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Showthrough and Strikethrough print defect detection using histogram equalization based computer vision method 基于直方图均衡化的打印缺陷检测方法
Q3 Engineering Pub Date : 2023-06-01 DOI: 10.24867/jged-2023-2-015
Jayeeta Saha, Shilpi Naskar, Sayanti Maiti
This paper presents a comparatively simple approach for showthrough and strikethrough print defect detection using computer vision method. Showthrough and strikethrough are common printing problem and are typically functions of a paper’s opacity. Under normal lighting condition the visibility of printing on the reverse side of printed paper is termed as showthrough whereas the penetration of ink to the other side is termed as strikethrough. Moreover the intensity of showthrough pixel is extremely low thus it is difficult to identify the showthrough pixel from the printed area. On the other hand strikethrough is the result of penetration of ink through paper and depends on the absorbent nature of paper. Comparatively the intensity of the strikethrough pixel is higher than that of the showthrough but due to similar intensity of the ink of the printed pixel and strikethrough pixel, both overlapped with each other in the foreground of the image. These print defects can degrade the image quality as well as print production. In this study, the detection of these two print defects achieved using histogram equalization technique, to enhance the contrast between foreground and back ground pixels. A global thresholding algorithm was applied on a histogram equalized image to segment the printed area from the background of the image. Pixels in the background which are considered as showthrough and strike through pixels are identified by image subtraction. The pictorial representations of the results show the remarkable potential of the proposed technique which can be possible alternative of present subjective measures of showthrough and strikethrough.
本文提出了一种比较简单的利用计算机视觉方法进行显示和穿透打印缺陷检测的方法。透光和划线是常见的打印问题,是纸张不透明度的典型功能。在正常光照条件下,印刷纸张背面的可见性被称为透印,而油墨在另一面的渗透被称为透印。此外,透显像素的强度极低,因此难以从印刷区域识别透显像素。另一方面,划痕是油墨穿透纸张的结果,取决于纸张的吸收性。相对而言,穿透像素的强度高于显示像素,但由于印刷像素和穿透像素的油墨强度相似,两者在图像前景中相互重叠。这些印刷缺陷会降低图像质量和印刷质量。在本研究中,利用直方图均衡化技术实现了这两种打印缺陷的检测,增强了前景和背景像素之间的对比度。在直方图均衡化图像上应用全局阈值分割算法,从图像背景中分割出打印区域。背景中被认为是透透像素和透透像素的像素通过图像减法进行识别。结果的图形表示显示了所提出的技术的显著潜力,它可以替代目前的显穿和穿主观测量。
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引用次数: 0
Masculinity in advertising: The power of verbal cue 广告中的男子气概:言语暗示的力量
Q3 Engineering Pub Date : 2023-03-01 DOI: 10.24867/jged-2023-1-019
Uroš Nedeljković, Irma Puškarević, Nace Pušnik
The portrayal of men in print advertisements has been less attentive subject in comparison to woman depiction analysis, even though research on gender advertising has increased over the last decades. This paper examines the effectiveness of print advertisements in which the visual ad register was developed at the level of the “iconogram” of a muscular mesomorph. Comparing the findings of numerous studies which indicate less affective response towards the images of nudity of the same gender, a hypothesis was proposed: the effectiveness mediator of advertisements is the verbal cue of the advertisement when a universal quantifier of muscular mesomorph is being used. In the first study, we conducted the content analysis to target the most frequent representation of a man in advertisements for health and beauty products. The second study was designed to test the proposed hypothesis using photographs from International Affective Picture System database. The stimuli were in a form of advertisements designed for the purpose of research combining IAPS images and the verbal cue. The experiment included 100 male students aged 20 to 31. Overall, our findings confirm negative response to male pictures (ads without verbal cue) when the figure is not fully dressed. However, we discover that visual register significantly affects the increase self reported positive valence ratings, in health and beauty ads for men when they are depicted as iconogram of muscular mesomorph. This study contributes to our understanding of how male consumers respond to same-sex imagery in print advertisements when there is not fully dressed muscular mesomorph depicted.
尽管过去几十年来对性别广告的研究有所增加,但与女性描述分析相比,平面广告中对男性的描述并没有那么受关注。本文考察了平面广告的有效性,在平面广告中,视觉广告注册是在肌肉中胚层的“图像图”水平上开发的。通过比较大量研究的结果,这些研究表明对同性裸体图像的情感反应较少,提出了一个假设:当使用肌肉中介词的通用量词时,广告的有效中介是广告的言语暗示。在第一项研究中,我们对健康和美容产品广告中最常见的男性形象进行了内容分析。第二项研究旨在使用国际情感图片系统数据库中的照片来检验所提出的假设。刺激是以广告的形式设计的,目的是结合IAPS图像和语言提示进行研究。该实验包括100名年龄在20至31岁之间的男学生。总的来说,我们的研究结果证实了当男性照片(没有言语暗示的广告)没有穿好衣服时,他们会对照片产生负面反应。然而,我们发现,在男性的健康和美容广告中,当他们被描绘成肌肉中间形态的图像时,视觉配准会显著影响自我报告的阳性效价的增加。这项研究有助于我们理解男性消费者在平面广告中对同性形象的反应,而没有描绘出完全穿着的肌肉中型。
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引用次数: 0
Fast mosaicing method based on image resizing pre-processing 基于图像调整大小预处理的快速拼接方法
Q3 Engineering Pub Date : 2023-03-01 DOI: 10.24867/jged-2023-1-037
A. Laraqui, Mohammed Laraqui, A. Saaidi
In recent years, mosaic images have found great success thanks to the increasing development in the field of imaging as well as the technological evolution of computer systems (camera, mobile, etc.). Mosaic images are obtained by merging several images of the same scene. The process incorporates several steps, each of which requires resources and execution time depending on the size, quality and resolution of the images used. In this paper, we propose a new image mosaic method that significantly reduces the execution time. The idea is to apply the stages of registration and search for the best inliers, necessary for the calculation of the geometric transformation, to the miniature of images. This allows the minimization of the overall processing time without altering the quality of the results. The experiment, on a database of images, shows that the proposed algorithm provides rapid results compared to similar methods. Also, we have extended our method to generate 360° panoramic images.
近年来,由于成像领域的不断发展以及计算机系统(相机、手机等)的技术进步,马赛克图像获得了巨大的成功。拼接图像是由同一场景的多幅图像合并而成的。该过程包含几个步骤,每个步骤都需要资源和执行时间,具体取决于所使用图像的大小、质量和分辨率。在本文中,我们提出了一种新的图像拼接方法,大大减少了执行时间。其思想是将计算几何变换所需的配准和搜索最佳内线的阶段应用于图像的微缩。这样可以在不改变结果质量的情况下最大限度地减少总体处理时间。在图像数据库上的实验表明,与同类方法相比,该算法具有快速的结果。此外,我们还扩展了我们的方法来生成360°全景图像。
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引用次数: 0
Using artificial intelligence for predictive eye-tracking analysis to evaluate photographs 使用人工智能进行预测眼动追踪分析来评估照片
Q3 Engineering Pub Date : 2023-03-01 DOI: 10.24867/jged-2023-1-029
Jure Ahtik
The goal of the study was to determine how close the eye-tracking results predicted by the AI model are to actual measurements and whether they can be used in scientific research or in real business cases. The study was based on a carefully prepared photo database of 30 photos of varying complexity and colour. The photos were shown to 110 participants (age and gender evenly distributed), and eye-tracking device (Tobii X120) was used to measure how the photos were viewed. In comparison, the same photos were tested using an AI-based application (Expoze.io). The final results show the comparison between the heatmaps and transparent gaze visualisations of the collected data with the two used measurement methods. Suggestions are made in which cases and how the two described methods should be used.
这项研究的目的是确定人工智能模型预测的眼动追踪结果与实际测量结果的接近程度,以及它们是否可以用于科学研究或真实的商业案例。这项研究基于一个精心准备的照片数据库,该数据库包含30张不同复杂性和颜色的照片。将照片展示给110名参与者(年龄和性别均匀分布),并使用眼动仪(Tobii X120)测量照片的观看方式。相比之下,使用基于人工智能的应用程序(Expoze.io)对相同的照片进行了测试。最终结果显示了使用两种测量方法对收集数据的热图和透明凝视可视化之间的比较。建议在哪些情况下以及如何使用所描述的两种方法。
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引用次数: 0
The implementation of polycaprolactone (PCL) as an eco-friendly material in toy design development 聚己内酯(PCL)作为一种环保材料在玩具设计开发中的应用
Q3 Engineering Pub Date : 2023-03-01 DOI: 10.24867/jged-2023-1-005
M. Kamil, Sarah Aliya Shaukat
Due to a substantial impact of hazardous materials in toy design, numerous toy companies have opted for an eco-friendly toy by promoting a legacy of innovation rather than waste and degradation. Furthermore, one of the most significant polymers for being recognised as a safe toy material is Polycaprolactone (PCL). However, in Malaysia, the study of Malaysian parent’s level of awareness in buying eco-friendly toys, their behaviour in purchasing and managing toys at home, as well as the preferences of play type for their children, is not widely discussed. Thus, forty (40) Malaysian parents have participated in an online survey conducted by the research team. The result of the study found that most Malaysian parents has a low level of awareness in buying eco-friendly toys for their children, lack the skills needed in handling broken or unused toys, and have selected criteria to be considered when purchasing a toy. Furthermore, a set of semi working toy design was successfully developed using PCL as a proposal for potential future development and production. It is hoped that the outcome of this study will contribute to inspire future toy designers to account for Malaysian parent’s preferences when developing eco-friendly toys.
由于危险材料在玩具设计中的巨大影响,许多玩具公司通过促进创新而不是浪费和退化,选择了环保玩具。此外,被公认为安全玩具材料的最重要的聚合物之一是聚己内酯(PCL)。然而,在马来西亚,关于马来西亚父母购买环保玩具的意识水平、他们在家购买和管理玩具的行为以及孩子对游戏类型的偏好的研究并没有得到广泛讨论。因此,四十(40)名马来西亚家长参加了研究小组进行的一项在线调查。研究结果发现,大多数马来西亚父母在为孩子购买环保玩具方面的意识很低,缺乏处理破损或未使用玩具所需的技能,并且在购买玩具时选择了要考虑的标准。此外,使用PCL成功开发了一套半工作玩具设计,为未来的潜在开发和生产提供了建议。希望这项研究的结果将有助于激励未来的玩具设计师在开发环保玩具时考虑马来西亚家长的偏好。
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引用次数: 0
The design and development of stop motion armature for a wide variety of applications 用于各种应用的止动电枢的设计和开发
Q3 Engineering Pub Date : 2022-12-01 DOI: 10.24867/jged-2022-4-021
Visit Janma, Janyut Srihirun
The development of prototype stop-motion armatures for a wide variety of applications commonly involves the use of metal, stainless steel, and brass. This research aimed to design stop-motion armatures using new materials and concepts for both basic and advanced stop-motion animations and to design the armatures to be fit and relevant to the characters that were made according to physiology and flexibility in use with a variety of functions. The present research used research samples consisting of 6 experts in materials, industrial designers, and designers of animation movies. They were asked to examine, edit, and evaluate the product prototype. The instruments used in the research were in-depth interviews and questionnaires. The data were analyzed by using mean and standard deviation. The results of the research are as follows: 1) regarding the development of stop-motion armatures, there were 9 armature models; 2) based on the research, test, and experiment, the suitable material was polyamide or nylon plastic, which is flexible and durable. It was good for the movement and forming of the position of the characters firmly; 3) regarding the test of efficiency for these armatures, the overall evaluation was at a high level. The mean score was 3.52, while the standard deviation (SD) was 0.43. The design of these stop-motion armatures shows a distinctive point in that they can be produced in industrial systems with a large number of items made at the same time. Further, this production process makes the armatures able to be fully modified or adjusted according to the characters designed.
用于各种应用的原型止动电枢的开发通常涉及金属、不锈钢和黄铜的使用。本研究旨在使用基本和高级定格动画的新材料和概念来设计定格电枢,并设计出适合和相关的电枢,这些电枢是根据生理和灵活性制作的,在使用中具有各种功能。本研究采用了由6名材料专家、工业设计师和动画电影设计师组成的研究样本。他们被要求检查、编辑和评估产品原型。研究中使用的工具是深入访谈和问卷调查。使用平均值和标准差对数据进行分析。研究结果如下:1)关于停止运动电枢的发展,有9个电枢模型;2) 通过研究、试验和实验,选择了柔性耐用的聚酰胺或尼龙塑料作为合适的材料。这有利于人物坚定地移动和形成自己的立场;3) 关于这些电枢的效率测试,总体评估处于较高水平。平均分为3.52,标准差为0.43。这些停止运动电枢的设计显示了一个独特的点,即它们可以在工业系统中同时生产大量产品。此外,这种生产过程使电枢能够根据设计的字符进行完全修改或调整。
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引用次数: 0
Product design activity as a process to develop a therapeutic toys for self-managed depression among adolescents 以产品设计活动为过程,开发一种治疗青少年自我管理抑郁症的玩具
Q3 Engineering Pub Date : 2022-12-01 DOI: 10.24867/jged-2022-4-005
Muhammad Jameel Bin Mohamed Kamil, Gwendolyn Ho Wan Ying, Mohd Najib Bin Abdullah Sani
Adolescent mental health issues are on the rise, with rates rising from one in ten in 2011 to one in five in 2016. This issue was predicted to be one of the top causes of global disability by 2020. Hence, with the aim to develop a therapeutic toy for self-managed depression, this paper intends to elucidate the product design process based on the criteria of therapies practiced by patients to manage mild and moderate depression. Semi-structured interviews were conducted with a clinical psychologist, three licensed counsellors, and six young depressive disorder patients as a methodology for gathering empirical data, which was then followed by the design process. The result of the interview indicates a multitude of design needs in self-managed depression. Therefore, a few design criteria have been proposed and a set of the non-working models of the therapeutic toys was successfully developed as a proposal for potential future development and production. It is hoped that the outcome of the study exhibits the synchronization of the design thinking process inside the ergonomics ergo system framework in order to generate the design for the patient.
青少年心理健康问题呈上升趋势,发病率从2011年的十分之一上升到2016年的五分之一。据预测,到2020年,这一问题将成为全球残疾的主要原因之一。因此,为了开发一种治疗自我管理抑郁症的玩具,本文旨在阐明基于患者治疗轻度和中度抑郁症的标准的产品设计过程。对一名临床心理学家、三名持证咨询师和六名年轻抑郁症患者进行了半结构化访谈,作为收集经验数据的方法,然后进行设计过程。访谈的结果表明,在自我管理的抑郁症中存在大量的设计需求。所以,我们提出了一些设计标准,并成功地开发了一套治疗玩具的非工作模型,作为未来潜在开发和生产的建议。希望该研究的结果表明,在人机工程学-工效学系统框架内,设计思维过程是同步的,以便为患者生成设计。
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引用次数: 0
Parametric architectural design using shapes and structures 使用形状和结构的参数化建筑设计
Q3 Engineering Pub Date : 2022-12-01 DOI: 10.24867/jged-2022-4-013
A. Manavis, Lazaros Firtikiadis, T. Spahiu, N. Efkolidis, P. Kyratsis
This paper explores the creation of architectural structures through parametric design tools. The proposed methodology presents an alternative framework of using digital tools for the product design development from the design thinking point of view. The main core of the suggested design process includes a great number of theoretical issues from design identity, design language and architectural design areas. As a result, designers can develop constructions for public spaces that are based on innovative morphologies by using new digital design techniques such as computational design (Rhino3D and Grasshopper). The development of an architectural structure that aims to bring greenery into the city and increase the rest and action spaces is presented. A valuable aspect of this exploration is in positioning the proposed design framework inside - to aid in the creative process and better leverage downstream outcomes. The final steps of the proposed methodology include the production of the final architectural structure through rapid prototyping, laser cutting and engraving techniques.
本文探讨了通过参数化设计工具创建建筑结构。所提出的方法从设计思维的角度提出了一个使用数字工具进行产品设计开发的替代框架。建议设计过程的主要核心包括设计身份、设计语言和建筑设计领域的大量理论问题。因此,设计师可以通过使用新的数字设计技术,如计算设计(Rhino3D和Grasshopper),开发基于创新形态的公共空间建筑。介绍了一种建筑结构的开发,旨在将绿色植物引入城市,增加休息和活动空间。这一探索的一个有价值的方面是将拟议的设计框架定位在内部,以帮助创意过程并更好地利用下游成果。所提出方法的最后步骤包括通过快速原型、激光切割和雕刻技术生产最终建筑结构。
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引用次数: 0
User friendly haptic tool for soccer fans with vision disabilities: Design and proof of concept 面向视力残疾足球迷的用户友好触觉工具:设计和概念验证
Q3 Engineering Pub Date : 2022-09-01 DOI: 10.24867/jged-2022-3-019
E. Maravelakis, A. Konstantaras, P. Kyratsis, N. Bolanakis, N. Vidakis, M. Petousis, K. Kabassi
Loss of eyesight inflicts multiple difficulties in everyday lives’ tasks affecting not just the visually impaired but also their loved ones. The sense of being depleted by the otherwise visually perceived satisfaction from attending various events becomes a burden not just in terms of joy but also in relation to accompanying parties. The aim of this research work was to provide a worthy perceived experience of attending a soccer match with the company of a friend, centered at the visually impaired person’s needs and perspective. The methodology developed was based on a holistic approach combining a number of creative tools, in order to explore, visualize and evaluate the proposed solutions, with advanced CAD modeling, rendering techniques and 3D printing technology for improved representation and prototyping of the final product. Evaluation via multi-criteria decision-making casted the developed system as quite usable, suitable for assisting the visually impaired users in absorbing valuable information regarding the real time progress of a live soccer event using the selves-developed tactile interface. That way, visually impaired people are able to use the final product with a great deal of success and “feel the view” and the “time” in a variety of cases, allowing them to better enjoy attending an entertainment event, such as soccer, with the interactive company of a friend.
视力丧失给日常生活带来了多重困难,不仅影响到视力受损者,也影响到他们的亲人。参加各种活动所带来的视觉上的满足感耗尽了这种感觉,这不仅是快乐的负担,也是伴随派对的负担。这项研究工作的目的是提供一种在朋友的陪伴下参加足球比赛的有价值的体验,以视障人士的需求和观点为中心。开发的方法基于一种综合方法,结合了许多创造性工具,以探索、可视化和评估所提出的解决方案,并结合了先进的CAD建模、渲染技术和3D打印技术,以改进最终产品的表示和原型制作。通过多标准决策的评估表明,开发的系统非常有用,适合帮助视障用户使用自己开发的触觉界面吸收有关现场足球赛事实时进展的有价值信息。这样,视障人士能够成功地使用最终产品,并在各种情况下“感受视野”和“时间”,让他们能够更好地享受与朋友的互动陪伴下参加足球等娱乐活动的乐趣。
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引用次数: 0
Visibility and legibility of five-letter words in different experimental conditions 五个字母单词在不同实验条件下的可见性和易读性
Q3 Engineering Pub Date : 2022-09-01 DOI: 10.24867/jged-2022-3-051
Primož Weingerl, Uroš Nedeljković, Nace Pušnik
The length of a word depends on the number of characters that make it up. Since we are constantly confronted with words (information), a suitable typeface should be chosen to make reading comfortable and easy. The number of characters can affect how visible a word is and, more importantly, how quickly the word can be read and understood. For this reason, we conducted tests with five-letter words randomly displayed at the four positions on the screen. The study examined the minimum time required to recognize five-letter words. Five different typefaces (Calibri, Georgia, Swiss 721, Trebuchet, Verdana) were included in the study to determine which of the screen typefaces read the fastest. The Georgia typeface performed the best regardless of the other conditions. The time to read upper-case letters was much shorter than lower-case and sentence-case letters. For words presented in the upper positions of the screen, the recognition time was shorter than for the lower positions of the screen. Different combinations of variables showed that some were better suited for on-screen use.
单词的长度取决于组成它的字符的数量。由于我们经常面对的文字(信息),一个合适的字体应该选择,使阅读舒适和容易。字符的数量会影响一个单词的可见性,更重要的是,会影响人们阅读和理解这个单词的速度。因此,我们在屏幕上的四个位置随机显示五个字母的单词进行测试。该研究调查了识别五个字母单词所需的最短时间。五种不同的字体(Calibri, Georgia, Swiss 721, Trebuchet, Verdana)被纳入研究,以确定哪种屏幕字体阅读速度最快。无论在其他条件下,Georgia字体表现最好。阅读大写字母的时间比阅读小写字母和句子字母的时间要短得多。对于出现在屏幕上方位置的单词,识别时间比屏幕下方位置的单词短。变量的不同组合表明,有些更适合在屏幕上使用。
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引用次数: 0
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Journal of graphic engineering and design
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