scholarly journals Journal of Applied Computer Science & Mathematics

10.4316/jacsm ◽  
2020 ◽  
2016 ◽  
Vol 9 (4) ◽  
pp. 64-82 ◽  
Author(s):  
Raymond E.I. Pardede ◽  
Loránd L. Tóth ◽  
György A. Jeney ◽  
Ferenc Kovács ◽  
Gábor Hosszú

This article proposes a novel mathematical model of logical relationship among glyphs belonging to the same grapheme. Its research belongs to the computational paleography that is a field in the applied computer science. The proposed grapheme model is presented in four logical layers from bottom to up namely as Topology, Visual Identity, Phonetic, and Semantic Layer. In the Topology Layer, a unique glyph is defined by a set of topological properties. When trying to describe the logical relation of various glyphs, their topological properties must be examined in a higher layer framework so called Visual Identity Layer. In that layer, the glyphs of a single grapheme share some topological attributes in common. These common topological attributes form a main identity of a grapheme, which is called Common Identity template that is obtained by means of Supervised Learning method. The Phonetic Layer gives the sound values associated to the grapheme, and the Semantic Layer describes the usage of the grapheme in texts. Some potential implementations of the grapheme model are also presented.


Author(s):  
Gunnar Stevens ◽  
Markus Rohde ◽  
Matthias Korn ◽  
Volker Wulf

This chapter presents grounded design as a suggestion for a praxeological turn in the field of computing. It argues that, given the high societal relevance of computing to all aspects of life, the academic field of (applied) computer science needs to develop its epistemological paradigm and research methods accordingly. Computer science arguably needs to define itself as a sociotechnical discipline that contributes to the solution of social problems in context. The grounded-design position is that a design-oriented discipline of practice-based computing is needed, one where methods and techniques can deal with the context specificity of local knowledge and appropriation of information and communications technology more seriously. This chapter presents an approach that outlines such practice-based computing by building on situated design knowledge and dealing with the interplay of the social and the technical.


2013 ◽  
Vol 199 ◽  
pp. 253-258 ◽  
Author(s):  
Marek Grudziński ◽  
Krzysztof Okarma ◽  
Mirosław Pajor ◽  
Mateusz Tecław

One of the results of the dynamic progress in the field of industrial and applied computer science and mechatronics is the growing interest in usage of the machine vision algorithms and systems. One of such areas of applications is the positioning of the workpieces on the CNC machines based on the image analysis, allowing also the visualization of the workpiece observed from an arbitrary viewpoint located between two or more cameras. Such virtual camera can be effectively implemented using Image Based Rendering technology [ but one of its limitations is the necessity of using the depth maps, which have to be acquired for each reference image. It can be done using the additional fringe patterns projector, similarly as in typical 3D scanning systems or using some other approaches e.g. stereovision. Nevertheless, the quality of images obtained using the typical IBR method is limited by the missing pixels (holes), which should be filled using splatting algorithm, which typically cause the noticeable blurring of obtained image. The solution proposed and discussed in this paper is based on the sub-pixel IBR method with additional filtering and interpolation of the points acquired from the reference cameras allowing increasing the quality of the final images obtained as the visualization of the positioned workpieces.


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