Aiming at the problems of low accuracy of recognition results, long recognition time, and easy interference in traditional methods, a deep learning-oriented recognition modeling method of college students' psychological stress indicators is proposed. First, the ECG signal is collected by the ECG signal acquisition system, and the wavelet transform method is used to denoise the collected ECG signal. Then, the sequential backward selection algorithm is used to select the features of psychological stress indicators to reduce the feature dimension. Finally, based on the convolutional neural network in deep learning technology, a mental pressure indicator recognition model is established and the model parameters are optimized to realize the recognition of college students’ mental pressure indicators. Experimental results show that the method in this paper has high recognition accuracy, has high recognition efficiency, is not susceptible to interference, and has certain feasibility and effectiveness.
{"title":"Identification and Modeling of College Students' Psychological Stress Indicators for Deep Learning","authors":"Yuan Tian","doi":"10.1155/2022/6048088","DOIUrl":"https://doi.org/10.1155/2022/6048088","url":null,"abstract":"Aiming at the problems of low accuracy of recognition results, long recognition time, and easy interference in traditional methods, a deep learning-oriented recognition modeling method of college students' psychological stress indicators is proposed. First, the ECG signal is collected by the ECG signal acquisition system, and the wavelet transform method is used to denoise the collected ECG signal. Then, the sequential backward selection algorithm is used to select the features of psychological stress indicators to reduce the feature dimension. Finally, based on the convolutional neural network in deep learning technology, a mental pressure indicator recognition model is established and the model parameters are optimized to realize the recognition of college students’ mental pressure indicators. Experimental results show that the method in this paper has high recognition accuracy, has high recognition efficiency, is not susceptible to interference, and has certain feasibility and effectiveness.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"54 1","pages":"6048088:1-6048088:9"},"PeriodicalIF":0.0,"publicationDate":"2022-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78357451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In China, universities are important centers for SR (scientific research) and innovation, and the quality of SR management has a significant impact on university innovation. The informatization of SR management is a critical component of university development in the big data environment. As a result, it is crucial to figure out how to improve SR management. As a result, this paper builds a four-tier B/W/D/C (Browser/Web/Database/Client) university SR management innovation information system based on big data technology and thoroughly examines the system’s hardware and software configuration. The SVM-WNB (Support Vector Machine-Weighted NB) classification algorithm is proposed, and the improved algorithm runs in parallel on the Hadoop cloud computing platform, allowing the algorithm to process large amounts of data efficiently. The optimization strategy proposed in this paper can effectively optimize the execution of scientific big data applications according to a large number of simulation experiments and real-world multidata center environment experiments.
{"title":"Reflections on the Innovation of University Scientific Research Management in the Era of Big Data","authors":"Yiming Li","doi":"10.1155/2022/7674486","DOIUrl":"https://doi.org/10.1155/2022/7674486","url":null,"abstract":"In China, universities are important centers for SR (scientific research) and innovation, and the quality of SR management has a significant impact on university innovation. The informatization of SR management is a critical component of university development in the big data environment. As a result, it is crucial to figure out how to improve SR management. As a result, this paper builds a four-tier B/W/D/C (Browser/Web/Database/Client) university SR management innovation information system based on big data technology and thoroughly examines the system’s hardware and software configuration. The SVM-WNB (Support Vector Machine-Weighted NB) classification algorithm is proposed, and the improved algorithm runs in parallel on the Hadoop cloud computing platform, allowing the algorithm to process large amounts of data efficiently. The optimization strategy proposed in this paper can effectively optimize the execution of scientific big data applications according to a large number of simulation experiments and real-world multidata center environment experiments.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"68 1","pages":"7674486:1-7674486:8"},"PeriodicalIF":0.0,"publicationDate":"2022-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77724222","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Within a few decades of development, Internet is been refreshing the world’s awareness of its development and potentials at an unexpected speed. In recent years, virtual reality technology has begun to be applied to more and more fields. Especially in instant transmission of information, the applications of VR are incomparable. Akin to the wide-ranged advantages of the technology in education and health, the applications of VR in the art of artistic image designing need to be addressed. With this research work, a comprehensive study is presented about the applications of virtual reality in the art of image visualization. The research intends to analyze the possibility of intermingling modern image visualization with the emerging VR technology. Following a systematic approach, the history and development of display design are reviewed besides studying the artistry techniques used in the technology of art image visualization design. The interdisciplinary association of the two fields is explored with the help of relevant algorithms. The model proposed in the paper for the design of art image is based on the visual interactive process, rigorous assembly sequence, and appropriate equipment mode. As a result, the whole design process is more controllable and feasible. The suggested design concept is verified dynamically. Through the collection and comparison of feedback information, the hypothesis algorithm of the model is updated to accommodate the dynamic information so that to reflect the complete image design process. To assess performance of the model, evaluation was conducted from various perspectives. The three basic image operations such as illumination change, occlusion change, and color change were performed by using the two technologies such as the traditional image design and VR-based image design. From the comparison of experimental data, it was revealed that the effects of traditional art image visualization products produced by the art image visualization and that of VR technology are quite different. For instance, the visualization score achieved for the lighting change operation using the VR technology was 95.48%, whereas 85.57% was obtained for the same operation using the traditional image design technology. Similarly, while adding visual effects using the VR technology, an average of 9% higher score was obtained for the said image operations. The promising results attained for the VR-based design testify that the technology is feasible and suitable to be intermingled with the visual design of art image. As a whole, the findings justify that the proposed approach is quite applicable in visual design of art image systems. In view of the significance of the research, the study can be extended to related domains of computer-based designing and visualization as well.
{"title":"Virtual Reality Technology in Visual Design of Artistic Images: Analysis and Applications","authors":"Ling He, Shanshan Zhu","doi":"10.1155/2022/2527623","DOIUrl":"https://doi.org/10.1155/2022/2527623","url":null,"abstract":"Within a few decades of development, Internet is been refreshing the world’s awareness of its development and potentials at an unexpected speed. In recent years, virtual reality technology has begun to be applied to more and more fields. Especially in instant transmission of information, the applications of VR are incomparable. Akin to the wide-ranged advantages of the technology in education and health, the applications of VR in the art of artistic image designing need to be addressed. With this research work, a comprehensive study is presented about the applications of virtual reality in the art of image visualization. The research intends to analyze the possibility of intermingling modern image visualization with the emerging VR technology. Following a systematic approach, the history and development of display design are reviewed besides studying the artistry techniques used in the technology of art image visualization design. The interdisciplinary association of the two fields is explored with the help of relevant algorithms. The model proposed in the paper for the design of art image is based on the visual interactive process, rigorous assembly sequence, and appropriate equipment mode. As a result, the whole design process is more controllable and feasible. The suggested design concept is verified dynamically. Through the collection and comparison of feedback information, the hypothesis algorithm of the model is updated to accommodate the dynamic information so that to reflect the complete image design process. To assess performance of the model, evaluation was conducted from various perspectives. The three basic image operations such as illumination change, occlusion change, and color change were performed by using the two technologies such as the traditional image design and VR-based image design. From the comparison of experimental data, it was revealed that the effects of traditional art image visualization products produced by the art image visualization and that of VR technology are quite different. For instance, the visualization score achieved for the lighting change operation using the VR technology was 95.48%, whereas 85.57% was obtained for the same operation using the traditional image design technology. Similarly, while adding visual effects using the VR technology, an average of 9% higher score was obtained for the said image operations. The promising results attained for the VR-based design testify that the technology is feasible and suitable to be intermingled with the visual design of art image. As a whole, the findings justify that the proposed approach is quite applicable in visual design of art image systems. In view of the significance of the research, the study can be extended to related domains of computer-based designing and visualization as well.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"95 1","pages":"2527623:1-2527623:6"},"PeriodicalIF":0.0,"publicationDate":"2022-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89098663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The influencing factors of consumer shopping behavior play a key role in the later performance of commercial real estate enterprises. On the basis of analyzing the influence factors of customer patronage and the influence factors of commercial complex site selection decision and their relationship, a causal relationship graph and a system dynamic model are established, which can describe the influence of customer preference on commercial complex site selection decision. And introducing customer subjective factors optimize the original pure objective factors site selection decision model. The model is implemented by using the system dynamics modeling tool Vensim. At the same time, the model is verified by using the data of the first-hand investigation. The results show that the calculated data of the model is in good agreement with the actual data. The results show that the system dynamics method can effectively simulate the influence of various factors on the decision-making of the commercial complex. As the forecast of the model, the key indexes of the decision-making of the city commercial complex are discussed, and the measures to be taken are put forward, which can provide reference for the decision-making of the location.
{"title":"Modeling and Simulation of Consumer Preference Decision for Commercial Complex Location Based on System Dynamics","authors":"Bin Guo, Bing Zhang, Yang Li","doi":"10.1155/2022/1846254","DOIUrl":"https://doi.org/10.1155/2022/1846254","url":null,"abstract":"The influencing factors of consumer shopping behavior play a key role in the later performance of commercial real estate enterprises. On the basis of analyzing the influence factors of customer patronage and the influence factors of commercial complex site selection decision and their relationship, a causal relationship graph and a system dynamic model are established, which can describe the influence of customer preference on commercial complex site selection decision. And introducing customer subjective factors optimize the original pure objective factors site selection decision model. The model is implemented by using the system dynamics modeling tool Vensim. At the same time, the model is verified by using the data of the first-hand investigation. The results show that the calculated data of the model is in good agreement with the actual data. The results show that the system dynamics method can effectively simulate the influence of various factors on the decision-making of the commercial complex. As the forecast of the model, the key indexes of the decision-making of the city commercial complex are discussed, and the measures to be taken are put forward, which can provide reference for the decision-making of the location.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"1 1","pages":"1846254:1-1846254:10"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81379758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dynamic window algorithm (DWA) is a local path-planning algorithm, which can be used for obstacle avoidance through speed selection and obtain the optimal path, but the algorithm mainly plans the path for fixed obstacles. Based on DWA algorithm, this paper proposes an improved DWA algorithm based on space-time correlation, namely, space-time dynamic window approach. In SDWA algorithm, a DWA associated with obstacle position and time is proposed to achieve the purpose of path planning for moving obstacles. Then, by setting the coordinates of the initial moving obstacle and identifying safety distance, we can define the shape of the obstacle and the path planning of the approach segment in thunderstorm weather based on the SDWA model was realized. Finally, the superior performance of the model was verified by setting moving obstacles for path planning and selecting the aircraft approach segment in actual thunderstorm weather. The results showed that SDWA has good path-planning performance in a dynamic environment. Its path-planning results were very similar to an actual aircraft performing thunderstorm-avoidance maneuvers, but with more smooth and economical trajectory. The proposed SDWA model had great decision-making potential for approach segment planning in thunderstorm weather.
{"title":"Research on Trajectory Planning in Thunderstorm Weather Based on Dynamic Window Algorithm during Approach Segment","authors":"Li Lu, Chenyu Liu","doi":"10.1155/2022/7031928","DOIUrl":"https://doi.org/10.1155/2022/7031928","url":null,"abstract":"Dynamic window algorithm (DWA) is a local path-planning algorithm, which can be used for obstacle avoidance through speed selection and obtain the optimal path, but the algorithm mainly plans the path for fixed obstacles. Based on DWA algorithm, this paper proposes an improved DWA algorithm based on space-time correlation, namely, space-time dynamic window approach. In SDWA algorithm, a DWA associated with obstacle position and time is proposed to achieve the purpose of path planning for moving obstacles. Then, by setting the coordinates of the initial moving obstacle and identifying safety distance, we can define the shape of the obstacle and the path planning of the approach segment in thunderstorm weather based on the SDWA model was realized. Finally, the superior performance of the model was verified by setting moving obstacles for path planning and selecting the aircraft approach segment in actual thunderstorm weather. The results showed that SDWA has good path-planning performance in a dynamic environment. Its path-planning results were very similar to an actual aircraft performing thunderstorm-avoidance maneuvers, but with more smooth and economical trajectory. The proposed SDWA model had great decision-making potential for approach segment planning in thunderstorm weather.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"75 1","pages":"7031928:1-7031928:10"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86374615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Molecular docking aims to predict possible drug candidates for many diseases, and it is computationally intensive. Particularly, in simulating the ligand-receptor binding process, the binding pocket of the receptor is divided into subcubes, and when the ligand is docked into all cubes, there are many molecular docking tasks, which are extremely time-consuming. In this study, we propose a heterogeneous parallel scheme of molecular docking for the binding process of ligand to receptor to accelerate simulating. The parallel scheme includes two layers of parallelism, a coarse-grained layer of parallelism implemented in the message-passing interface (MPI) and a fine-grained layer of parallelism focused on the graphics processing unit (GPU). At the coarse-grain layer of parallelism, a docking task inside one lattice is assigned to one unique MPI process, and a grouped master-slave mode is used to allocate and schedule the tasks. Meanwhile, at the fine-gained layer of parallelism, GPU accelerators undertake the computationally intensive computing of scoring functions and related conformation spatial transformations in a single docking task. The results of the experiments for the ligand-receptor binding process show that on a multicore server with GPUs the parallel program has achieved a speedup ratio as high as 45 times in flexible docking and as high as 54.5 times in semiflexible docking, and on a distributed memory system, the docking time for flexible docking and that for semiflexible docking gradually decrease as the number of nodes used in the parallel program gradually increases. The scalability of the parallel program is also verified in multiple nodes on a distributed memory system and is approximately linear.
{"title":"Molecular Docking for Ligand-Receptor Binding Process Based on Heterogeneous Computing","authors":"Jianhua Li, Guanlong Liu, Zhiyuan Zhen, Zihao Shen, Shiliang Li, Honglin Li","doi":"10.1155/2022/9197606","DOIUrl":"https://doi.org/10.1155/2022/9197606","url":null,"abstract":"Molecular docking aims to predict possible drug candidates for many diseases, and it is computationally intensive. Particularly, in simulating the ligand-receptor binding process, the binding pocket of the receptor is divided into subcubes, and when the ligand is docked into all cubes, there are many molecular docking tasks, which are extremely time-consuming. In this study, we propose a heterogeneous parallel scheme of molecular docking for the binding process of ligand to receptor to accelerate simulating. The parallel scheme includes two layers of parallelism, a coarse-grained layer of parallelism implemented in the message-passing interface (MPI) and a fine-grained layer of parallelism focused on the graphics processing unit (GPU). At the coarse-grain layer of parallelism, a docking task inside one lattice is assigned to one unique MPI process, and a grouped master-slave mode is used to allocate and schedule the tasks. Meanwhile, at the fine-gained layer of parallelism, GPU accelerators undertake the computationally intensive computing of scoring functions and related conformation spatial transformations in a single docking task. The results of the experiments for the ligand-receptor binding process show that on a multicore server with GPUs the parallel program has achieved a speedup ratio as high as 45 times in flexible docking and as high as 54.5 times in semiflexible docking, and on a distributed memory system, the docking time for flexible docking and that for semiflexible docking gradually decrease as the number of nodes used in the parallel program gradually increases. The scalability of the parallel program is also verified in multiple nodes on a distributed memory system and is approximately linear.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"61 1","pages":"9197606:1-9197606:13"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88515788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the improvement of urbanization and the continuous expansion of transportation scale, traffic problem has become an important problem in our life. How to ensure traffic safety has become the key issue for the government to implement social management. Nowadays, Internet of Things (IOT) technology is widely used in the industrial technology field. It will have a great impact on human production and life. Intelligent transportation system is a research field involving many high and new technologies. This paper proposes an intelligent transportation system based on Internet of Things technology. This paper presents the optimal design structure of intelligent transportation system based on Internet of Things technology. The experimental results show that the intelligent transportation system can effectively realize the information interaction between the vehicle and the control center and understand the road conditions in advance. At the same time, the intelligent transportation system can improve the driving speed of vehicles on the road, make effective use of resources, reduce economic losses during vehicle operation, and reduce air pollution caused by gasoline emission.
{"title":"Design and Implementation of Intelligent Vehicle Control System Based on Internet of Things and Intelligent Transportation","authors":"Zhihui Hu, H. Tang","doi":"10.1155/2022/6201367","DOIUrl":"https://doi.org/10.1155/2022/6201367","url":null,"abstract":"With the improvement of urbanization and the continuous expansion of transportation scale, traffic problem has become an important problem in our life. How to ensure traffic safety has become the key issue for the government to implement social management. Nowadays, Internet of Things (IOT) technology is widely used in the industrial technology field. It will have a great impact on human production and life. Intelligent transportation system is a research field involving many high and new technologies. This paper proposes an intelligent transportation system based on Internet of Things technology. This paper presents the optimal design structure of intelligent transportation system based on Internet of Things technology. The experimental results show that the intelligent transportation system can effectively realize the information interaction between the vehicle and the control center and understand the road conditions in advance. At the same time, the intelligent transportation system can improve the driving speed of vehicles on the road, make effective use of resources, reduce economic losses during vehicle operation, and reduce air pollution caused by gasoline emission.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"8 1","pages":"6201367:1-6201367:11"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75048208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The film space is the image of social life represented on the screen, which determines that the form of the film and television picture is a plane model, and it can only use a two-dimensional plane space to express an objective scene with a three-dimensional space. In order to improve the effects of special effects processing in movies, this paper applies computer imaging technology to the processing of movie characteristics. When performing specific scene simulations, the specific structure of each computer imaging particle system is derived on the basis of the general structure of the computer imaging particle system. In addition, this paper combines the improved algorithm to carry out several case analyses, and the reliability of this method is verified through simulation experiments, which promotes the application and promotion of computer imaging technology in movie special effects processing.
{"title":"Movie Special Effects Processing Based on Computer Imaging Technology","authors":"Yidong Cheng, Yi Wang","doi":"10.1155/2022/1384589","DOIUrl":"https://doi.org/10.1155/2022/1384589","url":null,"abstract":"The film space is the image of social life represented on the screen, which determines that the form of the film and television picture is a plane model, and it can only use a two-dimensional plane space to express an objective scene with a three-dimensional space. In order to improve the effects of special effects processing in movies, this paper applies computer imaging technology to the processing of movie characteristics. When performing specific scene simulations, the specific structure of each computer imaging particle system is derived on the basis of the general structure of the computer imaging particle system. In addition, this paper combines the improved algorithm to carry out several case analyses, and the reliability of this method is verified through simulation experiments, which promotes the application and promotion of computer imaging technology in movie special effects processing.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"2 1","pages":"1384589:1-1384589:11"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73747291","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The application of artificial intelligence technology in the film and television field has profoundly changed the content and production methods of television programs and promoted the development and production of a new generation of artificial intelligence television. The popularization of artificial intelligence technology is conducive to improving the quality of television program content, innovating content categories, reducing television program production cost, and improving production efficiency. Due to the popularization and the use of virtual reality (VR) technology in scientific research and social life, the application of VR technology has been studied from the perspective of film and television animation (FTA) teaching, hoping to promote the development of FTA education. First, the existing dynamic environment modeling technology, real-time three-dimensional (3D) graphic generation technology, stereoscopic display, and sensor technology and other VR technologies are combined to carry out teaching design. In view of the current situation of the teaching process of FTA major, the research on these four aspects has been carried out. VR technology is used as an auxiliary teaching tool to complete the basic course teaching of FTA; the 3D animation course and VR technology are combined to improve the teaching effect of professional skill courses. Then, in the application effect, classroom satisfaction, comprehensive quality evaluation, and professional core curriculum effect are compared and analyzed. The results show that the students’ comprehensive quality evaluation in VR technology group is significantly improved, and the satisfaction of classroom atmosphere, teaching mode, and teaching facilities are 75%, 61%, and 81%, respectively. The students in this group can better integrate the new design method into the animation modeling and complete the course design task with high quality. Compared with the traditional teaching mode, the students’ satisfaction is higher and the harvest is greater. Therefore, the use of VR technology in FTA teaching can stimulate students’ interest in learning, improve learning efficiency, and promote the mastery of professional knowledge and skills. The application mode and effect analysis of the proposed VR technology provide a reference for the application of VR technology in FTA teaching.
{"title":"Application of Virtual Reality Technology in Film and Television Animation Based on Artificial Intelligence Background","authors":"Yanrong Bao","doi":"10.1155/2022/2604408","DOIUrl":"https://doi.org/10.1155/2022/2604408","url":null,"abstract":"The application of artificial intelligence technology in the film and television field has profoundly changed the content and production methods of television programs and promoted the development and production of a new generation of artificial intelligence television. The popularization of artificial intelligence technology is conducive to improving the quality of television program content, innovating content categories, reducing television program production cost, and improving production efficiency. Due to the popularization and the use of virtual reality (VR) technology in scientific research and social life, the application of VR technology has been studied from the perspective of film and television animation (FTA) teaching, hoping to promote the development of FTA education. First, the existing dynamic environment modeling technology, real-time three-dimensional (3D) graphic generation technology, stereoscopic display, and sensor technology and other VR technologies are combined to carry out teaching design. In view of the current situation of the teaching process of FTA major, the research on these four aspects has been carried out. VR technology is used as an auxiliary teaching tool to complete the basic course teaching of FTA; the 3D animation course and VR technology are combined to improve the teaching effect of professional skill courses. Then, in the application effect, classroom satisfaction, comprehensive quality evaluation, and professional core curriculum effect are compared and analyzed. The results show that the students’ comprehensive quality evaluation in VR technology group is significantly improved, and the satisfaction of classroom atmosphere, teaching mode, and teaching facilities are 75%, 61%, and 81%, respectively. The students in this group can better integrate the new design method into the animation modeling and complete the course design task with high quality. Compared with the traditional teaching mode, the students’ satisfaction is higher and the harvest is greater. Therefore, the use of VR technology in FTA teaching can stimulate students’ interest in learning, improve learning efficiency, and promote the mastery of professional knowledge and skills. The application mode and effect analysis of the proposed VR technology provide a reference for the application of VR technology in FTA teaching.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"47 1","pages":"2604408:1-2604408:8"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86086961","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. D. Kumar, E. G. Julie, Y. H. Robinson, S. Vimal, G. Dhiman, Murugesh Veerasamy
Humans have mastered the skill of creativity for many decades. The process of replicating this mechanism is introduced recently by using neural networks which replicate the functioning of human brain, where each unit in the neural network represents a neuron, which transmits the messages from one neuron to other, to perform subconscious tasks. Usually, there are methods to render an input image in the style of famous art works. This issue of generating art is normally called nonphotorealistic rendering. Previous approaches rely on directly manipulating the pixel representation of the image. While using deep neural networks which are constructed using image recognition, this paper carries out implementations in feature space representing the higher levels of the content image. Previously, deep neural networks are used for object recognition and style recognition to categorize the artworks consistent with the creation time. This paper uses Visual Geometry Group (VGG16) neural network to replicate this dormant task performed by humans. Here, the images are input where one is the content image which contains the features you want to retain in the output image and the style reference image which contains patterns or images of famous paintings and the input image which needs to be style and blend them together to produce a new image where the input image is transformed to look like the content image but “sketched” to look like the style image.
{"title":"Deep Convolutional Nets Learning Classification for Artistic Style Transfer","authors":"R. D. Kumar, E. G. Julie, Y. H. Robinson, S. Vimal, G. Dhiman, Murugesh Veerasamy","doi":"10.1155/2022/2038740","DOIUrl":"https://doi.org/10.1155/2022/2038740","url":null,"abstract":"Humans have mastered the skill of creativity for many decades. The process of replicating this mechanism is introduced recently by using neural networks which replicate the functioning of human brain, where each unit in the neural network represents a neuron, which transmits the messages from one neuron to other, to perform subconscious tasks. Usually, there are methods to render an input image in the style of famous art works. This issue of generating art is normally called nonphotorealistic rendering. Previous approaches rely on directly manipulating the pixel representation of the image. While using deep neural networks which are constructed using image recognition, this paper carries out implementations in feature space representing the higher levels of the content image. Previously, deep neural networks are used for object recognition and style recognition to categorize the artworks consistent with the creation time. This paper uses Visual Geometry Group (VGG16) neural network to replicate this dormant task performed by humans. Here, the images are input where one is the content image which contains the features you want to retain in the output image and the style reference image which contains patterns or images of famous paintings and the input image which needs to be style and blend them together to produce a new image where the input image is transformed to look like the content image but “sketched” to look like the style image.","PeriodicalId":21628,"journal":{"name":"Sci. Program.","volume":"16 1","pages":"2038740:1-2038740:9"},"PeriodicalIF":0.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84984933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}