scholarly journals Supporting Soundscape Design in Virtual Environments with Content-based Audio Retrieval

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Jordi Janer

The computer-assisted design of soundscapes for virtual environments has received far less attention than the creation of graphical content. In this “think piece” we briefly introduce the principal characteristics of a framework under development that aims towards the creation of an automatic sonification of virtual worlds. As a starting point, the proposed system is based on an on-line collaborative sound repository that, together with content-based audio retrieval tools, assists the search of sounds to be associated with 3D models or scenes.

2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, including the implementation of architectural rules, and produces 2D floor plans as well as complete 3D models, with a high level of detail, in just a few seconds. To evaluate the framework two different applications were developed and the output models were tested for different fields of application (e.g. virtual worlds). The results obtained contain evidences that the proposed framework may lead to the development of several specific applications to produce accurate 3D models of houses representing different realities (e.g. civilizations, epochs, etc.).


1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Pedro Brandão Silva ◽  
António Coelho

The creation of virtual environments, corresponding to real world settings, constitutes one of the most important, but also most time and resource demanding processes in content development for virtual worlds. By querying real-world data sources, the building process can be automated, reducing the need for human intervention. However, these may present additional management difficulties due to their number, dimension, format or level of detail, therefore requiring specific techniques to operate on them. This paper describes the application of a procedural modeling solution, called PG3D System, on the creation of realistic virtual urban environments and their employ in virtual world applications. This system's implementation in spatial database management systems induces fast data access, large data manipulation features, complex query capabilities and format flexibility, allowing the fast creation of large scale virtual environments, imbued with optimized data structures, compatible with any digital game, custom modeling tool or metaverse platform.


Trictrac ◽  
2016 ◽  
Vol 9 ◽  
Author(s):  
Liliana Danciu ◽  
Petru Adrian Danciu

The axes of the creation and birth of the imaginary as a mythical language. Our research follows the relationships of the concepts that are taking into account creation on the double axis of verticality and horizontality. We highlight those symbolic elements which would later constitute the mythical language about the sacred space-temporality. Inside this space-temporality a rich spectrum of mythical images develops; images capable of explaining the relationships of the creation plans. Without a religious perception of the temporality, the conceptualization of the axis would remain a philosophical approach. Through our point of view, the two are born simultaneously. Thanks to them, creation can be imagined. The first “frozen” formula of the mystical human spirit can be thought, brought to a palpable reality, expressed in an oral and then a written form. Studied together, temporality (sacred or not) and space are permanently imagined together. For example, a loss of mundane temporality in the secret ecstasy that offers to the soul an ascending direction does not mean getting out of universal temporality, but of its mundane section. In the sacred space the soul relates to time. Even the gods are submitted by the sacred, Aeon sometimes being synonymous to destiny. The universal creator seems to evade every touch, but not consistently, only when he avoids the descent into its created worlds. In sacredness, time and space seem or become confused, both expressing the same reality, by the immediate swing from thinking to deed. The mythical imagery conceives the displacement in the primary space-temporality by the spoken word. So, for something to appear and live, the spoken word is required. Even the divine dream appears as a pre-word of a creator’s thought. The thought follows the spoken word, the spoken word follows the gestures which finally indicate the meanings of the creative act, controlling the rhythm of the creation days. These three will later be adapted through imitation in rite. We are now situated at the limit of the physical world, a real challenge for the mythical imagery. The general feature of the mythical expression on the creation of the material world is the state of the divinity’s exhaustion, most often conceptualized by sacrifice or divine fatigue. The world geography identifies with the anatomy of a self-gutted god. Practically, material creation is most likely the complete revelation of God’s body autopsy. As each body decomposes, everything in it is an illusion. An axial approach of the phenomenon exists in all religious systems. The created element’s origin is exterior, with or without a pre-existing matter, by a god’s sacrifice or only because it has to be that way. This is the starting point of the discussion on the symbolism of axiality as a reason for the constitution of the language of creation, capable of retelling the imaginary construction of myth in an oral and then written form.


2020 ◽  
Vol 27 (1) ◽  
pp. 32-41 ◽  
Author(s):  
Subhash C. Basak ◽  
Apurba K. Bhattacharjee

Background: In view of many current mosquito-borne diseases there is a need for the design of novel repellents. Objective: The objective of this article is to review the results of the researches carried out by the authors in the computer-assisted design of novel mosquito repellents. Methods: Two methods in the computational design of repellents have been discussed: a) Quantitative Structure Activity Relationship (QSAR) studies from a set of repellents structurally related to DEET using computed mathematical descriptors, and b) Pharmacophore based modeling for design and discovery of novel repellent compounds including virtual screening of compound databases and synthesis of novel analogues. Results: Effective QSARs could be developed using mathematical structural descriptors. The pharmacophore based method is an effective tool for the discovery of new repellent molecules. Conclusion: Results reviewed in this article show that both QSAR and pharmacophore based methods can be used to design novel repellent molecules.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Matthew D. Guay ◽  
Zeyad A. S. Emam ◽  
Adam B. Anderson ◽  
Maria A. Aronova ◽  
Irina D. Pokrovskaya ◽  
...  

AbstractBiologists who use electron microscopy (EM) images to build nanoscale 3D models of whole cells and their organelles have historically been limited to small numbers of cells and cellular features due to constraints in imaging and analysis. This has been a major factor limiting insight into the complex variability of cellular environments. Modern EM can produce gigavoxel image volumes containing large numbers of cells, but accurate manual segmentation of image features is slow and limits the creation of cell models. Segmentation algorithms based on convolutional neural networks can process large volumes quickly, but achieving EM task accuracy goals often challenges current techniques. Here, we define dense cellular segmentation as a multiclass semantic segmentation task for modeling cells and large numbers of their organelles, and give an example in human blood platelets. We present an algorithm using novel hybrid 2D–3D segmentation networks to produce dense cellular segmentations with accuracy levels that outperform baseline methods and approach those of human annotators. To our knowledge, this work represents the first published approach to automating the creation of cell models with this level of structural detail.


Author(s):  
C.H.A.U.V.E.L.-P.I.C.A.R.D. Julie ◽  
B.E.U.R.I.A.T. Pierre-Aurélien ◽  
D.A.U.R.A.D.E. Mathieu ◽  
S.Z.A.T.H.M.A.R.I. Alexandru ◽  
M.O.T.T.O.L.E.S.E. Carmine ◽  
...  

2013 ◽  
Vol 40 (12) ◽  
pp. 959-965 ◽  
Author(s):  
Estella G. da Mota ◽  
Daniel G. Silva ◽  
Maria C. Guimarães ◽  
Elaine F.F. da Cunha ◽  
Matheus P. Freitas

2011 ◽  
Vol 18 (1) ◽  
pp. 103-114 ◽  
Author(s):  
Hatem Hejaz ◽  
Rafik Karaman ◽  
Mustafa Khamis

Sign in / Sign up

Export Citation Format

Share Document