5579007
Studying the Fidelity Requirements for a Virtual Ballet Dancer
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
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.
27297851
AXMEDIS Programme and Publication Tools Integration with Workflow-Enabled Communication and Process Control
This paper presents the AXMEDIS Programme and Publications (P&P) tools as supported by workflow (WF) integration enabling communication and control in a way that is designed to empower the user to locate digital contents of interest over the AXMEDIS P2P network and to manage and assign the distributions as required. These communications support a large set of interconnections between different sections of the AXMEDIS framework to enable automated processing and integration of digital contents. Following a brief introduction to the overall AXMEDIS framework, this paper presents the functionalities and features of the Programme and Publication (P&P) tools, discusses each individual component, including the P&P Editor and P&P Engine set in the context of the architecture for workflow integration and control for P&P tools within the AXMEDIS Framework
27124087
An Autonomous Sensor for 3D Reconstruction
We describe an automated approach to the reconstruction of 3D interiors from laser range data and digital images. This is achieved using a scanning laser rangefinder and digital camera that are mounted on an autonomous mobile platform known as the AEST. The objective is to reproduce complete interiors that are accurate enough for surveying, virtual studio and Augmented Reality applications. The AEST selects and navigates to a series of capture points to progressively reconstruct a 3D textured model to the required degree of accuracy. Navigation and structural information is used to register the data from each new capture point relative to the partial model. The user interface is a web browser with a radio link to the AEST. Results can be viewed in a VRML window as they are obtained. The AEST has been developed in EU-ACTS project RESOLV.
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.
2203951
Ontology Management for Agent Development
The content of agent messages is often defined according to some ontology through which agents can communicate with each other based on a common vocabulary. However, when ontology evolves, the existing agents may not be able to communicate properly with new agents built on the evolved ontology unless existing agents are re-designed or re-implemented. In this paper, we propose an ontology management platform called OntoWrap with three distinct components. Firstly it maintains an ontology repository which keeps track of changes to ontology so that the relationship between different versions of ontology and their extensions are maintained. Secondly, it maintains a service repository which links ontology with agent service specifications so that different implantations of an ontology are also maintained. Thirdly, based on the ontology versioning and service specifications, a wrapping service framework is provided for the automatic generation of adapter agents for existing agents to make use of new services.
8200849
Error Bound Moduli for Conic Convex Systems on Banach Spaces
We give two explicit formulas which express the error bound moduli for conic convex systems, one in terms of directional derivative, and the other in terms of the coderivative. As applications, we study error bounds for systems of infinitely many convex inequalities.
10675081
The applicability of universal pragmatics in information retrieval interaction: a pilot study
This article discusses the possibility and usefulness of applying Habermas' universal pragmatics to analyze information retrieval interaction. The first part of the article is theoretical argumentation. It examines the current common schemes of studies of human computer interaction (HCI), inspects their appropriateness and limitations, argues for a pragmatic perspective, and elaborates some of Habermas' idea of universal pragmatics. The second part is a case study. It reports an investigation of the initiation and development of verification of validity claims in HCI from the universal pragmatics perspective. It describes some patterns in which a user deals with what may be considered as invalid claims of an IR system outputs. A typical sequence consists of the following pattern: (1) user invokes a simple request; (2) system replies with a questionable answer; leading to (3) user tries to verify the validity claims of truth, truthfulness, and/ or rightness of the system output; and (4) when the available interaction channels cannot support the validation, the interaction becomes a non-communicative process which discourages further interaction.
1455414
A Comparison of the Two Traditions of Metadata Development
The two traditional methods of Metadata Development as describe in the article are bibliographic control approach and the data management approach. These two approaches have evolved over time due to the rise of digital information stored in cyberspace and help facilitate metadata standards which include the identification, location, retrieval, manipulation and use of the information. So what is metadata? From my understanding of what metadata is, metadata is simply defined as 'data about data'. And to a certain extent and depending on the perspective which you define what metadata is, 'data about data' is a legitimate and accurate definition. Soyeon Park (1999), define metadata as " structured data about data " whereas NISO Press, 2004 describes metadata as " data about data or information about information. " But according to Gill, 2000, " information about information " is often " incorrectly generalized " by the reader or author as the meaning of metadata, therefore, 'data about data' would be more concise and accurate for this paper. This begs the question of exactly the purpose of metadata and metadata standards. In theory, " metadata provides an effective mechanism for identifying and locating data that is relevant to a particular user. " elements within the metadata standards may be divided into two categories: intrinsic (related to resource identification and discovery) and extrinsic (related administration and other nonbibliographic data). While some metadata formats vary in terms of intrinsic and extrinsic elements, some elements are more suitable for resource description and identification whereas others may help resource access and navigation. However, the issue still remains as to which metadata format to use and whether a universal or unified " grand scheme " that is rich in attribute should be employed, eliminating the need in choosing a specific metadata format. In the past years, we have seen a rise of conflicting standards as an increasingly large amount of information becomes available electronically. This has become a growing problem as retrieving information becomes more complex. In an article by Jessica Milstead and Susan Feldman (1999), the author uses the term " Mercury " as an example of the documents the user would retrieve through the use of
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.