based Methods

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    date-added: 2014-01-07 09:15:58 +0000 date-modified: 2014-01-07 09:15:58 +0000date-added: 2014-01-07 09:15:58 +0000 date-modified: 2014-01-07 09:15:58 +000

    River-bed armoring as a granular segregation phenomenon

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    Gravel-river beds typically have an "armored" layer of coarse grains on the surface, which acts to protect finer particles underneath from erosion. River bed-load transport is a kind of dense granular flow, and such flows are known to vertically segregate grains. The contribution of granular physics to river-bed armoring, however, has not been investigated. Here we examine these connections in a laboratory river with bimodal sediment size, by tracking the motion of particles from the surface to deep inside the bed, and find that armor develops by two distinct mechanisms. Bed-load transport in the near-surface layer drives rapid segregation, with a vertical advection rate proportional to the granular shear rate. Creeping grains beneath the bed-load layer give rise to slow but persistent segregation, which is diffusion dominated and insensitive to shear rate. We verify these findings with a continuum phenomenological model and discrete element method simulations. Our results suggest that river beds armor by granular segregation from below --- rather than fluid-driven sorting from above --- while also providing new insights on the mechanics of segregation that are relevant to a wide range of granular flows

    Unsupervised Video Understanding by Reconciliation of Posture Similarities

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    Understanding human activity and being able to explain it in detail surpasses mere action classification by far in both complexity and value. The challenge is thus to describe an activity on the basis of its most fundamental constituents, the individual postures and their distinctive transitions. Supervised learning of such a fine-grained representation based on elementary poses is very tedious and does not scale. Therefore, we propose a completely unsupervised deep learning procedure based solely on video sequences, which starts from scratch without requiring pre-trained networks, predefined body models, or keypoints. A combinatorial sequence matching algorithm proposes relations between frames from subsets of the training data, while a CNN is reconciling the transitivity conflicts of the different subsets to learn a single concerted pose embedding despite changes in appearance across sequences. Without any manual annotation, the model learns a structured representation of postures and their temporal development. The model not only enables retrieval of similar postures but also temporal super-resolution. Additionally, based on a recurrent formulation, next frames can be synthesized.Comment: Accepted by ICCV 201

    Contact tribology also affects the slow flow behavior of granular emulsions

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    Recent work on suspension flows has shown that contact mechanics plays a role in suspension flow dynamics. The contact mechanics between particulate matter in dispersions should depend sensitively on the composition of the dispersed phase: evidently emulsion droplets interact differently with each other than angular sand particles. We therefore ask: what is the role of contact mechanics in dispersed media flow? We focus on slow flows, where contacts are long-lasting and hence contact mechanics effects should be most visible. To answer our question, we synthesize soft hydrogel particles with different friction coefficients. By making the particles soft, we can drive them at finite confining pressure at all driving rates. For particles with a low friction coefficient, we obtain a rheology similar to that of an emulsion, yet with an effective friction much larger than expected from their microscopic contact mechanics. Increasing the friction coefficient of the particles, we find a flow instability in the suspension. Particle level flow and fluctuations are also greatly affected by the microscopic friction coefficient of the suspended particles. The specific rheology of our "granular emulsions" provides further evidence that a better understanding of microscopic particle interactions is of broad relevance for dispersed media flows

    W. M. Keck Foundation 2010 Annual Report

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    Contains board chair's message, 2010 program highlights and grantee profiles, grants list, financial statements, and lists of board members and committee members
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