Logos are one of the most important graphic design forms that use an abstracted shape to clearly represent the spirit of a community. Among various styles of abstraction, a particular golden-ratio design is frequently employed by designers to create a concise and regular logo. In this context, designers utilize a set of circular arcs with golden ratios (i.e., all arcs are taken from circles whose radii form a geometric series based on the golden ratio) as the design elements to manually approximate a target shape. This error-prone process requires a large amount of time and effort, posing a significant challenge for design space exploration. In this work, we present a novel computational framework that can automatically generate golden ratio logo abstractions from an input image. Our framework is based on a set of carefully identified design principles and a constrained optimization formulation respecting these principles. We also propose a progressive approach that can efficiently solve the optimization problem, resulting in a sequence of abstractions that approximate the input at decreasing levels of detail. We evaluate our work by testing on images with different formats including real photos, clip arts, and line drawings. We also extensively validate the key components and compare our results with manual results by designers to demonstrate the effectiveness of our framework. Moreover, our framework can largely benefit design space exploration via easy specification of design parameters such as abstraction levels, golden circle sizes, etc. 相似文献
Cause analysis makes great contributions to identifying the priorities of the causes in fault diagnosis system. A fuzzy Petri net (FPN) is a preferable model for knowledge representation and reasoning and has become an effective fault diagnosis tool. However, the existing FPN has some limitations in cause analysis. It is criticized for the inability to fully consider incomplete and unknown knowledge in uncertain situations. In this paper, an enhanced grey reasoning Petri net (EGRPN) based on matrix operations is presented to address the limitations and improves the flexibility of the existing FPN. The proposed EGRPN model uses grey numbers to handle the greyness and inaccuracy of uncertain knowledge. Then, the EGRPN inference algorithm is executed based on the matrix operations, which can express the relevance of uncertain events in the form of grey numbers and improve the reliability of the knowledge reasoning process. Finally, industrial examples of cause diagnosis are used to illustrate the feasibility and reliability of the EGRPN model. The experimental results show that the new EGRPN model is promising for cause analysis.
The transformationf(x)f(x3–3x) is studied. We show that for allFq of characteristic >3 andn1, there existsf(x)Fq[x] of degreen which generates an infinite sequence of irreducible polynomials of degree 3in by the iteration of this transformation. 相似文献
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled ‘My Campus’, included three learning activities, namely ‘Campus Environment’, ‘Campus Life’ and ‘Campus Story’. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation. 相似文献