scholarly journals COREL PAINTER: FOR THE WHOLE SKETCHING AND COLORING

Author(s):  
Manorama Chouhan ◽  
Sonali Gupta

Corel Painter is a raster-based digital art application created to simulate as accurately as possible the appearance and behavior of traditional media associated with drawing, painting, and printmaking. It is intended to be used in real-time by professional digital artists as a functional creative tool. The current version is Painter X3, released on July 2013.Corel Painter emulates the visual characteristics of traditional media, such as oil paint, pastel sticks, air brush, charcoal, felt pens, and other traditional artists' materials on various textured surfaces. Many of these emulated media types work with the advanced features of Wacom tablets. For instance, the airbrush tool in Painter responds to pressure as well as tilt, velocity and rotation. Corel History:

2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Feilong Kang ◽  
Chunguang Wang ◽  
Jia Li ◽  
Zheying Zong

In the video monitoring of piglets in pig farms, study of the precise segmentation of foreground objects is the work of advanced research on target tracking and behavior recognition. In view of the noninteractive and real-time requirements of such a video monitoring system, this paper proposes a method of image segmentation based on an improved noninteractive GrabCut algorithm. The functions of preserving edges and noise reduction are realized through bilateral filtering. An adaptive threshold segmentation method is used to calculate the local threshold and to complete the extraction of the foreground target. The image is simplified by morphological processing; the background interference pixels, such as details in the grille and wall, are filtered, and the foreground target marker matrix is established. The GrabCut algorithm is used to split the pixels of multiple foreground objects. By comparing the segmentation results of various algorithms, the results show that the segmentation algorithm proposed in this paper is efficient and accurate, and the mean range of structural similarity is [0.88, 1]. The average processing time is 1606 ms, and this method satisfies the real-time requirement of an agricultural video monitoring system. Feature vectors such as edges and central moments are calculated and the database is well established for feature extraction and behavior identification. This method provides reliable foreground segmentation data for the intelligent early warning of a video monitoring system.


2021 ◽  
Vol 15 ◽  
Author(s):  
Hamed Zaer ◽  
Ashlesha Deshmukh ◽  
Dariusz Orlowski ◽  
Wei Fan ◽  
Pierre-Hugues Prouvot ◽  
...  

Recording and manipulating neuronal ensemble activity is a key requirement in advanced neuromodulatory and behavior studies. Devices capable of both recording and manipulating neuronal activity brain-computer interfaces (BCIs) should ideally operate un-tethered and allow chronic longitudinal manipulations in the freely moving animal. In this study, we designed a new intracortical BCI feasible of telemetric recording and stimulating local gray and white matter of visual neural circuit after irradiation exposure. To increase the translational reliance, we put forward a Göttingen minipig model. The animal was stereotactically irradiated at the level of the visual cortex upon defining the target by a fused cerebral MRI and CT scan. A fully implantable neural telemetry system consisting of a 64 channel intracortical multielectrode array, a telemetry capsule, and an inductive rechargeable battery was then implanted into the visual cortex to record and manipulate local field potentials, and multi-unit activity. We achieved a 3-month stability of the functionality of the un-tethered BCI in terms of telemetric radio-communication, inductive battery charging, and device biocompatibility for 3 months. Finally, we could reliably record the local signature of sub- and suprathreshold neuronal activity in the visual cortex with high bandwidth without complications. The ability to wireless induction charging combined with the entirely implantable design, the rather high recording bandwidth, and the ability to record and stimulate simultaneously put forward a wireless BCI capable of long-term un-tethered real-time communication for causal preclinical circuit-based closed-loop interventions.


Author(s):  
Adérito Fernandes Marcos ◽  
Pedro Branco ◽  
João Álvaro Carvalho

Art objects might be described as symbolic objects that aim at stimulating emotions. They reach us through our senses (visual, auditory, tactile, or other). They are displayed by means of physical material (stone, paper, wood, etc.) and combine some patterns to produce an aesthetic composition. They convey some message, normally to suggest some state of mind or to induce an emotion and the consequent feeling on the side of the viewer. Digital art differs from conventional art pieces by the use of computers and computer-based artifacts that manipulate digitally coded information, inheriting the almost unlimited possibilities in interaction, virtualization and manipulation of information the computer medium offers. In this chapter the authors propose to analyze and discuss the concepts and definitions behind digital art, emphasizing how the computer medium is itself the tool and the raw material in its creation, especially if we stress the fact that the conception and design of artistic information content is at the heart of any artistic work. Furthermore the authors present a framework for digital art creation that consists of a common design space where digital artists can smoothly progress from the concept until the final artifact while exploring the computer medium to its maximum potential.


Author(s):  
Kenneth B. McAlpine

This chapter charts the birth and growth of the demoscene, an online community of digital artists and musicians who create and share real-time procedural artworks. Part of the digital underground, the ethos was, and remains, one of pushing systems to their limits and so became a natural home for chiptune. The chapter begins by exploring the roots of the demoscene in the computer hacking scene of 1970s California, a community who believed strongly that computer software should be free. As software protection systems were introduced to prevent unauthorized copying, highly skilled ‘crackers’ removed them, highlighting their achievements with elaborate audiovisual digital graffiti. Over time, competition to create the most extravagant artwork and music became an end in itself, creating the demoscene. Today, this vibrant community thrives and has become bigger and slicker than ever, although, as some interviewees suggest, in so doing it may have lost some of its countercultural charm.


2019 ◽  
pp. 65
Author(s):  
Adriana Graciela Segura-Mariño ◽  
Andrés García-Umaña

Resumen: Los medios digitales permiten una comunicación más directa que los tradicionales. Los activistas pueden optimizar su labor al encontrar nuevas formas de difundir mensajes, construidos en formatos audiovisuales con un componente estratégico para contrarrestar problemas sociales, como la violencia de género. Con esta investigación se pretende determinar si el arte digital es una herramienta persuasiva contra este problema en el entorno online. Esto se resolvió a través de dos etapas: la primera consta de una revisión bibliográfica; la segunda consiste en el análisis de contenidos sobre el desarrollo de las acciones online de artivistas que luchan contra la violencia de género, y sobre los proyectos influyentes (según ONU Mujeres y el Festival Iberoamericano de la Publicidad – FIAP) que se han realizado en distintos contextos geográficos, identificando su difusión en plataformas de comunicación, los formatos, contenidos, audiencia y engagement. Se detectó que no se aprovecha estratégicamente la comunicación 2.0; los pocos artivistas que tienen presencia en Internet se limitan a convocar a acciones offline; si bien los proyectos influyentes rompen estereotipos y promueven la participación de la audiencia, no se dirigen a los adolescentes, que son quienes más utilizan Internet. El trabajo multidisciplinario es clave para diseñar soportes altamente visuales y persuasivos.Abstract: Digital media allow a more direct communication than traditional media. Activists can optimize their work finding new ways to spread messages, which are built in audiovisual formats with a strategic component to counteract social problems, such as gender violence. The objective of this research is to determine if digital art is a persuasive tool against this problem in the online environment. This was resolved through two stages: the first one consists of a bibliographic review; the second one consists of a content analysis on the development of online actions by artivists who work against violence of gender, and on the influential projects (according to UN Women and the Ibero-American Advertising Festival - FIAP) that have been carried out in different geographical contexts, identifying their diffusion in communication platforms, the formats, contents, audience and engagement. It was detected that 2.0 communication is not used strategically; the few artivists with presence on the Internet only call for offline actions; Although influential projects break stereotypes and promote audience participation, they do not target adolescents, the ones who most use the Internet. Multidisciplinary work is key to designing highly visual and persuasive supports.


Author(s):  
Francisco Daniel Rentería-Macedo ◽  
Santiago Martín García-Guerrero ◽  
Nicolás Haro-Falcón ◽  
Alberto Coronado-Mendoza

The Mexican energy reform of 2013 enabled the development of new management models and energy infrastructure. However, there is growing and unattended evidence of the weight of human behavior analysis in energy consumption. Therefore, this research integrates, with an interdisciplinary approach, the design of a virtual microgrid and an energy market in the Tonalá Campus of the University of Guadalajara, with real-time energy monitoring and behavior change theories. Firstly, the design of a virtual microgrid of 5 buildings, each with a virtual generation plant, is proposed. Each one dimensioned based on its historical demand and the generation of a 499-kWp photovoltaic plant, installed at the Campus. Both consumption and generation have real-time monitoring installed since May 2018. It was from this data that the virtual power plant for each building was dimensioned. Parallelly, the Transtheoretical Model of the stages of change and the Diffusion of Innovation Theory, are applied to design an intervention to modify energy consumption habits in the Campus community and set the foundations of an energy market pilot program.


10.2196/27472 ◽  
2021 ◽  
Vol 1 (1) ◽  
pp. e27472
Author(s):  
Leonardo W Heyerdahl ◽  
Benedetta Lana ◽  
Tamara Giles-Vernick

Background The COVID-19 pandemic has been widely described as an infodemic, an excess of rapidly circulating information in social and traditional media in which some information may be erroneous, contradictory, or inaccurate. One key theme cutting across many infodemic analyses is that it stymies users’ capacities to identify appropriate information and guidelines, encourages them to take inappropriate or even harmful actions, and should be managed through multiple transdisciplinary approaches. Yet, investigations demonstrating how the COVID-19 information ecosystem influences complex public decision making and behavior offline are relatively few. Objective The aim of this study was to investigate whether information reported through the social media channel Twitter, linked articles and websites, and selected traditional media affected the risk perception, engagement in field activities, and protective behaviors of French Red Cross (FRC) volunteers and health workers in the Paris region of France from June to October 2020. Methods We used a hybrid approach that blended online and offline data. We tracked daily Twitter discussions and selected traditional media in France for 7 months, qualitatively evaluating COVID-19 claims and debates about nonpharmaceutical protective measures. We conducted 24 semistructured interviews with FRC workers and volunteers. Results Social and traditional media debates about viral risks and nonpharmaceutical interventions fanned anxieties among FRC volunteers and workers. Decisions to continue conducting FRC field activities and daily protective practices were also influenced by other factors unrelated to the infodemic: familial and social obligations, gender expectations, financial pressures, FRC rules and communications, state regulations, and relationships with coworkers. Some respondents developed strategies for “tuning out” social and traditional media. Conclusions This study suggests that during the COVID-19 pandemic, the information ecosystem may be just one among multiple influences on one group’s offline perceptions and behavior. Measures to address users who have disengaged from online sources of health information and who rely on social relationships to obtain information are needed. Tuning out can potentially lead to less informed decision making, leading to worse health outcomes.


Author(s):  
Zsolt Varga ◽  
Nóra Nyirő

The paper aims to identify actual media audiences of different mass- and non-mass media types through identifying those audience clusters consuming not different but differentiable media mixes. A major concern of the study is to highlight the transformation of mass media audiences when technology, digitalization and participation behaviors are able to reshape traditional audience forms and media diets, which may directly affect the traditional media value chain and in turn the thinking and decision making of media managers. Through such a kaleidoscope the authors examined media use and consumption patterns using an online self-reported questionnaire. They developed different media consumer clusters as well as media consumption mixes. Based on the results of the study the authors can state that internet use is today’s main base of media consumption, and as such it is becoming the real mass media, replacing television. However this “new” media has a completely different structure, being more fragmented with smaller audience reach. At the same time, television is keeping its audience. However, there are emerging segments self-reporting non- or light television viewing. This is how the question of the viewer-television relation among different television viewer clusters evolves. At the same time only gaming exhibited demographic differentiation of audiences based on gender.


10.2196/17581 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e17581
Author(s):  
Matthew T Stewart ◽  
Taylor Nezich ◽  
Joyce M Lee ◽  
Rebecca E Hasson ◽  
Natalie Colabianchi

Background The relationship between intention and behavior has been well researched, but most studies fail to capture dynamic, time-varying contextual factors. Ecological momentary assessment through mobile phone technology is an innovative method for collecting data in real time, including time-use data. However, only a limited number of studies have examined day-level plans to be physically active and subsequent physical activity behavior using real-time time-use data to better understand this relationship. Objective This study aims to examine whether plans to be physically active (recorded in advance on an electronic calendar) were associated with objectively assessed physical activity (accelerometry), to identify activities that replaced planned periods of physical activity by using the mobile app Life in a Day (LIAD), and to test the feasibility and acceptability of LIAD for collecting real-time time-use data. Methods The study included 48 university students who were randomly assigned to 1 of 3 protocols, which were defined by 1, 3, or 5 days of data collection. Participants were asked to record their planned activities on a Google Calendar and were provided with mobile phones with LIAD to complete time-use entries in real time for a set of categories (eg, exercise or sports, eating or cooking, school, or personal care). Participants were instructed to wear an accelerometer on their nondominant wrist during the protocol period. A total of 144 days of protocol data were collected from the 48 participants. Results Protocol data for 123 days were eligible for analysis. A Fisher exact test showed a statistically significant association between plans and physical activity behavior (P=.02). The congruence between plans and behavior was fair (Cohen κ=0.220; 95% CI 0.028-0.411). Most participants did not plan to be active, which occurred on 75.6% (93/123) of days. Of these 93 days, no physical activity occurred on 76 (81.7%) days, whereas some physical activity occurred on 17 (18.3%) days. On the remaining 24.4% (30/123) of days, some physical activity was planned. Of these 30 days, no physical activity occurred on 18 (60%) days, whereas some physical activity occurred on 12 (40%) days. LIAD data indicated that activities related to screen time most often replaced planned physical activity, whereas unplanned physical activity was often related to active transport. Feasibility analyses indicated little difficulty in using LIAD, and there were no significant differences in feasibility by protocol length. Conclusions Consistent with previous literature, physical activity plans and physical activity behaviors were linked, but not strongly linked. LIAD offers insight into the relationship between plans and behavior, highlighting the importance of active transport for physical activity and the influence of screen-related behaviors on insufficient physical activity. LIAD is a feasible and practical method for collecting time-use data in real time.


2018 ◽  
Author(s):  
Alessio Paolo Buccino ◽  
Mikkel Elle Lepperød ◽  
Svenn-Arne Dragly ◽  
Philipp Häfliger ◽  
Marianne Fyhn ◽  
...  

AbstractObjectiveA major goal in systems neuroscience is to determine the causal relationship between neural activity and behavior. To this end, methods that combine monitoring neural activity, behavioral tracking, and targeted manipulation of neurons in closed-loop are powerful tools. However, commercial systems that allow these types of experiments are usually expensive and rely on non-standardized data formats and proprietary software which may hinder user-modifications for specific needs. In order to promote reproducibility and data-sharing in science, transparent software and standardized data formats are an advantage. Here, we present an open source, low-cost, adaptable, and easy to set-up system for combined behavioral tracking, electrophysiology and closed-loop stimulation.ApproachBased on the Open Ephys system (www.open-ephys.org) we developed multiple modules to include real-time tracking and behavior-based closed-loop stimulation. We describe the equipment and provide a step-by-step guide to set up the system. Combining the open source software Bonsai (bonsai-rx.org) for analyzing camera images in real time with the newly developed modules in Open Ephys, we acquire position information, visualize tracking, and perform tracking-based closed-loop stimulation experiments. To analyze the acquired data we provide an open source file reading package in Python.Main resultsThe system robustly visualizes real-time tracking and reliably recovers tracking information recorded from a range of sampling frequencies (30-1000Hz). We combined electrophysiology with the newly-developed tracking modules in Open Ephys to record place cell and grid cell activity in the hippocampus and in the medial entorhinal cortex, respectively. Moreover, we present a case in which we used the system for closed-loop optogenetic stimulation of entorhinal grid cells.SignificanceExpanding the Open Ephys system to include animal tracking and behavior-based closed-loop stimulation extends the availability of high-quality, low-cost experimental setup within standardized data formats serving the neuroscience community.


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