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"title": "\"Skeleton climbing\": fast isosurfaces with fewer triangles",
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"abstract": "Skeleton climbing is an algorithm that builds triangulated isosurfaces in 3D grid data, more economically than marching cubes, and without the time penalty of current mesh decimation algorithms. Building the surface from its intersections with grid edges (1-skeleton), then faces (2-skeleton), then cubes (3-skeleton), treats the data in a uniform way; this allows a 25% reduction in the number of triangles produced, while still creating a true separating surface at similar speed.",
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"abstract": "We analyze the correspondence of points between an arbitrary number of images, from an algebraic and geometric point of view. We use the formalism of the Grassmann-Cayley algebra as the simplest way to make both geometric and algebraic statements in a very synthetic and effective way (i.e. allowing actual computation if needed). We propose a systematic way to describe the algebraic relations which are satisfied by the coordinates of the images of a 3D point. They are of three types: bilinear relations arising when we consider pairs of images among the N and which are the well-known epipolar constraints, trilinear relations arising when we consider triples of images among the N, and quadrilinear relations arising when we consider four-tuples of images among the N. Moreover, we show how two trilinear relations imply the bilinear ones (i.e. the epipolar constraints). We also show how these trilinear constraints can be used to predict the image coordinates of a point in a third image, given the coordinates of the images in the other two images, even in cases where the prediction by the epipolar constraints fails (points in the trifocal plane, or optical centers aligned). Finally, we show that the quadrilinear relations are in the ideal generated by the bilinearities and trilinearities, and do not bring in any new information. This completes the algebraic description of correspondence between any number of cameras.",
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"title": "Machine Vision and Human-machine Interface, International Conference on",
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"title": "Three-Dimensional Reconstruction of Medical Image Based on Improved Marching Cubes Algorithm",
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"abstract": "An approach is proposed for medical three-dimensional reconstruction in view of the characteristics of modern medical image in this paper. The approach based on the traditional Marching Cubes algorithm combines with seed-occupying algorithm to expand isosurface for avoiding the detection of empty cubes and replaces cell edge interpolation by midpoint selection with DMC method. Finally, the isosurface is generated directly by polygons which are ordered by isopoints. Because the approach uses polygons instead of triangles without resorting to the pre-defined cases, it reduces the number of faces greatly and gives a good solution to the ambiguity problem. The experiment results show that the proposed approach makes a significant improvement in several aspects, including topological structure, storage space and processing speed than the traditional method. Therefore, it is propitious to real-time and interactive operation with computer by less hardware cost.",
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"content": "An approach is proposed for medical three-dimensional reconstruction in view of the characteristics of modern medical image in this paper. The approach based on the traditional Marching Cubes algorithm combines with seed-occupying algorithm to expand isosurface for avoiding the detection of empty cubes and replaces cell edge interpolation by midpoint selection with DMC method. Finally, the isosurface is generated directly by polygons which are ordered by isopoints. Because the approach uses polygons instead of triangles without resorting to the pre-defined cases, it reduces the number of faces greatly and gives a good solution to the ambiguity problem. The experiment results show that the proposed approach makes a significant improvement in several aspects, including topological structure, storage space and processing speed than the traditional method. Therefore, it is propitious to real-time and interactive operation with computer by less hardware cost.",
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"doi": "10.1109/VISUAL.2003.1250419",
"title": "Visualization of Steep Breaking Waves and Thin Spray Sheets Around a Ship",
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"abstract": "The simulation of breaking of waves, the formation of thin spray sheets, and the entrainment of air around the next generation of naval surface combatants is an ongoing 3-year Department of Defense (DoD) Challenge Project. The goal of this project is a validated computation capability to model the full hydrodynamics around a surface combatant including all of the processes that affect mission and performance. Visualization of these large-scale simulations is paramount to understanding the complex physics involved. These simulations produce enormous data sets with both surface and volumetric qualities. Wave breaking, spray sheets, and air entrainment can be visualized using isosurfaces of scalar data. Visualization of quantities such as the vorticity field also provides insight into the dynamics of droplet and bubble formation. This paper documents the techniques used, results obtained, and lessons learned from the visualization of the hydrodynamics of naval vessels.",
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"affiliation": "ERDC MSRC",
"fullName": "Paul Adams",
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"affiliation": "Science Applications International Corporation",
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"title": "Asia-Pacific Symposium on Visualisation 2007",
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"doi": "10.1109/APVIS.2007.329287",
"title": "Particle-based volume rendering",
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"abstract": "In this paper, we introduce a novel point-based volume rendering technique based on tiny particles. In the proposed technique, a set of tiny opaque particles is generated from a given 3D scalar field based on a user-specified transfer function and the rejection method. The final image is then generated by projecting these particles onto the image plane. The particle projection does not need to be in order since the particle transparency values are not taken into account. During the projection stage, only a simple depth-order comparison is required to eliminate the occluded particles. This is the main characteristic of the proposed technique and should greatly facilitate the distributed processing. Semi-transparency is one of the main characteristics of volume rendering and, in the proposed technique the quantity of projected particles greatly influences the degree of semi-transparency. Sub-pixel processing was used in order to obtain the semi-transparent effect by controlling the projection of multiple particles onto each of the pixel areas. When using sub-pixel processing, the final pixel value is obtained by averaging the contribution from each of the projected particles. In order to verify its usefulness, we applied the proposed technique to volume rendering of multiple volume data as well as irregular volume data",
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"abstract": "To explore the nanoparticles-dependent signaling pathways is a rapidly growing research field. Here, we globally elucidate the regulation modules of cellular molecules by using graph-based representation of complex networks. We have packed some useful bioinformatics methods (Matlab Simbiology and Pathway Studio) into an integrated system for graph-based representation and complex networks modeling. Here, this system is applied to the public literature and microarray database of nanoparticles and try to find out nanoparticles related genetic regulatory pathways. By comparing to different model organism system (bacteria, mice, cell line), we will establish a multidimensional (protein cellular location, time course expression pattern and chemicals interacting profiles) secondary database. The value added database will uncover some new relationships between genes and nanoparticles and provide useful information for the modeling of nanoparticles cellular regulatory pathway in an interactive form. The new modeling approaches should serve as a research platform to find protein candidates for nanoparticles associated diseases and provides a possible cue to improve the bio-chemo-informatics analyses on gene expression and molecular pharmacology.",
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"abstract": "A signaling pathway, which is represented as a chain of interacting proteins for a biological process, can be predicted from protein-protein interaction (PPI) networks. However, pathway prediction is computationally challenging because of (1) inefficiency in searching all possible paths from the large-scale PPI networks and (2) unreliability of current PPI data generated by automated high-throughput methods. In this paper, we propose a novel approach to efficiently predict signaling pathways from PPI networks when a starting protein (source) and an ending protein (target) are given. Our approach is a combination of topological analysis of the networks and ontological analysis of interacting proteins. Starting from the source, this method repeatedly extends the list of proteins to form a pathway based on the improved support model (iSup). This model integrates (1) the frequency of the paths towards the target and (2) the semantic similarity between each adjacent pair in a pathway. The path frequency is computed by a heuristic data-mining technique to determine the most frequent paths towards the target in a PPI network. The semantic similarity is measured by the distance of the information contents of Gene Ontology (GO) terms annotating interacting proteins. To further improve computational efficiency, we propose two additional strategies: filtering the PPI networks and precomputing approximate path frequency. The experiment with the yeast PPI data demonstrates that our approach predicted MAPK signaling pathways with higher accuracy and efficiency than other existing methods.",
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"content": "A signaling pathway, which is represented as a chain of interacting proteins for a biological process, can be predicted from protein-protein interaction (PPI) networks. However, pathway prediction is computationally challenging because of (1) inefficiency in searching all possible paths from the large-scale PPI networks and (2) unreliability of current PPI data generated by automated high-throughput methods. In this paper, we propose a novel approach to efficiently predict signaling pathways from PPI networks when a starting protein (source) and an ending protein (target) are given. Our approach is a combination of topological analysis of the networks and ontological analysis of interacting proteins. Starting from the source, this method repeatedly extends the list of proteins to form a pathway based on the improved support model (iSup). This model integrates (1) the frequency of the paths towards the target and (2) the semantic similarity between each adjacent pair in a pathway. The path frequency is computed by a heuristic data-mining technique to determine the most frequent paths towards the target in a PPI network. The semantic similarity is measured by the distance of the information contents of Gene Ontology (GO) terms annotating interacting proteins. To further improve computational efficiency, we propose two additional strategies: filtering the PPI networks and precomputing approximate path frequency. The experiment with the yeast PPI data demonstrates that our approach predicted MAPK signaling pathways with higher accuracy and efficiency than other existing methods.",
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"abstract": "The advances in proteomic technologies have offered an unprecedented opportunity and valuable resources to reveal molecular targets for treatment. Although a number of approaches have been designed to develop mathematical models using the time series proteomic profiles, the recently published single-patient proteomic data raised substantial challenges for analysing these non-time series datasets. To address this issue, this work proposes the first attempt for designing mathematical models using the non-time series proteomic data. Using the triple-negative breast cancer (TNBC) as the test system, we first use the single-cell analysis algorithm to derive the pseudo-time trajectory of the protein activities. Our integrated approach includes both a top-down approach (namely the Gaussian graphical model) and a bottom-up approach (i.e. differential equation model) to reverse-engineer the regulatory network. Based on the information from GO-enrichment analysis and KEGG database, we select 16 proteins that are key components in the mitogen-activated protein (MAP) kinase pathways. We construct the structure of a network with 16 proteins and a dynamic model for a network of 12 proteins. The derived protein-protein relationships are partially supported by the established protein activation relationships, and our model also predicts potential protein relationships that may be confirmed by further experimental studies. In summary, our results suggest that the proposed integrated framework is an effective approach to reconstruct regulatory networks using non-time course proteomic data.",
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"content": "The advances in proteomic technologies have offered an unprecedented opportunity and valuable resources to reveal molecular targets for treatment. Although a number of approaches have been designed to develop mathematical models using the time series proteomic profiles, the recently published single-patient proteomic data raised substantial challenges for analysing these non-time series datasets. To address this issue, this work proposes the first attempt for designing mathematical models using the non-time series proteomic data. Using the triple-negative breast cancer (TNBC) as the test system, we first use the single-cell analysis algorithm to derive the pseudo-time trajectory of the protein activities. Our integrated approach includes both a top-down approach (namely the Gaussian graphical model) and a bottom-up approach (i.e. differential equation model) to reverse-engineer the regulatory network. Based on the information from GO-enrichment analysis and KEGG database, we select 16 proteins that are key components in the mitogen-activated protein (MAP) kinase pathways. We construct the structure of a network with 16 proteins and a dynamic model for a network of 12 proteins. The derived protein-protein relationships are partially supported by the established protein activation relationships, and our model also predicts potential protein relationships that may be confirmed by further experimental studies. In summary, our results suggest that the proposed integrated framework is an effective approach to reconstruct regulatory networks using non-time course proteomic data.",
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"normalizedAbstract": "The advances in proteomic technologies have offered an unprecedented opportunity and valuable resources to reveal molecular targets for treatment. Although a number of approaches have been designed to develop mathematical models using the time series proteomic profiles, the recently published single-patient proteomic data raised substantial challenges for analysing these non-time series datasets. To address this issue, this work proposes the first attempt for designing mathematical models using the non-time series proteomic data. Using the triple-negative breast cancer (TNBC) as the test system, we first use the single-cell analysis algorithm to derive the pseudo-time trajectory of the protein activities. Our integrated approach includes both a top-down approach (namely the Gaussian graphical model) and a bottom-up approach (i.e. differential equation model) to reverse-engineer the regulatory network. Based on the information from GO-enrichment analysis and KEGG database, we select 16 proteins that are key components in the mitogen-activated protein (MAP) kinase pathways. We construct the structure of a network with 16 proteins and a dynamic model for a network of 12 proteins. The derived protein-protein relationships are partially supported by the established protein activation relationships, and our model also predicts potential protein relationships that may be confirmed by further experimental studies. In summary, our results suggest that the proposed integrated framework is an effective approach to reconstruct regulatory networks using non-time course proteomic data.",
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"abstracts": [
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"normalizedAbstract": "Spastic ataxia (SA) is a term used to describe a neurodegenerative disorder that is characterised by imbalance and incoordination in gait and limbs, accompanied by spasticity. Recently the GBA2 gene has been reported as an SA associated gene. In 2014, Votsi et al., reported a novel missense mutation (Asp594His) in a Cypriot consanguineous family with SA. However, the pathogenetic mechanism that leads to the development of this disease remains unclear. A multisource-data integration approach developed by our team, was used for the prediction of candidate pathways that may be involved in GBA2-related diseases, including SA. Protein-protein interactions and partnerships are the basis for understanding molecular pathways. Changes in the interaction sites of GBA2 may disrupt allosterically its catalytic activity, related pathway regulation and contribute towards the development of SA. In this work, protein-protein interactions of the wild-type and mutant GBA2 were predicted using a sequence-based predictor tool, called SPRINT, in order to identify loss or gain of protein-protein interactions of the mutant protein. Finally, we performed pathway analysis of the lost or gained protein interactors and the candidate pathways resulting from this study were compared with the ones predicted by our previous multi-source integration approach. Our method aims to discover candidate pathways that may be affected and enhance our understanding of the pathogenetic mechanisms that may underlie the development of SA.",
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"abstract": "The traditional parameterization methods focused on preserving the local geometry properties by minimizing the distortions of angle and stretch. In this paper, we present a mesh parameterization method to preserve some global geometry properties, such as symmetry structure, of the input mesh. Given an input triangular mesh, the symmetry regions can be automatically detected using shape analysis method or manually specified by the users. For each vertex in the symmetry regions, we can identify the symmetric point and represent it as a triangle index and the corresponding bary centric coordinates. We extend the harmonic map to parameterize the input mesh by adding new error metric to measure how the symmetry property of the point pairs are preserved. Since the new error metric is non-linear, we develop an iterative update method to solve the parameterization problem. At last, we show some structure preservation parameterization results, and compare them with the results of the traditional harmonic map.",
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"abstract": "High dynamic range rendering attempts to take an HDR image and produce a more realistic representation on a limited range computer monitor. Although several tone mapping operators have been proposed in recent years, no evaluation has yet been undertaken to explore which operator is more suitable for hardware implementation. In this paper, we begin with our novel GPU implementations of two state-of-the-art operators in real time. Then several experimental results using eight GPU-based tone mapping operators are presented to evaluate which one is better with regard to running efficiency. Our GPU implementation of the Pattanaik operator can achieve real-time performance even on high-resolution HDR images. In addition, we believe that many real-time applications, including HDR video player and environment mapping with HDR textures in games, will benefit from our novel approach.",
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"abstract": "Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping be-tween audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, resulting in plain/boring motions during inference. In order to over-come this problem, we propose a novel conditional variational autoencoder (VAE) that explicitly models one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code mainly models the strong correlation between audio and motion (such as the synchronized audio and motion beats), while the motion-specific code captures diverse motion information independent of the audio. However, splitting the latent code into two parts poses training difficulties for the VAE model. A mapping network facilitating random sampling along with other techniques including relaxed motion loss, bicycle constraint, and diversity loss are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than state-of-the-art methods, quantitatively and qualitatively. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline. Code and more results are at https://jingli513.github.io/audio2gestures.",
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"title": "Proceedings of the 39th IEEE Conference on Decision and Control",
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"abstract": "A number of recent papers have considered trajectory tracking control design for unmanned aerial vehicles (UAVs). In practice, an autonomous vehicle has access only to absolute measurements of non-inertial variables such as linear acceleration and angular velocity along with local measurements of inertial quantities such as position, velocity and orientation. Expressing the dynamics of a typical system in body fixed frame coordinates introduces dynamic coupling that appears to destroy the simple structure of the inertial equations. In this paper it is shown that the inherent passivity-like properties of the underlying mechanical system may be exploited to obtain the Lyapunov control design for the more general system equations expressed in the body fixed frame of an unmanned aerial vehicle. This avoids a possibly difficult and highly non-robust state reconstruction that would be necessary before existing control designs could be applied.",
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"content": "A number of recent papers have considered trajectory tracking control design for unmanned aerial vehicles (UAVs). In practice, an autonomous vehicle has access only to absolute measurements of non-inertial variables such as linear acceleration and angular velocity along with local measurements of inertial quantities such as position, velocity and orientation. Expressing the dynamics of a typical system in body fixed frame coordinates introduces dynamic coupling that appears to destroy the simple structure of the inertial equations. In this paper it is shown that the inherent passivity-like properties of the underlying mechanical system may be exploited to obtain the Lyapunov control design for the more general system equations expressed in the body fixed frame of an unmanned aerial vehicle. This avoids a possibly difficult and highly non-robust state reconstruction that would be necessary before existing control designs could be applied.",
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"affiliation": "Dept. of Electr. & Comput. Syst. Eng., Monash Univ., Clayton, Vic., Australia",
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"id": "12OmNzahbRb",
"title": "Proceedings. 1991 IEEE International Conference on Robotics and Automation",
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"article": {
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"doi": "10.1109/ROBOT.1991.131811",
"title": "Study of dynamic biped locomotion on rugged terrain-derivation and application of the linear inverted pendulum mode",
"normalizedTitle": "Study of dynamic biped locomotion on rugged terrain-derivation and application of the linear inverted pendulum mode",
"abstract": "A novel control method for biped locomotion on rugged terrain is introduced, assuming an ideal robot model which has massless legs. By applying constraint control to the robot body so that it moves on a particular straight line and rotates at a constant angular velocity, the dynamics of the center of mass of the body becomes completely linear. Such motion of the ideal model is called the linear inverted pendulum mode, and it is used to develop the control scheme of the biped walking on rugged terrain. Under the control method in the linear inverted pendulum mode, walking on a particular rugged ground is shown to be equivalent to walking on a level ground. It is also shown that the additional use of the ankle torque makes the proposed control scheme robust and applicable to a real biped robot with mass legs. Simulation results are presented.<>",
"abstracts": [
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"abstractType": "Regular",
"content": "A novel control method for biped locomotion on rugged terrain is introduced, assuming an ideal robot model which has massless legs. By applying constraint control to the robot body so that it moves on a particular straight line and rotates at a constant angular velocity, the dynamics of the center of mass of the body becomes completely linear. Such motion of the ideal model is called the linear inverted pendulum mode, and it is used to develop the control scheme of the biped walking on rugged terrain. Under the control method in the linear inverted pendulum mode, walking on a particular rugged ground is shown to be equivalent to walking on a level ground. It is also shown that the additional use of the ankle torque makes the proposed control scheme robust and applicable to a real biped robot with mass legs. Simulation results are presented.<>",
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"fno": "00131811",
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"Mobile Robots",
"Position Control",
"Mobile Robots",
"Dynamic Biped Locomotion",
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"Linear Inverted Pendulum Mode",
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"Dynamics",
"Ankle Torque",
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"Leg",
"Robot Kinematics",
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"Nonlinear Dynamical Systems",
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"Robot Control",
"Angular Velocity",
"Mechanical Engineering",
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"authors": [
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"affiliation": "Mech. Eng. Lab., Ibaraki, Japan",
"fullName": "S. Kajita",
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"affiliation": "Mech. Eng. Lab., Ibaraki, Japan",
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"title": "Proceedings. 1991 IEEE International Conference on Robotics and Automation",
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"content": "In wheelchair basketball (WB), players are making efforts to improve the technique of wheelchair maneuver since it is the most basic and important action in every situation. However, the assessment of maneuver quality is difficult due to the lack of quantitative metrics. In this paper, in order to support the technical improvement of athletes in WB, we propose a maneuver classification method using inertial sensors. For this purpose, inertial sensors are fixed to the left and right axles of the wheelchair and the occurrence of maneuvers is detected using the angular velocity. Major maneuver activities in WB are classified into 2 types: PUSH and STOP. First, our method segments candidates of maneuver periods by the local maximum/minimum of the angular velocity since the rotation of the wheel generated by maneuvering leads to sharp changes of the angular velocity. Then, based on thresholds, we classify maneuver actions. For evaluation, we collected real data from 6 players. From the result, we confirmed our method achieves the average recall and precision of 88.0% and 87.6%, respectively. Furthermore, we confirmed the effectiveness of the classification results for the assessment of maneuver quality.",
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"normalizedAbstract": "In wheelchair basketball (WB), players are making efforts to improve the technique of wheelchair maneuver since it is the most basic and important action in every situation. However, the assessment of maneuver quality is difficult due to the lack of quantitative metrics. In this paper, in order to support the technical improvement of athletes in WB, we propose a maneuver classification method using inertial sensors. For this purpose, inertial sensors are fixed to the left and right axles of the wheelchair and the occurrence of maneuvers is detected using the angular velocity. Major maneuver activities in WB are classified into 2 types: PUSH and STOP. First, our method segments candidates of maneuver periods by the local maximum/minimum of the angular velocity since the rotation of the wheel generated by maneuvering leads to sharp changes of the angular velocity. Then, based on thresholds, we classify maneuver actions. For evaluation, we collected real data from 6 players. From the result, we confirmed our method achieves the average recall and precision of 88.0% and 87.6%, respectively. Furthermore, we confirmed the effectiveness of the classification results for the assessment of maneuver quality.",
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"Handicapped Aids",
"Pattern Classification",
"Sensor Fusion",
"Sensors",
"Signal Classification",
"Sport",
"Wheelchairs",
"WB",
"Maneuver Periods",
"Angular Velocity",
"Maneuver Actions",
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"Wheelchair Basketball",
"Inertial Sensors",
"Wheelchair Maneuver",
"Quantitative Metrics",
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"Wheelchairs",
"Angular Velocity",
"Sensors",
"Data Analysis",
"Wheels",
"Labeling",
"Wheelchair Basketball",
"Sports Data Analysis",
"Activity Recognition"
],
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"affiliation": "Graduate School of Information Science and Technology, Osaka University,Suita, Osaka,Japan,565-0871",
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{
"affiliation": "Graduate School of Information Science and Technology, Osaka University,Suita, Osaka,Japan,565-0871",
"fullName": "Teruo Higashino",
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"abstract": "Machines that can predict the effect of physical interactions on the dynamics of previously unseen object instances are important for creating better robots and interactive virtual worlds. In this work, we focus on predicting the dynamics of 3D objects on a plane that have just been subjected to an impulsive force. In particular, we predict the changes in state-3D position, rotation, velocities, and stability. Different from previous work, our approach can generalize dynamics predictions to object shapes and initial conditions that were unseen during training. Our method takes the 3D object's shape as a point cloud and its initial linear and angular velocities as input. We extract shape features and use a recurrent neural network to predict the full change in state at each time step. Our model can support training with data from both a physics engine or the real world. Experiments show that we can accurately predict the changes in state for unseen object geometries and initial conditions.",
"abstracts": [
{
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"content": "Machines that can predict the effect of physical interactions on the dynamics of previously unseen object instances are important for creating better robots and interactive virtual worlds. In this work, we focus on predicting the dynamics of 3D objects on a plane that have just been subjected to an impulsive force. In particular, we predict the changes in state-3D position, rotation, velocities, and stability. Different from previous work, our approach can generalize dynamics predictions to object shapes and initial conditions that were unseen during training. Our method takes the 3D object's shape as a point cloud and its initial linear and angular velocities as input. We extract shape features and use a recurrent neural network to predict the full change in state at each time step. Our model can support training with data from both a physics engine or the real world. Experiments show that we can accurately predict the changes in state for unseen object geometries and initial conditions.",
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"affiliation": "Stanford University",
"fullName": "Davis Rempe",
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"affiliation": "Stanford University",
"fullName": "He Wang",
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"title": "Research and Application of Big Data Analysis in Different Levels of Tennis Players' Serve",
"normalizedTitle": "Research and Application of Big Data Analysis in Different Levels of Tennis Players' Serve",
"abstract": "Objective: To explore the differences between different levels of tennis players' strong serve technique. Methods: By means of Qualisys, Kistler and High-speed photography, the relevant data of serving technical movements of two male professional tennis players and ten amateur tennis players in China were analyzed by using big data. Results: In the throwing stage, the maximum flexion angles of both knee joints of professional athletes were significantly smaller than that of amateur athletes (p<; 0.05, p<; 0.05). In the stage of pushing and turning, the maximum angular velocity of knee joint of the tested professional athletes was significantly higher than that of amateur athletes (p<; 0.05, p<; 0.05), and the maximum ground reaction force recorded in Z axis was significantly higher than that of amateur athletes (p<; 0.05). During the service process, the maximum external rotation angle of the upper arm of the professional athletes was significantly greater than that of the amateur athletes (p<; 0.05); the maximum shoulder and trunk torsion angles were significantly greater than those of the amateur athletes (p<; 0.05, p<; 0.05); the knee joint angle was significantly smaller than that of the amateur athletes (p<; 0.05). In the stage of swing, the maximum angular velocity of hip rotation, shoulder rotation, elbow extension, forearm internal rotation and racquet-head speed were significantly higher than those of amateur athletes (p<; 0.05, p<; 0.05, p<; 0.05, p<; 0.01, p<; 0.01); the impacting point height recorded was significantly higher than that of amateur players (p<; 0.05) The ball speed was significantly higher than that of amateur players (p<; 0.01). There was no significant difference in the other serve technical movement mechanics indexes. Conclusion: The main differences between different levels of tennis players are the range and speed of lower limb push, the amplitude and speed of trunk rotation, the rotation speed of hitting arm, the speed of racquet-head and the height of impacting point.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Objective: To explore the differences between different levels of tennis players' strong serve technique. Methods: By means of Qualisys, Kistler and High-speed photography, the relevant data of serving technical movements of two male professional tennis players and ten amateur tennis players in China were analyzed by using big data. Results: In the throwing stage, the maximum flexion angles of both knee joints of professional athletes were significantly smaller than that of amateur athletes (p<; 0.05, p<; 0.05). In the stage of pushing and turning, the maximum angular velocity of knee joint of the tested professional athletes was significantly higher than that of amateur athletes (p<; 0.05, p<; 0.05), and the maximum ground reaction force recorded in Z axis was significantly higher than that of amateur athletes (p<; 0.05). During the service process, the maximum external rotation angle of the upper arm of the professional athletes was significantly greater than that of the amateur athletes (p<; 0.05); the maximum shoulder and trunk torsion angles were significantly greater than those of the amateur athletes (p<; 0.05, p<; 0.05); the knee joint angle was significantly smaller than that of the amateur athletes (p<; 0.05). In the stage of swing, the maximum angular velocity of hip rotation, shoulder rotation, elbow extension, forearm internal rotation and racquet-head speed were significantly higher than those of amateur athletes (p<; 0.05, p<; 0.05, p<; 0.05, p<; 0.01, p<; 0.01); the impacting point height recorded was significantly higher than that of amateur players (p<; 0.05) The ball speed was significantly higher than that of amateur players (p<; 0.01). There was no significant difference in the other serve technical movement mechanics indexes. Conclusion: The main differences between different levels of tennis players are the range and speed of lower limb push, the amplitude and speed of trunk rotation, the rotation speed of hitting arm, the speed of racquet-head and the height of impacting point.",
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"normalizedAbstract": "Objective: To explore the differences between different levels of tennis players' strong serve technique. Methods: By means of Qualisys, Kistler and High-speed photography, the relevant data of serving technical movements of two male professional tennis players and ten amateur tennis players in China were analyzed by using big data. Results: In the throwing stage, the maximum flexion angles of both knee joints of professional athletes were significantly smaller than that of amateur athletes (p<; 0.05, p<; 0.05). In the stage of pushing and turning, the maximum angular velocity of knee joint of the tested professional athletes was significantly higher than that of amateur athletes (p<; 0.05, p<; 0.05), and the maximum ground reaction force recorded in Z axis was significantly higher than that of amateur athletes (p<; 0.05). During the service process, the maximum external rotation angle of the upper arm of the professional athletes was significantly greater than that of the amateur athletes (p<; 0.05); the maximum shoulder and trunk torsion angles were significantly greater than those of the amateur athletes (p<; 0.05, p<; 0.05); the knee joint angle was significantly smaller than that of the amateur athletes (p<; 0.05). In the stage of swing, the maximum angular velocity of hip rotation, shoulder rotation, elbow extension, forearm internal rotation and racquet-head speed were significantly higher than those of amateur athletes (p<; 0.05, p<; 0.05, p<; 0.05, p<; 0.01, p<; 0.01); the impacting point height recorded was significantly higher than that of amateur players (p<; 0.05) The ball speed was significantly higher than that of amateur players (p<; 0.01). There was no significant difference in the other serve technical movement mechanics indexes. Conclusion: The main differences between different levels of tennis players are the range and speed of lower limb push, the amplitude and speed of trunk rotation, the rotation speed of hitting arm, the speed of racquet-head and the height of impacting point.",
"fno": "866800a048",
"keywords": [
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"Biomechanics",
"Biomedical Optical Imaging",
"High Speed Optical Techniques",
"Medical Computing",
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"Sport",
"Male Professional Tennis Players",
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"Big Data",
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"High Speed Photography",
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"authors": [
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"affiliation": "University of International Relations,Beijing,China,100091",
"fullName": "Jianjian Lin",
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"affiliation": "University of International Relations,Beijing,China,100091",
"fullName": "Jie Song",
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"abstract": "In order to Gatling gun's main roller shaft, it shows by using the force analysis. It shows the rotation speed of the main roller shaft is non-constant, it can be determined by the cam curve and the clearance fit between the main roller and the cam curve. The speed of the revolution and position of the main roller shaft was raised and dropped in the core hole. The main roller shaft is sometimes integrated with the bolt movement, but basically, it makes that the main roller only deforms itself, so the main roller shaft is a method for the Gatling cannon. The Gatling cannon needs the main roller shaft more than the Gatling gun. In Gatling cannon, the main roller shaft must be sure to exist. The main roller shaft and bolt body should be two components, not one component. This is the caliber greater than 20mm scheme, and not for the caliber less than 20mm design.",
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"content": "In order to Gatling gun's main roller shaft, it shows by using the force analysis. It shows the rotation speed of the main roller shaft is non-constant, it can be determined by the cam curve and the clearance fit between the main roller and the cam curve. The speed of the revolution and position of the main roller shaft was raised and dropped in the core hole. The main roller shaft is sometimes integrated with the bolt movement, but basically, it makes that the main roller only deforms itself, so the main roller shaft is a method for the Gatling cannon. The Gatling cannon needs the main roller shaft more than the Gatling gun. In Gatling cannon, the main roller shaft must be sure to exist. The main roller shaft and bolt body should be two components, not one component. This is the caliber greater than 20mm scheme, and not for the caliber less than 20mm design.",
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"title": "Template Matching Skeletonization Based on Gauss Sphere Representation",
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"abstract": "Skeletonization, or automatic skeleton extraction, is a technology in 3DCG which automatically extract skeletons (i.e. bones, joints and their hierarchical structures) from 3D models. Such skeletons are important shape and pose descriptors for object representation, object recognition etc. Some existing skeletonization methods have difficulties in correctly extracting the position of joints. Some other methods are able to extract joints correctly to some extent, but controlling the number of bones and joints in their structure is not allowed. Therefore applying motion data acquired from motion capture devices to 3D models still involves a lot of manual work. In this paper, we propose a novel animation skeletonization method suited for CG animation based on Gauss sphere representation. By applying vertex Gauss sphere representation first and then applying template matching approach regardless of the object's shape, the proposed method is able to extract the same numbers of joints or bones in the same structure as in given motion data, i.e. one can directly apply existing motion data without the need of manual adjustment. Experimental results showed that the proposed method achieves 90% accuracy of pose estimation and 73% accuracy of joint estimation.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Skeletonization, or automatic skeleton extraction, is a technology in 3DCG which automatically extract skeletons (i.e. bones, joints and their hierarchical structures) from 3D models. Such skeletons are important shape and pose descriptors for object representation, object recognition etc. Some existing skeletonization methods have difficulties in correctly extracting the position of joints. Some other methods are able to extract joints correctly to some extent, but controlling the number of bones and joints in their structure is not allowed. Therefore applying motion data acquired from motion capture devices to 3D models still involves a lot of manual work. In this paper, we propose a novel animation skeletonization method suited for CG animation based on Gauss sphere representation. By applying vertex Gauss sphere representation first and then applying template matching approach regardless of the object's shape, the proposed method is able to extract the same numbers of joints or bones in the same structure as in given motion data, i.e. one can directly apply existing motion data without the need of manual adjustment. Experimental results showed that the proposed method achieves 90% accuracy of pose estimation and 73% accuracy of joint estimation.",
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"normalizedAbstract": "Skeletonization, or automatic skeleton extraction, is a technology in 3DCG which automatically extract skeletons (i.e. bones, joints and their hierarchical structures) from 3D models. Such skeletons are important shape and pose descriptors for object representation, object recognition etc. Some existing skeletonization methods have difficulties in correctly extracting the position of joints. Some other methods are able to extract joints correctly to some extent, but controlling the number of bones and joints in their structure is not allowed. Therefore applying motion data acquired from motion capture devices to 3D models still involves a lot of manual work. In this paper, we propose a novel animation skeletonization method suited for CG animation based on Gauss sphere representation. By applying vertex Gauss sphere representation first and then applying template matching approach regardless of the object's shape, the proposed method is able to extract the same numbers of joints or bones in the same structure as in given motion data, i.e. one can directly apply existing motion data without the need of manual adjustment. Experimental results showed that the proposed method achieves 90% accuracy of pose estimation and 73% accuracy of joint estimation.",
"fno": "06746470",
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"Solid Modeling",
"Three Dimensional Displays",
"Joints",
"Shape",
"Bones",
"Animation",
"Gauss Sphere",
"Skeletonization",
"Animation Skeleton"
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"authors": [
{
"affiliation": null,
"fullName": "Terumasa Aoki",
"givenName": "Terumasa",
"surname": "Aoki",
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{
"affiliation": null,
"fullName": "Vicky Sintunata",
"givenName": "Vicky",
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"pages": "61-68",
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"isbn": "978-1-4799-2171-3",
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"abstract": "This paper proposes a method for capturing the performance of a human or an animal from a multi-view video sequence. Given an articulated template model and silhouettes from a multi-view image sequence, our approach recovers not only the movement of the skeleton, but also the possibly non-rigid temporal deformation of the 3D surface. While large scale deformations or fast movements are captured by the skeleton pose and approximate surface skinning, true small scale deformations or non-rigid garment motion are captured by fitting the surface to the silhouette. We further propose a novel optimization scheme for skeleton-based pose estimation that exploits the skeleton's tree structure to split the optimization problem into a local one and a lower dimensional global one. We show on various sequences that our approach can capture the 3D motion of animals and humans accurately even in the case of rapid movements and wide apparel like skirts.",
"abstracts": [
{
"abstractType": "Regular",
"content": "This paper proposes a method for capturing the performance of a human or an animal from a multi-view video sequence. Given an articulated template model and silhouettes from a multi-view image sequence, our approach recovers not only the movement of the skeleton, but also the possibly non-rigid temporal deformation of the 3D surface. While large scale deformations or fast movements are captured by the skeleton pose and approximate surface skinning, true small scale deformations or non-rigid garment motion are captured by fitting the surface to the silhouette. We further propose a novel optimization scheme for skeleton-based pose estimation that exploits the skeleton's tree structure to split the optimization problem into a local one and a lower dimensional global one. We show on various sequences that our approach can capture the 3D motion of animals and humans accurately even in the case of rapid movements and wide apparel like skirts.",
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"title": "A Displacement Driven Real-Time Deformable Model For Haptic Surgery",
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"abstract": "We present a deformable graphical model for interactive modeling of three-dimensional objects representing organs and tissues in surgery simulations. The proposed model is a physically-based model, generating real-time deformations using a high resolution triangular surface mesh with minimal pre-processing of mesh data. The surface mesh of an object is modeled by a spring network according to the connectivity of mesh nodes. Object deformations are simulated by computing nodal deformations based on a force equation at each mesh node. A deformed node index table (DNIT) is proposed to model the deformation propagation driven by the displacement at a surface contact point (SCP). Surface nodes that undergo a deformation are added to the current DNIT according to the triangular mesh topology. A PHANToM device is integrated in the simulator to provide haptic feedback. Coupled with the real-time visual feedback generated by the proposed model, the simulator allows users to interactively manipulate virtual organs utilizing the PHANToM device. Results of a virtual kidney biopsy simulation are presented to illustrate the deformations.",
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"abstract": "Octree-based mesh adaptation has enabled simulations of complex physical phenomena. Existing meshing algorithms were proposed with the assumption that computer memory is volatile. Consequently, for failure recovery, the in-core algorithms need to save memory states as snapshots with slow file I/Os. The out-of-core algorithms store octants on disks for persistence. However, neither of them was designed to leverage unique characteristics of non-volatile byte-addressable memory (NVBM). In this paper, we propose a novel data structure P ersistent M erged octree (PM-octree) for both meshing and in-memory storage of persistent octrees using NVBM. It is a multi-version data structure and can recover from failures using its earlier persistent version stored in NVBM. In addition, we design a feature-directed sampling approach to help dynamically transform the PM-octree layout for reducing NVBM-induced memory write latency. PM-octree has been successfully integrated with Gerris software for simulation of fluid dynamics. Our experimental results with real-world scientific workloads show that PM-octree scales up to 1.1 billion mesh elements with 1000 processors on the Titan supercomputer. CCS CONCEPTS • Software and its engineering Z_$\\rightarrow$_Z Memory management; • Mathematics of computing Z_$\\rightarrow$_Z Mesh generation;",
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"content": "We present structural properties of the farthest line-segment Voronoi diagram in the piecewise linear L∞ and L1 metrics, which are computationally simpler than the standard Euclidean distance and very well suited for VLSI applications. We introduce the farthest line-segment hull, a closed polygonal curve that characterizes the regions of the farthest line-segment Voronoi diagram, and is related to it similarly to the way an ordinary convex hull relates to the farthest-point Voronoi diagram. In L∞ (resp. L1) the farthest line-segment hull, and thus the farthest line-segment Voronoi diagram, has size O(h), where h ranges from O(1) e.g., axis parallel line-segments, to O(n), and it can be constructed in time O(n log h). Once the L∞ (resp. L1) farthest line-segment hull is available, the corresponding Voronoi diagram can be constructed in additional O(h) time.",
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"abstract": "Tables are an important tool used by business analysts engaged in early requirements activities (in fact it is safe to say that tables appeal to many other types of user, in a variety of activities and domains). Business analysts typically use the tables provided by office tools. These tables offer great flexibility, but no underlying model, and hence no consistency management, multiple views or other advantages familiar to the users of modeling tools. Modeling tools, however, are usually too rigid for business analysts. In this paper we present a flexible modeling approach to tables, which combines the advantages of both office and modeling tools. Freeform information can co-exist with information managed by an underlying model, and an incremental formalization approach allows each item of information to transition fluidly between freeform and managed. As the model evolves, it is used to guide the user in the process of formalizing any remaining freeform information. The model therefore helps users without restricting them. Early feedback is described, and the approach is analyzed briefly in terms of cognitive dimensions.",
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