38856756
Music Manuscript Tracing
This paper presents an ongoing project working on an optical handwritten music manuscript recognition system. A brief background of Optical Music Recognition (OMR) is presented, together with a discussion on some of the main obstacles in this domain. An earlier OMR prototype for printed music scores is described, with illustrations of the low-level pre-processing and segmentation routines, followed by a discussion on its limitations for handwritten manuscripts processing, which led to the development of a stroke-based segmentation approach using mathematical morphology. The pre-processing sub-systems consist of a list of automated processes, including thresholding, deskewing, basic layout analysis and general normalization parameters such as the stave line thickness and spacing. High-level domain knowledge enhancements, output format and future directions are outlined.
15313174
Interactive Gesture Music Performance Interface
This paper briefly describes a number of performance interfaces under the broad theme of Interactive Gesture Music (IGM). With a short introduction, this paper discusses the main components of a Trans-Domain Mapping (TDM) framework, and presents various prototypes developed under this framework, to translate meaningful activities from one creative domain onto another, to provide real-time control of musical events with physical movements.
8292565
Recognition and reconstruction of primitives in music scores
Abstract Music recognition bears similarities and differences to OCR. In this paper we identify some of the problems peculiar to musical scores, and propose an approach which succeeds in a wide range of non-trivial cases. The composer customarily proceeds by writing notes, then stems, beams, ties and slurs — we have inverted this approach by segmenting and then subsegmenting scores to recapture the component parts of symbols. In this paper, we concentrate on the strategy of recognizing sub-segmented primitives, and the reassembly process which reconstructs low level graphical primitives back to musical symbols. The sub-segmentation process proves to be worthwhile, since many primitives complement each other and high level musical theory can be employed to enhance the recognition process.
22708219
Automated Paper-Based Watermark Extraction and Processing
The boom of digital market and rapid expansion and demand of digital content consumption have many requirements for automated content processing, cataloguing, authenticating, indexing, etc.. Digital watermarking and fingerprinting techniques are being explored to authenticate and detect features in digital objects. This is similar to the analogue paper-based watermarking technique that was invented in the 13th century in Italy for the identification of the workers. This paper presents a framework for the digitisation, extraction and graphical representation of paper-based watermark designs. With a general overview of the framework by Hiary and Ng (2005), the paper focuses on automated processes which determine the configuration of processing parameters in order to allow optimal content processing without time-consuming manual intervention. With a machine readable graphical representation of the watermark, cataloguing and indexing of these heritage resources can be enhanced with the ease of digital content retrieval functionalities for scholarly usages and many other advantages of digital technologies including distribution and preservation
29024680
On optimal orientation of cycle vertex multiplications
For a bridgeless connected graph G, let D(G) be the family of its strong orientations; and for any [email protected]?D(G), we denote by d(D) its diameter. The orientation number d->(G) of G is defined by d->(G)=min{d(D)|[email protected]?D(G)}. For a connected graph G of order n and for any sequence of n positive integers (s"i), let G(s"1,s"2,...,s"n) denote the graph with vertex set V^* and edge set E^* such that V^*[email protected]?"i"="1^nV"i, where V"i's are pairwise disjoint sets with |V"i|=s"i, i=1,2,...,n, and for any two distinct vertices x, y in V^*, [email protected]?E^* if and only if [email protected]?V"i and [email protected]?V"j for some i,[email protected]?{1,2,...,n} with i j such that v"iv"[email protected]?E(G). We call the graph G(s"1,s"2,...,s"n) a G vertex multiplication. In this paper, we determine the orientation numbers of various cycle vertex multiplications.
45868269
Minimum variance unbiased estimation based on bootstrap iterations
Practical computation of the minimum variance unbiased estimator (MVUE) is often a difficult, if not impossible, task, even though general theory assures its existence under regularity conditions. We propose a new approach based on iterative bootstrap bias correction of the maximum likelihood estimator to accurately approximate the MVUE. Viewing bootstrap iteration as a Markov process, we develop a computational algorithm for bias correction based on arbitrarily many bootstrap iterations. The algorithm, when applied parametrically to finite sample spaces, does not involve Monte Carlo simulation. For infinite sample spaces, a nonparametric version of the algorithm is combined with a preliminary round of Monte Carlo simulation to yield an approximate MVUE. Both algorithms are computationally more efficient and stable than conventional simulation-based bootstrap iterations. Examples are given of both finite and infinite sample spaces to illustrate the effectiveness of our new approach.
16910052
On best restricted range approximation in continuous complex-valued function spaces
To provide a Kolmogorov-type condition for characterizing a best approximation in a continuous complex-valued function space, it is usually assumed that the family of closed convex sets in the complex plane used to restrict the range satisfies a strong interior-point condition, and this excludes the interesting case when some @W"t is a line-segment or a singleton. The main aim of the present paper is to remove this restriction by virtue of a study of the notion of the strong CHIP for an infinite system of closed convex sets in a continuous complex-valued function space.
12496765
A practical implementation of a 3D game engine
Creating a 3D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show how various real-time rendering algorithms can be applied to implement a practical 3D game engine. We explore the general architecture of a 3D engine and discuss the role of a scene graph in a 3D engine. We look at scene graph from the software engineering perspective. In particular, we show the way to design a scene graph that is object-oriented and portable across different rendering engine. Then, we explain the algorithms that we apply to speed up the performance of our 3D engine. We optimize the 3D engine on the scene graph and object geometry levels. The algorithms that we propose are expected to perform reasonably well for both static and dynamic scenes. Finally, we give a brief preview on the possibility of parallel processing in scene graph to create a 3D engine with multiprocessing capability.
41815623
Looking for Arbitrage or Term Structures in Frictional Markets
In this paper we consider a frictional market with finitely many securities and finite and discrete future times. The frictions under consideration include fixed and proportional transaction costs, bid-ask spreads, and taxes. In such a market, we find that whether there exists an arbitrage opportunity does not dependent on the fixed transaction costs. Under a reasonable assumption, the no-arbitrage is equivalent to the condition that the optimal value of some linear programming problem is zero, and to the existence of a so-called consistent term structure. These results permit us to identify and to find arbitrage and consistent term structures in polynomial time. Two linear programming problems are proposed, each of which can identify and find the arbitrage opportunity or the consistent term structure if either exists.