160,214 research outputs found

    Microstructural changes in Beta-silicon nitride grains upon crystallizing the grain-boundary glass

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    Crystallizing the grain boundary glass of a liquid phase sintered Si3N4 ceramic for 2 h or less at 1500 C led to formation of gamma Y2Si2O7. After 5 h at 1500 C, the gamma Y2Si2O7 had transformed to beta Y2Si2O7 with a concurrent dramatic increase in dislocation density within beta Si3N4 grains. Reasons for the increased dislocation density is discussed. Annealing for 20 h at 1500 C reduced dislocation densities to the levels found in as-sintered materials

    Hardness of Graph Pricing through Generalized Max-Dicut

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    The Graph Pricing problem is among the fundamental problems whose approximability is not well-understood. While there is a simple combinatorial 1/4-approximation algorithm, the best hardness result remains at 1/2 assuming the Unique Games Conjecture (UGC). We show that it is NP-hard to approximate within a factor better than 1/4 under the UGC, so that the simple combinatorial algorithm might be the best possible. We also prove that for any ϵ>0\epsilon > 0, there exists δ>0\delta > 0 such that the integrality gap of nδn^{\delta}-rounds of the Sherali-Adams hierarchy of linear programming for Graph Pricing is at most 1/2 + ϵ\epsilon. This work is based on the effort to view the Graph Pricing problem as a Constraint Satisfaction Problem (CSP) simpler than the standard and complicated formulation. We propose the problem called Generalized Max-Dicut(TT), which has a domain size T+1T + 1 for every T1T \geq 1. Generalized Max-Dicut(1) is well-known Max-Dicut. There is an approximation-preserving reduction from Generalized Max-Dicut on directed acyclic graphs (DAGs) to Graph Pricing, and both our results are achieved through this reduction. Besides its connection to Graph Pricing, the hardness of Generalized Max-Dicut is interesting in its own right since in most arity two CSPs studied in the literature, SDP-based algorithms perform better than LP-based or combinatorial algorithms --- for this arity two CSP, a simple combinatorial algorithm does the best.Comment: 28 page

    Particle-in-cell and weak turbulence simulations of plasma emission

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    The plasma emission process, which is the mechanism for solar type II and type III radio bursts phenomena, is studied by means of particle-in-cell and weak turbulence simulation methods. By plasma emission, it is meant as a loose description of a series of processes, starting from the solar flare associated electron beam exciting Langmuir and ion-acoustic turbulence, and subsequent partial conversion of beam energy into the radiation energy by nonlinear processes. Particle-in-cell (PIC) simulation is rigorous but the method is computationally intense, and it is difficult to diagnose the results. Numerical solution of equations of weak turbulence (WT) theory, termed WT simulation, on the other hand, is efficient and naturally lends itself to diagnostics since various terms in the equation can be turned on or off. Nevertheless, WT theory is based upon a number of assumptions. It is, therefore, desirable to compare the two methods, which is carried out for the first time in the present paper with numerical solutions of the complete set of equations of the WT theory and with two-dimensional electromagnetic PIC simulation. Upon making quantitative comparisons it is found that WT theory is largely valid, although some discrepancies are also found. The present study also indicates that it requires large computational resources in order to accurately simulate the radiation emission processes, especially for low electron beam speeds. Findings from the present paper thus imply that both methods may be useful for the study of solar radio emissions as they are complementary.Comment: 21 pages, 9 figure

    A system for event-based film browsing

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    The recent past has seen a proliferation in the amount of digital video content being created and consumed. This is perhaps being driven by the increase in audiovisual quality, as well as the ease with which production, reproduction and consumption is now possible. The widespread use of digital video, as opposed its analogue counterpart, has opened up a plethora of previously impossible applications. This paper builds upon previous work that analysed digital video, namely movies, in order to facilitate presentation in an easily navigable manner. A film browsing interface, termed the MovieBrowser, is described, which allows users to easily locate specific portions of movies, as well as to obtain an understanding of the filming being perused. A number of experiments which assess the system’s performance are also presented

    Indexing of fictional video content for event detection and summarisation

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    This paper presents an approach to movie video indexing that utilises audiovisual analysis to detect important and meaningful temporal video segments, that we term events. We consider three event classes, corresponding to dialogues, action sequences, and montages, where the latter also includes musical sequences. These three event classes are intuitive for a viewer to understand and recognise whilst accounting for over 90% of the content of most movies. To detect events we leverage traditional filmmaking principles and map these to a set of computable low-level audiovisual features. Finite state machines (FSMs) are used to detect when temporal sequences of specific features occur. A set of heuristics, again inspired by filmmaking conventions, are then applied to the output of multiple FSMs to detect the required events. A movie search system, named MovieBrowser, built upon this approach is also described. The overall approach is evaluated against a ground truth of over twenty-three hours of movie content drawn from various genres and consistently obtains high precision and recall for all event classes. A user experiment designed to evaluate the usefulness of an event-based structure for both searching and browsing movie archives is also described and the results indicate the usefulness of the proposed approach
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