On line: drawing through the twentieth century

2011 ◽  
Vol 48 (10) ◽  
pp. 48-5477-48-5477

The collection of Aegean exhibits in the National Archaeological Museum of Florence is of the greatest significance in terms of its richness and variety. The richness is illustrated by the quantity and value of the objects conserved, and the variety by a provenance and chronology of the artefacts that embrace pre-classical Aegean history practically in its entirety. This complete edition is organised on the basis of four main areas of provenance and production of the materials (Crete, Continental Greece, the Cyclades and Rhodes). The formation of the Florentine Aegean collections dates largely to the early twentieth century, and was the felicitous result of a combination of different circumstances. The most important of these was the commitment of Luigi Adriano Milani, Director of the nascent Royal Museum, to whom we owe the initial stimulus for a museum collection that could assume exemplary importance and respond to educational requirements. On line Database: www.fupress.net/collezioniegee


2020 ◽  
Vol 6 (1) ◽  
pp. 119-146
Author(s):  
Laine Nooney

In the fall of 1980, the remote, rural Gold Rush town of Oakhurst, California, became home to Sierra On-Line, a computer game manufacturer that emerged as one of the most successful and iconic game companies of the 1980s and 1990s. Forty years later, Sierra On-Line is long gone from Oakhurst, but its operational and labor infrastructure remain strangely present—a civic palimpsest composed of repurposed buildings, regional archives, local memorials, and the fraying memories of its citizens. This article explores the undocumented dimensions of the computer game industry's supply chain during the final decades of the twentieth century, focusing on the emotional labor and maintenance work involved in sales, customer service, and technical support. Unfolding in three scenes—each pinned to a financial crash, each oriented to the experience of a different female employee—the article traces the material and affective networks that made gaming possible and computers thinkable as machines of everyday life in the late twentieth-century United States.


Author(s):  
PATRICK SHEN-PEI WANG ◽  
AMAR GUPTA

This paper examines several line-drawing pattern recognition methods for handwritten character recognition. They are the picture descriptive language (PDL), Berthod and Maroy (BM), extended Freeman's chain code (EFC), error transformation (ET), tree grammar (TG), and array grammar (AG) methods. A new character recognition scheme that uses improved extended octal codes as primitives is introduced. This scheme offers the advantages of handling flexible sizes, orientations, and variations, the need for fewer learning samples, and lower degree of ambiguity. Finally, the simulation of off-line character recognition by the real-time on-line counterpart is investigated.


Author(s):  
Rafael Cardoner ◽  
Federico Thomas

Image compression techniques have been recently used not only for reducing storage requirements, but also computational costs when processing images on low cost computers. This approach might be also of interest for processing large engineering drawings, where feature extraction techniques must be intensively applied for their segmentation into regions of interest for subsequent analysis. This paper explores this alternative using a simple run-length compression, leading to excellent results. Although this approach is not new and can be classified within the decomposition paradigm used since the early stages of line drawing image processing, the developed formalism allows directional morphological set transformations to be performed, on a low cost personal computer, faster than on costly parallel computers for the same, but uncompressed, images. This good performance is proved in two different applications: the generation of homotopic skeletons through thinning processes, and the extraction of linear features through serializing multiangle parallelism operations.


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