32 research outputs found

    The Immanent Body: A Thematic Study of the Logic of Immanence in Christology, Philosophy and Aesthetics

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    This dissertation is comprised of two sections: 1) The Immanent Body in Late Antiquity : an analysis of late ancient christology, Stoicism and philosophy; 2) The Extended Body: Aesthetics : depictions of monastic bodies in late medieval, Renaissance and contemporary art. I. The thesis of this dissertation can be stated as follows: the conditions under which immanence is thinkable in relation to bodies are found in conceptual personae. Contemporary philosopher Gilles Deleuze\u27s concept of conceptual personae, developed in conjunction with French theorist Felix Guattari, helps navigate the complex relationship between bodies and ontology developed by these three ancient thinkers. In order to understand the formation of the conceptual persona of Christ in late antiquity, it was necessary to return to the work of Irenaeus, Tertullian, and Athanasius. II. The second part of the project begins with the Antony Series, which is a cluster of Renaissance works of art designated by a common theme. They represent St. Antony, who, being the first deep desert monastic, was the subject of my previous chapters. Therefore, the link between late antique conceptions of the monastic body and Renaissance art becomes explicit. Early Renaissance artists turned to an aesthetics of the monastic body in order to revolutionize painting, for it was during the late thirteenth century that expressive bodies were being created, bodies that would move painting towards the Renaissance. This dissertation analyzes the precise point of this transition through a christological (i.e., monastic) understanding of the painted figure

    Automated analysis and visualization of preclinical whole-body microCT data

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    In this thesis, several strategies are presented that aim to facilitate the analysis and visualization of whole-body in vivo data of small animals. Based on the particular challenges for image processing, when dealing with whole-body follow-up data, we addressed several aspects in this thesis. The developed methods are tailored to handle data of subjects with significantly varying posture and address the large tissue heterogeneity of entire animals. In addition, we aim to compensate for lacking tissue contrast by relying on approximation of organs based on an animal atlas. Beyond that, we provide a solution to automate the combination of multimodality, multidimensional data.* Advanced School for Computing and Imaging (ASCI), Delft, NL * Bontius Stichting inz Doelfonds Beeldverwerking, Leiden, NL * Caliper Life Sciences, Hopkinton, USA * Foundation Imago, Oegstgeest, NLUBL - phd migration 201

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Study on the Method of Constructing a Statistical Shape Model and Its Application to the Segmentation of Internal Organs in Medical Images

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    In image processing, segmentation is one of the critical tasks for diagnostic analysis and image interpretation. In the following thesis, we describe the investigation of three problems related to the segmentation algorithms for medical images: Active shape model algorithm, 3-dimensional (3-D) statistical shape model building and organic segmentation experiments. For the development of Active shape models, the constraints of statistical model reduced this algorithm to be difficult for various biological shapes. To overcome the coupling of parameters in the original algorithm, in this thesis, the genetic algorithm is introduced to relax the shape limitation. How to construct a robust and effective 3-D point model is still a key step in statistical shape models. Generally the shape information is obtained from manually segmented voxel data. In this thesis, a two-step procedure for generating these models was designed. After transformed the voxel data to triangular polygonal data, in the first step, attitudes of these interesting objects are aligned according their surface features. We propose to reflect the surface orientations by means of their Gauss maps. As well the Gauss maps are mapped to a complex plane using stereographic projection approach. The experiment was run to align a set of left lung models. The second step is identifying the positions of landmarks on polygonal surfaces. This is solved by surface parameterization method. We proposed two simplex methods to correspond the landmarks. A semi-automatic method attempts to “copy” the phasic positions of pre-placed landmarks to all the surfaces, which have been mapped to the same parameterization domain. Another automatic corresponding method attempts to place the landmarks equidistantly. Finally, the goodness experiments were performed to measure the difference to manually corresponded results. And we also compared the affection to correspondence when using different surface mapping methods. The third part of this thesis is applying the segmentation algorithms to solve clinical problems. We did not stick to the model-based methods but choose the suitable one or their complex according to the objects. In the experiment of lung regions segmentation which includes pulmonary nodules, we propose a complementary region growing method to deal with the unpredictable variation of image densities of lesion regions. In the experiments of liver regions, instead of using region growing method in 3-D style, we turn into a slice-by-slice style in order to reduce the overflows. The image intensity of cardiac regions is distinguishable from lung regions in CT image. But as to the adjacent zone of heart and liver boundary are generally blurry. We utilized a shape model guided method to refine the segmentation results.3-D segmentation techniques have been applied widely not only in medical imaging fields, but also in machine vision, computer graphic. At the last part of this thesis, we resume some interesting topics such as 3-D visualization for medical interpretation, human face recognition and object grasping robot etc.九州工業大学博士学位論文 学位記番号:工博甲第353号 学位授与年月日:平成25年9月27日Chapter 1: Introduction|Chapter 2: Framework of Medical Image Segmentation|Chapter 3: 2-D Organic Regions Using Active Shape Model and Genetic Algorithm|Chapter 4: Alignment of 3-D Models|Chapter 5: Corespondence of 3-D Models|Chapter 6:Experiments of Organic Segmentation|Chapter 7: Visualization Technology and Its Applications|Chapter 8: Conclusions and Future Works九州工業大学平成25年

    Actor & Avatar: A Scientific and Artistic Catalog

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    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    The Machine as Art/ The Machine as Artist

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    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

    Using binaural audio for inducing intersensory illusions to create illusory tactile feedback in virtual reality

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    Virtual reality has the potential to simulate a variety of real-world scenarios for training- and entertainment-purposes, as it has the ability to induce a sense of “presence”: the illusion that the user is physically transported to another location and is really “there”. VR and VR-technologies have seen a recent market resurgence due to the arrival of affordable, mass-market VR-display systems, such as the Oculus Rift, HTC Vive, PlayStation VR, Samsung GearVR, and Google Cardboard. However, the use of tactile feedback to convey information about the virtual environment is often lacking in VR applications. This study addresses this lack by proposing the use of binaural audio in VR to induce illusory tactile feedback. This is done by examining the literature on intersensory illusions as well as the relationship between audio and tactile feedback to inform the design of a software prototype that is able to induce the desired feedback. This prototype is used to test the viability of such an approach to induce illusory tactile feedback and to investigate the nature of this feedback. The software prototype is used to collect data from users regarding their experiences of this type of feedback and its underlying causes. Data collection is done through observation, questionnaires, interviews, and focus groups and the results indicate that the use of binaural audio in VR can be used to effectively induce an illusory sense of tactile feedback in the absence of real-world feedback. This study contributes insights regarding the nature of illusory sensations in VR, focusing on touch-sensations. This study also provides consolidated definitions of immersion and presence as well as a consolidated list of aspects of immersion, both of which are used to detail the relationship between immersion, presence, and illusory tactile feedback. Findings provide insight into the relationship between the design of audio in VR and its ability to alter perception in the tactile modality. Findings also provide insight into aspects of VR, such as presence and believability, and their relationship to perception across various sensory modalities.Dissertation (MIS)--University of Pretoria 2018.Information ScienceMISUnrestricte
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