Search results for "020207 software engineering"

showing 5 items of 475 documents

Interactive Tools for the Preservation, Dissemination and Study of Silk Heritage—An Introduction to the SILKNOW Project

2018

Silk was a major factor for progress in Europe, mostly along the Western Silk Road’s network of production and market centers. The silk trade also allowed for the exchange of ideas and innovations, having impacts at economic, technical, functional, cultural and symbolic levels. However, silk has today become a seriously endangered heritage. Although many European specialized museums are devoted to its preservation, they usually lack the size and resources to take advantage of state-of-the-art digital technologies. The aim of this paper is twofold; firstly, we introduce SILKNOW, an interdisciplinary project that has been recently funded by the H2020 Programme of the European Union in order t…

thesaurusArchitectural engineeringComputer Networks and CommunicationsNeuroscience (miscellaneous)silk heritage02 engineering and technologyinteractive toolslcsh:Technology01 natural sciencesOrder (exchange)0202 electrical engineering electronic engineering information engineeringmedia_common.cataloged_instanceEuropean unionlcsh:SciencePatrimoni culturalmedia_commonlcsh:T010401 analytical chemistry020207 software engineering0104 chemical sciencesComputer Science ApplicationsHuman-Computer InteractionSILKvirtuallcsh:QBusinessMultimodal Technologies and Interaction
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Some Remarks about Product Spaces

2018

Summary This article covers some technical aspects about the product topology which are usually not given much of a thought in mathematics and standard literature like [7] and [6], not even by Bourbaki in [4]. Let {Ti}i∈I be a family of topological spaces. The prebasis of the product space T = ∏ i∈I Ti is defined in [5] as the set of all π −1 i (V) with i ∈ I and V open in Ti . Here it is shown that the basis generated by this prebasis consists exactly of the sets ∏ i∈I Vi with Vi open in Ti and for all but finitely many i ∈ I holds Vi = Ti . Given I = {a} we have T ≅ Ta , given I = {a, b} with a≠ b we have T ≅ Ta ×Tb . Given another family of topological spaces {Si}i∈I such that Si ≅ Ti fo…

topologyApplied Mathematics020207 software engineering02 engineering and technology54b1068t99TopologyComputational Mathematics03b35Product (mathematics)QA1-9390202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingproduct spacesMathematicsTopology (chemistry)MathematicsFormalized Mathematics
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Skeleton-Based Multiview Reconstruction

2016

International audience; The advantage of skeleton-based 3D reconstruction is to completely generate a single 3D object from well chosen views. Having numerous views is necessary for a reliable reconstruction but projections of skeletons lead to different topologies. We reconstruct 3D objects with curved medial axis (whose topology is a tree) from the perspective skeletons on an arbitrary number of calibrated acquisitions. The main contribution is to estimate the 3D skeleton, from multiple images: its topology is chosen as the closest to those of the perspective skeletons on the set of images, which means that the number of topology changes to map the 3D skeleton topology to topologies on im…

topologyreconstruction[SPI] Engineering Sciences [physics]ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION02 engineering and technologyIterative reconstructionSkeleton (category theory)Network topologyGraph-edit distanceTopology[SPI]Engineering Sciences [physics]Traitement des imagesMedial axis[ INFO.INFO-TI ] Computer Science [cs]/Image Processing0202 electrical engineering electronic engineering information engineering[ SPI ] Engineering Sciences [physics]Traitement du signal et de l'imageComputer visionSynthèse d'image et réalité virtuelleTopology (chemistry)SkeletonMathematicsComputingMethodologies_COMPUTERGRAPHICSbusiness.industry3D reconstructionPerspective (graphical)020207 software engineeringVision par ordinateur et reconnaissance de formesIntelligence artificielle[SPI.TRON] Engineering Sciences [physics]/Electronics[ SPI.TRON ] Engineering Sciences [physics]/Electronics[SPI.TRON]Engineering Sciences [physics]/Electronics[INFO.INFO-TI] Computer Science [cs]/Image Processing [eess.IV]Shock graphs[INFO.INFO-TI]Computer Science [cs]/Image Processing [eess.IV]graph-edit distance020201 artificial intelligence & image processingTopological skeletonArtificial intelligenceShapesReconstructionbusiness
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Applying Axial Symmetries to Historical Silk Fabrics: SILKNOW’s Virtual Loom

2020

Symmetry is part of textile art in patterns and motifs that decorate fabrics, which are made by the interlacement of warp and wefts. Moreover, the 3D representation of fabrics have already been studied by some authors

virtual loomEngineering drawingTextilePhysics and Astronomy (miscellaneous)Computer scienceGeneral Mathematicsmedia_common.quotation_subject02 engineering and technologysymmetry analysis0202 electrical engineering electronic engineering information engineeringComputer Science (miscellaneous)0601 history and archaeologyFunction (engineering)WeavingRepresentation (mathematics)media_commoncomputer.programming_language060102 archaeologyLOOMbusiness.industryIndústria tèxtillcsh:Mathematicssilk fabrics020207 software engineering06 humanities and the artslcsh:QA1-939Chemistry (miscellaneous)Homogeneous spaceSymmetry (geometry)businessFocus (optics)computerSymmetry
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"I never gave up"

2019

Esports phenomena have grown rapidly in recent years, and so has research on the topic. Some of the research has also addressed esports fandom (see e.g. Taylor 2012). Nevertheless, studies comparing and contrasting how players and fans engage with the game and the esports based on that game are scarce. This study compares and contrasts how players and fans engage with playable game characters and esports players. The paper draws on previous research in fan studies, sports fandom and esports to examine the relationships of players and fans of the videogame Overwatch (Blizzard Entertainment 2016) with the fictional heroes of the game as well as with their favorite professional players in the …

yleisötutkimuselektroninen urheilumedia_common.quotation_subjectOverwatchfansIdentity (social science)050801 communication & media studies02 engineering and technologyLeaguepelikulttuuriEntertainment0508 media and communicationspelihahmot0202 electrical engineering electronic engineering information engineeringPersonalitySociologygame charactersesports playersmedia_commonIdentity politics05 social sciencesMedia studies020207 software engineeringfaniuspelitutkimusreseptiokannattajatSexual orientationesportsFandomdigitaaliset pelitProceedings of the 14th International Conference on the Foundations of Digital Games
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