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3D Objects Representation for Real-Time Boolean Operations 实时布尔运算的3D对象表示
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S000510552570092X
I. E. Plotnikov, D. I. Kostyuk

The paper presents a comparative analysis of methods for the representation of three-dimensional objects to perform real-time Boolean operations in the Unity game engine environment. Four main approaches are considered: polygonal representation based on constructive solid geometry (CSG), sign distance functions (SDF), voxel methods, and CAD-systems with boundary representation (B-Rep) and NURBS-surfaces. An experimental study of the performance of polygonal algorithms of Boolean operations and SDF functions based on ray-marching implementation is conducted. It is revealed that polygonal methods are characterized by high initial system construction costs, but they provide stable performance during long operations and preservation of transformation results. SDF functions demonstrate high-speed operations and flexibility in creating smooth transitions between objects but are limited in their application to long-term tasks due to the peculiarities of the computational model. The areas of effective application of each approach are identified: polygonal methods are recommended for tasks that require precise geometric control and integration with traditional graphics pipelines, while SDF functions are optimal for procedural generation, multilayer material rendering, and the creation of dynamic visual effects. The results of this study can be used in the development of interactive simulators, game applications and virtual reality systems.

本文介绍了在Unity游戏引擎环境下三维物体的实时布尔运算的表示方法的比较分析。本文考虑了四种主要方法:基于建设性实体几何(CSG)的多边形表示、符号距离函数(SDF)、体素方法以及具有边界表示(B-Rep)和nurbs曲面的cad系统。实验研究了基于射线推进实现的布尔运算和SDF函数多边形算法的性能。结果表明,多边形方法的特点是初始系统建设成本高,但在长期运行中性能稳定,并能保存变换结果。SDF函数在创建对象之间的平滑过渡方面表现出高速操作和灵活性,但由于计算模型的特殊性,它们在长期任务中的应用受到限制。确定了每种方法的有效应用领域:多边形方法适用于需要精确几何控制和与传统图形管道集成的任务,而SDF函数适用于程序生成、多层材料渲染和动态视觉效果的创建。本研究结果可用于交互式模拟器、游戏应用和虚拟现实系统的开发。
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引用次数: 0
Information-Analytical System for Image Segmentation Using a Neuro-Fuzzy Approach 基于神经模糊方法的图像分割信息分析系统
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700827
M. V. Bobyr, B. A. Bondarenko

An information-analytical system (IAS) is presented for high-speed grayscale image segmentation using a modified defuzzification method with triangular membership functions. The aim of this study is to analyze the effects of simplifying the defuzzification formula on the accuracy and contrast of object delineation. The proposed approach includes adaptive learning of the weight coefficient, enabling a dynamic adjustment of the defuzzification process, depending on target values. The basic method of averaging membership values and a modified version that accounts for nonlinear weights are compared. Experiments conducted on 1024 × 720 images demonstrate that the developed IAS provides high segmentation accuracy and improved object contrast with minimal computational costs. The results confirm the superiority of the proposed method over traditional approaches, emphasizing the prospects for applying artificial intelligence to computer vision tasks.

提出了一种利用改进的三角隶属函数去模糊化方法进行高速灰度图像分割的信息分析系统。本研究的目的是分析简化去模糊化公式对目标描绘精度和对比度的影响。所提出的方法包括对权重系数的自适应学习,能够根据目标值动态调整去模糊化过程。比较了平均隶属度值的基本方法和考虑非线性权重的改进方法。在1024 × 720图像上进行的实验表明,所开发的IAS以最小的计算成本提供了较高的分割精度和改进的目标对比度。结果证实了该方法相对于传统方法的优越性,强调了将人工智能应用于计算机视觉任务的前景。
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引用次数: 0
Comparative Analysis of Libraries for Human Pose Detection in Mobile Device Environments 移动设备环境下人体姿态检测库的比较分析
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700955
E. I. Yarko

Human pose estimation (HPE) is among the most relevant topics in computer vision research. This technology can be applied in various fields, such as video surveillance, medical care, and sports motion analysis. Due to the increasing demand for HPE, many libraries for this technology have been developed in the last 20 years. Since 2017, many HPE algorithms based on skeletal models have been published and packaged into libraries for easy use by researchers. These libraries are important for researchers who want to integrate them into real-world applications for video surveillance, medical care, and sports motion analysis. This paper investigates the strengths and weaknesses of four popular HPE advanced human pose recognition libraries that can run on mobile devices: Lightweight OpenPose, PoseNet, MoveNet, and Blase Pose.

人体姿态估计(HPE)是计算机视觉研究中最相关的课题之一。该技术可应用于视频监控、医疗、运动分析等多个领域。由于对HPE的需求不断增加,在过去20年中开发了许多用于该技术的库。自2017年以来,许多基于骨架模型的HPE算法已经发布并打包到库中,供研究人员方便使用。这些库对于想要将其集成到视频监控、医疗保健和运动分析等实际应用中的研究人员非常重要。本文研究了可在移动设备上运行的四种流行的HPE高级人体姿势识别库的优缺点:轻量级OpenPose, PoseNet, MoveNet和Blase pose。
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引用次数: 0
Using Machine Learning Methods to Enhance Test Quality 使用机器学习方法提高测试质量
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700906
R. R. Miniukov, M. M. Abramskiy

This article is devoted to the application of machine learning methods to improve the quality of test items. A review of the subject area has been conducted, and two methods for improving quality have been implemented: similar question retrieval and distractor quality assessment. The former involves testing five transformer-based models to generate text embeddings and six clustering algorithms. The latter uses the same transformer models in combination with three classification algorithms. Experimental results demonstrated high effectiveness of the proposed approaches in solving both tasks.

本文致力于应用机器学习方法来提高测试项目的质量。对主题领域进行了回顾,并实施了两种提高质量的方法:相似问题检索和分心物质量评估。前者包括测试五种基于转换器的模型来生成文本嵌入和六种聚类算法。后者使用相同的变压器模型并结合三种分类算法。实验结果表明,所提出的方法在解决这两个任务方面具有很高的有效性。
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引用次数: 0
Signature Methods for Time Series Analysis 时间序列分析的签名方法
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700888
K. A. Mashchenko

Signature methods are a powerful tool for use in time series analysis, transforming them into a form that is suitable for machine learning tasks. The article examines the fundamental concepts of path signatures, their properties, and their geometric interpretation, as well as computational methods for various types of time series. Examples of signature method applications in different fields, including finance, medicine, and education, are presented, and their advantages over traditional approaches are highlighted. Special attention is given to synthetic data generation based on signatures, which is particularly relevant when working with limited datasets. The experimental results on generating and predicting student digital learning trajectories demonstrate the effectiveness of signature methods for machine learning applications in time series analysis and forecasting.

签名方法是用于时间序列分析的强大工具,可以将其转换为适合机器学习任务的形式。本文考察了路径特征的基本概念、它们的性质、它们的几何解释,以及各种类型时间序列的计算方法。介绍了签名方法在金融、医学和教育等不同领域的应用实例,并强调了签名方法相对于传统方法的优势。特别注意基于签名的合成数据生成,这在处理有限的数据集时特别相关。生成和预测学生数字学习轨迹的实验结果证明了签名方法在时间序列分析和预测中用于机器学习应用的有效性。
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引用次数: 0
Procedure for Comparing Text Recognition Software Solutions for Scientific Publications by the Quality of Metadata Extraction 通过元数据提取质量比较科学出版物文本识别软件解决方案的程序
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700864
I. I. Kuznetsov, O. P. Novikov, D. Y. Ilin

The metadata of scientific publications are used to build catalogs, determine their citation, and perform other tasks. The automation of metadata extraction from PDF files provides a means of speeding up the execution of the designated tasks, while the possibility of further use of the obtained data depends on the quality of the extraction. Existing software solutions were analyzed, and three were selected: GROBID, CERMINE, and ScientificPdfParser. A procedure for comparing software solutions to recognize texts of scientific publications according to the quality of the metadata extraction is proposed. Based on this procedure, an experiment was conducted to extract four types of metadata (title, abstract, publication date, and author names). To compare software solutions, a dataset of 112 457 publications divided into 23 subject areas formed on the basis of Semantic Scholar data was used. An example of choosing an effective software solution for metadata extraction under the conditions of specified priorities for subject areas and types of metadata using a weighted sum is given. It was determined that for the given example, CERMINE shows efficiency 10.5% higher than GROBID and 9.6% higher than ScientificPdfParser.

科学出版物的元数据用于建立目录、确定其引用和执行其他任务。从PDF文件中提取元数据的自动化提供了一种加快指定任务执行的方法,而进一步使用获得的数据的可能性取决于提取的质量。分析了现有的软件解决方案,并选择了三个:GROBID, CERMINE和ScientificPdfParser。提出了一种根据元数据提取质量比较软件方案来识别科学出版物文本的方法。在此基础上,实验提取了四种类型的元数据(标题、摘要、出版日期和作者姓名)。为了比较软件解决方案,使用了一个基于Semantic Scholar数据形成的数据集,该数据集包含112 457篇出版物,分为23个主题领域。给出了在指定主题领域和元数据类型的优先级条件下,使用加权和选择有效的元数据提取软件解决方案的示例。结果表明,对于给定的示例,CERMINE的效率比GROBID高10.5%,比ScientificPdfParser高9.6%。
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引用次数: 0
Software Module for Forming Digital Mathematical Space Based on Knowledge Graphs 基于知识图谱的数字数学空间形成软件模块
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700840
V. I. Gurianov, A. M. Elizarov

The modern information space contains significant amounts of data, but they are often poorly structured, difficult to find, and not always correct. This creates additional difficulties for research, so digital spaces of scientific knowledge are currently being formed, in particular, based on knowledge graphs. To ensure information quality, such graphs are often manually filled with data, which is time-consuming. Therefore, the creation of a tool that provides the ability to automate process of filling a graph with data, as well as ensuring data quality, will simplify and speed up the process of forming digital spaces of scientific knowledge. Methods of automating the filling of the graph with data are proposed, including parallel control of their integrity. Based on the proposed methods, a software module has been developed, and the mechanisms of its functioning and its architecture are described.

现代信息空间包含了大量的数据,但它们往往结构不良,难以找到,而且并不总是正确的。这给研究带来了额外的困难,因此目前正在形成科学知识的数字空间,特别是基于知识图。为了确保信息质量,这种图表通常需要手动填充数据,这非常耗时。因此,创建一种工具,提供自动化数据填充图形过程的能力,并确保数据质量,将简化和加快形成科学知识数字空间的过程。提出了数据填充图的自动化方法,包括数据完整性的并行控制。基于所提出的方法,开发了一个软件模块,并描述了其功能机制和体系结构。
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引用次数: 0
Optimization of Numerical Simulation Algorithms in C++ with Multithreading Methods 基于多线程方法的c++数值模拟算法优化
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700852
Yu. S. Efimov

The main methods of numerical simulation (the finite difference method, the finite element method, the Monte Carlo method, and the Runge–Kutta method) are presented. The main parameters used to optimize numerical modeling algorithms in terms of code execution time and efficient use of processor resources are considered. The main disadvantages of multithreading related to data synchronization, deadlocks, and race conditions and methods for eliminating them based on the use of mutexes and atomic operations are analyzed, using the Monte Carlo method as an example.

介绍了数值模拟的主要方法(有限差分法、有限元法、蒙特卡罗法和龙格-库塔法)。从代码执行时间和处理器资源的有效利用两个方面考虑了优化数值建模算法的主要参数。本文以蒙特卡罗方法为例,分析了多线程在数据同步、死锁和竞争条件方面的主要缺点,以及基于使用互斥锁和原子操作来消除这些缺点的方法。
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引用次数: 0
Development of a Visual Perception System for Game Agents in Video Games 电子游戏中游戏主体视觉感知系统的开发
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-26 DOI: 10.3103/S0005105525700931
A. M. Primachenko, M. R. Khafizov

A developed algorithm for the visual perception system for game agents, implemented in the Unity game engine, is presented. The proposed method is based on the comparison of images from two cameras, taking complex visual effects (lighting, shadows, camouflage) into account, supplemented with line-of-sight verification, taking into account object speeds and the mechanics of gradual detection. Testing of the system shows a significant increase in realistic detection relative to traditional methods, while maintaining performance within a small additional processor load. The algorithm was optimized using Unity Job System and dynamic camera activation. The scientific literature on similar solutions has also been analyzed and their strengths and weaknesses have been identified. The results can be applied in video game development to create realistic behavior of non-player characters, especially in games with stealth elements.

提出了一种基于Unity游戏引擎的游戏代理视觉感知系统算法。所提出的方法是基于两台相机图像的比较,考虑到复杂的视觉效果(照明,阴影,伪装),并辅以视距验证,考虑到物体速度和逐渐检测的机制。系统的测试表明,与传统方法相比,该系统在实际检测方面有了显著的提高,同时在一个小的额外处理器负载内保持了性能。采用Unity作业系统和动态摄像机激活对算法进行优化。对类似解决方案的科学文献也进行了分析,并确定了它们的优缺点。研究结果可以应用于电子游戏开发,以创造非玩家角色的真实行为,特别是在带有潜行元素的游戏中。
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引用次数: 0
Fluctuational Analysis of Distributed Objects Based on Optical Flow 基于光流的分布式目标波动分析
IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS Pub Date : 2025-11-06 DOI: 10.3103/S0005105525700773
A. M. Sinitca

This paper proposes a method for estimating the fluctuation characteristics of distributed objects based on the fluctuation analysis and the assumption that the optical flow estimate is equivalent to random-walk increments. The reliability and applicability of the proposed method are evaluated in two computational experiments. The first experiment analyses the Brownian motion of a compact object. The second evaluates the adequacy of the method for estimating the dynamic characteristics of a spatially distributed fluctuating object. In both experiments, the Hurst exponent is validated using detrended fluctuation analysis (DFA). The results obtained indicate the applicability of the method and the need to improve its robustness.

本文提出了一种基于波动分析和光流估计等同于随机行走增量的假设来估计分布式目标波动特性的方法。通过两个计算实验验证了该方法的可靠性和适用性。第一个实验分析了致密物体的布朗运动。第二部分评估了估计空间分布波动物体动态特性的方法的充分性。在这两个实验中,赫斯特指数是使用去趋势波动分析(DFA)验证。结果表明该方法的适用性和鲁棒性有待提高。
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引用次数: 0
期刊
AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS
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