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241.
242.
We report on 3D printing of artifacts with a structured, inhomogeneous interior. The interior is decomposed into cells defined by a 3D Voronoi diagram and their sites. When printing such objects, most slices the printer deposits are topologically the same and change only locally in the interior. The slicing algorithm capitalizes on this coherence and minimizes print head moves that do not deposit material. This approach has been implemented on a client/server architecture that computes the slices on the geometry side. The slices are printed by fused deposition, and are communicated upon demand. 相似文献
243.
Ghulam Muhammad Muhammad Hussain Muneer Al-Hammadi Hatim Aboalsamh Hassan Mathkour Amir Saeed Malik 《Behaviour & Information Technology》2016,35(11):958-967
ABSTRACTThe effect of 2D and 3D educational content learning on memory has been studied using electroencephalography (EEG) brain signal. A hypothesis is set that the 3D materials are better than the 2D materials for learning and memory recall. To test the hypothesis, we proposed a classification system that will predict true or false recall for short-term memory (STM) and long-term memory (LTM) after learning by either 2D or 3D educational contents. For this purpose, EEG brain signals are recorded during learning and testing; the signals are then analysed in the time domain using different types of features in various frequency bands. The features are then fed into a support vector machine (SVM)-based classifier. The experimental results indicate that the learning and memory recall using 2D and 3D contents do not have significant differences for both the STM and the LTM. 相似文献
244.
Inspired by recent work on robust and fast computation of 3D Local Reference Frames (LRFs), we propose a novel pipeline for coarse registration of 3D point clouds. Key to the method are: (i) the observation that any two corresponding points endowed with an LRF provide a hypothesis on the rigid motion between two views, (ii) the intuition that feature points can be matched based solely on cues directly derived from the computation of the LRF, (iii) a feature detection approach relying on a saliency criterion which captures the ability to establish an LRF repeatably. Unlike related work in literature, we also propose a comprehensive experimental evaluation based on diverse kinds of data (such as those acquired by laser scanners, Kinect and stereo cameras) as well as on quantitative comparison with respect to other methods. We also address the issue of setting the many parameters that characterize coarse registration pipelines fairly and realistically. The experimental evaluation vouches that our method can handle effectively data acquired by different sensors and is remarkably fast. 相似文献
246.
E. Tarameshloo M. Hosseinkhani Loorak P. W.L. Fong S. Carpendale 《Computer Graphics Forum》2016,35(3):291-300
We present GSUVis, a visualization tool designed to provide better understanding of location‐based social network (LBSN) data. LBSN data is one of the most important sources of information for transportation, marketing, health, and public safety. LBSN data consumers are interested in accessing and analysing data that is as complete and as accurate as possible. However, LBSN data contains sensitive information about individuals. Consequently, data anonymization is of critical importance if this data is to be made available to consumers. However, anonymization commonly reduces the utility of information available. Working with privacy experts, we designed GSUVis a visual analytic tool to help experts better understand the effects of anonymization techniques on LBSN data utility. One of GSUVis's primary goals is to make it possible for people to use LBSN data, without requiring them to gain deep knowledge about data anonymization. To inform the design of GSUVis, we interviewed privacy experts, and collected their tasks and system requirements. Based on this understanding, we designed and implemented GSUVis. It applies two anonymization algorithms for social and location trajectory data to a real‐world LBSN dataset and visualizes the data both before and after anonymization. Through feedback from domain experts, we reflect on the effectiveness of GSUVis and the impact of anonymization using visualization. 相似文献
247.
Francisco Gomez‐Donoso Miguel Cazorla Alberto Garcia‐Garcia Jose Garcia‐Rodriguez 《Expert Systems》2016,33(5):480-488
Schaeffer's sign language consists of a reduced set of gestures designed to help children with autism or cognitive learning disabilities to develop adequate communication skills. Our automatic recognition system for Schaeffer's gesture language uses the information provided by an RGB‐D camera to capture body motion and recognize gestures using dynamic time warping combined with k‐nearest neighbors methods. The learning process is reinforced by the interaction with the proposed system that accelerates learning itself thus helping both children and educators. To demonstrate the validity of the system, a set of qualitative experiments with children were carried out. As a result, a system which is able to recognize a subset of 11 gestures of Schaeffer's sign language online was achieved. 相似文献
248.
三维模型动画在数字化设计和应用中具有重要意义,受到越来越多研究者关注;但如何通过三维数字化原真再现民族舞蹈表演是极具挑战的问题.本论文通过动捕技术采集舞蹈动作实现舞蹈数字化展示.具体方法是:首先利用动捕设备捕获人体动作数据,然后在Maya中进行人物建模、骨骼绑定、蒙皮和权重调节,再通过MotionBuilder将3D模型与动捕数据结合,最终完成了现实舞蹈动作的虚拟人展演.论文构建了一个面向民族舞蹈展演的虚拟场景,并以13个民族的舞蹈为数字化内容,推广动捕驱动的舞蹈展演方法的应用. 相似文献
249.
全过程计算机辅助自动生成动画技术由中科院陆汝钤院士于上世纪90年代提出,这一技术的目标是将适当的故事以受限自然语言的方式输入计算机,由开始一直到动画的生成,每一步都是在计算机的辅助下完成.在动画生成过程中,如何规划运动对象路径是影响动画效果的重要因素.为此,提出基于动画场景规划信息的路径规划方法,该方法通过预定义的路径定性规划语言PADL描述规划需求,然后通过利用扩展的A*算法规划路径并生成路径定量规划语言PCAL描述的路径,最后采用运动图方法合成路径运动动画.实验表明,该方法能有效地自动生成符合指定要求的路径动画. 相似文献
250.
本研究提出了一种基于角点与直线联合特征的三阶段匹配算法,依次经过相关匹配、松弛迭代匹配和最小平方中值法匹配三个步骤,并与此同时加入限定图像匹配区域、添加手工匹配点对以及局部直线匹配三个人机交互环节,将局部坐标系中得到的数据点进行三维数据融合到一个坐标系中,能较好解决视差不连续区域和遮挡区域的误匹配问题.实验证明该算法具有良好的运行效率和稳定性,能够对非平面物体进行精确三维重建并实现多视角显示. 相似文献