Hasil untuk "Mechanical drawing. Engineering graphics"

Menampilkan 20 dari ~7050877 hasil · dari arXiv, CrossRef

JSON API
arXiv Open Access 2024
Hyperstroke: A Novel High-quality Stroke Representation for Assistive Artistic Drawing

Haoyun Qin, Jian Lin, Hanyuan Liu et al.

Assistive drawing aims to facilitate the creative process by providing intelligent guidance to artists. Existing solutions often fail to effectively model intricate stroke details or adequately address the temporal aspects of drawing. We introduce hyperstroke, a novel stroke representation designed to capture precise fine stroke details, including RGB appearance and alpha-channel opacity. Using a Vector Quantization approach, hyperstroke learns compact tokenized representations of strokes from real-life drawing videos of artistic drawing. With hyperstroke, we propose to model assistive drawing via a transformer-based architecture, to enable intuitive and user-friendly drawing applications, which are experimented in our exploratory evaluation.

en cs.CV
arXiv Open Access 2024
Engineering a sustainable world by enhancing the scope of systems of systems engineering and mastering dynamics

Rasmus Adler, Frank Elberzhager, Florian Balduf

Engineering a sustainable world requires to consider various systems that interact with each other. These systems include ecological systems, economical systems, social systems and tech-nical systems. They are loosely coupled, geographically distributed, evolve permanently and generate emergent behavior. As these are characteristics of systems of systems (SoS), we discuss the engi-neering of a sustainable world from a SoS engineering perspective. We studied SoS engineering in context of a research project, which aims at political recommendations and a research roadmap for engineering dynamic SoS. The project included an exhaustive literature review, interviews and work-shops with representatives from industry and academia from different application domains. Based on these results and observations, we will discuss how suitable the current state-of-the-art in SoS engi-neering is in order to engineer sustainability. Sustainability was a major driver for SoS engineering in all domains, but we argue that the current scope of SoS engineering is too limited in order to engineer sustainability. Further, we argue that mastering dynamics in this larger scope is essential to engineer sustainability and that this is accompanied by dynamic adaptation of technological SoS.

en cs.SE
arXiv Open Access 2024
A census of graph-drawing algorithms based on generalized transversal structures

Olivier Bernardi, Éric Fusy, Shizhe Liang

We present two graph drawing algorithms based on the recently defined "grand-Schnyder woods", which are a far-reaching generalization of the classical Schnyder woods. The first is a straight-line drawing algorithm for plane graphs with faces of degree 3 and 4 with no separating 3-cycle, while the second is a rectangular drawing algorithm for the dual of such plane graphs. In our algorithms, the coordinates of the vertices are defined in a global manner, based on the underlying grand-Schnyder woods. The grand-Schnyder woods and drawings are computed in linear time. When specializing our algorithms to special classes of plane graphs, we recover the following known algorithms: (1) He's algorithm for rectangular drawing of 3-valent plane graphs, based on transversal structures, (2) Fusy's algorithm for the straight-line drawing of triangulations of the square, based on transversal structures, (3) Bernardi and Fusy's algorithm for the orthogonal drawing of 4-valent plane graphs, based on 2-orientations, (4) Barriere and Huemer's algorithm for the straight-line drawing of quadrangulations, based on separating decompositions. Our contributions therefore provide a unifying perspective on a large family of graph drawing algorithms that were originally defined on different classes of plane graphs and were based on seemingly different combinatorial structures.

en math.CO, cs.CG
arXiv Open Access 2024
DrawingSpinUp: 3D Animation from Single Character Drawings

Jie Zhou, Chufeng Xiao, Miu-Ling Lam et al.

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

en cs.GR
arXiv Open Access 2023
Circular Systems Engineering

Istvan David, Dominik Bork, Gerti Kappel

The perception of the value and propriety of modern engineered systems is changing. In addition to their functional and extra-functional properties, nowadays' systems are also evaluated by their sustainability properties. The next generation of systems will be characterized by an overall elevated sustainability -- including their post-life, driven by efficient value retention mechanisms. Current systems engineering practices fall short of supporting these ambitions and need to be revised appropriately. In this paper, we introduce the concept of circular systems engineering, a novel paradigm for systems sustainability, and define two principles to successfully implement it: end-to-end sustainability and bipartite sustainability. We outline typical organizational evolution patterns that lead to the implementation and adoption of circularity principles, and outline key challenges and research opportunities.

en cs.CY, cs.SE
arXiv Open Access 2021
On Morphing 1-Planar Drawings

Patrizio Angelini, Michael A. Bekos, Fabrizio Montecchiani et al.

Computing a morph between two drawings of a graph is a classical problem in computational geometry and graph drawing. While this problem has been widely studied in the context of planar graphs, very little is known about the existence of topology-preserving morphs for pairs of non-planar graph drawings. We make a step towards this problem by showing that a topology-preserving morph always exists for drawings of a meaningful family of $1$-planar graphs. While our proof is constructive, the vertices may follow trajectories of unbounded complexity.

en cs.CG
arXiv Open Access 2020
Explainable AI for Software Engineering

Chakkrit Tantithamthavorn, Jirayus Jiarpakdee, John Grundy

Artificial Intelligence/Machine Learning techniques have been widely used in software engineering to improve developer productivity, the quality of software systems, and decision-making. However, such AI/ML models for software engineering are still impractical, not explainable, and not actionable. These concerns often hinder the adoption of AI/ML models in software engineering practices. In this article, we first highlight the need for explainable AI in software engineering. Then, we summarize three successful case studies on how explainable AI techniques can be used to address the aforementioned challenges by making software defect prediction models more practical, explainable, and actionable.

en cs.SE, cs.AI
arXiv Open Access 2019
The Evolution of Empirical Methods in Software Engineering

Michael Felderer, Guilherme Horta Travassos

Empirical methods like experimentation have become a powerful means to drive the field of software engineering by creating scientific evidence on software development, operation, and maintenance, but also by supporting practitioners in their decision making and learning. Today empirical methods are fully applied in software engineering. However, they have developed in several iterations since the 1960s. In this chapter we tell the history of empirical software engineering and present the evolution of empirical methods in software engineering in five iterations, i.e., (1) mid-1960s to mid-1970s, (2) mid-1970s to mid-1980s, (3) mid-1980s to end of the 1990s, (4) the 2000s, and (5) the 2010s. We present the five iterations of the development of empirical software engineering mainly from a methodological perspective and additionally take key papers, venues, and books, which are covered in chronological order in a separate section on recommended further readings, into account. We complement our presentation of the evolution of empirical software engineering by presenting the current situation and an outlook in Sect. 4 and the available books on empirical software engineering. Furthermore, based on the chapters covered in this book we discuss trends on contemporary empirical methods in software engineering related to the plurality of research methods, human factors, data collection and processing, aggregation and synthesis of evidence, and impact of software engineering research.

en cs.SE
arXiv Open Access 2019
Bad drawings of small complete graphs

Grant Cairns, Emily Groves, Yuri Nikolayevsky

We show that for $K_5$ (resp.~ $K_{3,3}$) there is a drawing with $i$ independent crossings, and no pair of independent edges cross more than once, provided $i$ is odd with $1\le i\le 15$ (resp.~ $1\le i\le 17$). Conversely, using the deleted product cohomology, we show that for $K_5$ and $K_{3,3}$, if $A$ is any set of pairs of independent edges, and $A$ has odd cardinality, then there is a drawing in the plane for which each element in $A$ cross an odd number of times, while each pair of independent edges not in $A$ cross an even number of times. For $K_6$ we show that there is a drawing with $i$ independent crossings, and no pair of independent edges cross more than once, if and only if $3\le i\le 40$.

en math.CO
arXiv Open Access 2018
Rule-Based Drawing, Analysis and Generation of Graphs for Mason's Mark Design

Thom Fruehwirth

We are developing a rule-based implementation of a tool to analyse and generate graphs. It is currently used in the domain of mason's marks. For thousands of years, stonemasons have been inscribing these symbolic signs on dressed stone. Geometrically, mason's marks are line drawings. They consist of a pattern of straight lines, sometimes circles and arcs. We represent mason's marks by connected planar graphs. Our prototype tool for analysis and generation of graphs is written in the rule-based declarative language Constraint Handling Rules. It features - a vertex-centric logical graph representation as constraints, - derivation of properties and statistics from graphs, - recognition of (sub)graphs and patterns in a graph, - automatic generation of graphs from given constrained subgraphs, - drawing graphs by visualization using svg graphics. In particular, we started to use the tool to classify and to invent mason's marks. In principe, our tool can be applied to any problem domain that admits a modeling as graphs.

en cs.CG
arXiv Open Access 2017
On the Unhappiness of Software Developers

Daniel Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.

The happy-productive worker thesis states that happy workers are more productive. Recent research in software engineering supports the thesis, and the ideal of flourishing happiness among software developers is often expressed among industry practitioners. However, the literature suggests that a cost-effective way to foster happiness and productivity among workers could be to limit unhappiness. Psychological disorders such as job burnout and anxiety could also be reduced by limiting the negative experiences of software developers. Simultaneously, a baseline assessment of (un)happiness and knowledge about how developers experience it are missing. In this paper, we broaden the understanding of unhappiness among software developers in terms of (1) the software developer population distribution of (un)happiness, and (2) the causes of unhappiness while developing software. We conducted a large-scale quantitative and qualitative survey, incorporating a psychometrically validated instrument for measuring (un)happiness, with 2220 developers, yielding a rich and balanced sample of 1318 complete responses. Our results indicate that software developers are a slightly happy population, but the need for limiting the unhappiness of developers remains. We also identified 219 factors representing causes of unhappiness while developing software. Our results, which are available as open data, can act as guidelines for practitioners in management positions and developers in general for fostering happiness on the job. We suggest considering happiness in future studies of both human and technical aspects in software engineering.

en cs.SE, cs.CY
arXiv Open Access 2016
On Planar Greedy Drawings of 3-Connected Planar Graphs

Giordano Da Lozzo, Anthony D'Angelo, Fabrizio Frati

A graph drawing is $\textit{greedy}$ if, for every ordered pair of vertices $(x,y)$, there is a path from $x$ to $y$ such that the Euclidean distance to $y$ decreases monotonically at every vertex of the path. Greedy drawings support a simple geometric routing scheme, in which any node that has to send a packet to a destination "greedily" forwards the packet to any neighbor that is closer to the destination than itself, according to the Euclidean distance in the drawing. In a greedy drawing such a neighbor always exists and hence this routing scheme is guaranteed to succeed. In 2004 Papadimitriou and Ratajczak stated two conjectures related to greedy drawings. The $\textit{greedy embedding conjecture}$ states that every $3$-connected planar graph admits a greedy drawing. The $\textit{convex greedy embedding conjecture}$ asserts that every $3$-connected planar graph admits a planar greedy drawing in which the faces are delimited by convex polygons. In 2008 the greedy embedding conjecture was settled in the positive by Leighton and Moitra. In this paper we prove that every $3$-connected planar graph admits a $\textit{planar}$ greedy drawing. Apart from being a strengthening of Leighton and Moitra's result, this theorem constitutes a natural intermediate step towards a proof of the convex greedy embedding conjecture.

en cs.CG
arXiv Open Access 2015
Single Page Application and Canvas Drawing

Renien John Joseph

Recently, with the impact of AJAX a new way of web development techniques have been emerged. Hence, with the help of this model, single-page web application was introduced which can be updated/replaced independently. Today we have a new challenge of building a powerful single-page application using the currently emerged technologies. Gaining an understanding of navigational model and user interface structure of the source application is the first step to successfully build a single- page application. In this paper, it explores not only building powerful single-page application but also Two Dimensional (2D) drawings on images and videos. Moreover, in this research it clearly express the findings on 2D multi-points polygon drawing concepts on client side; real-time data binding in between drawing module on image, video and view pages.

en cs.HC, cs.SE
arXiv Open Access 2015
Towards a Systems Engineering Essence

Anatoly Levenchuk

SEMAT/OMG Essence provides a powerful Language and a Kernel for describing software development processes. How can it be tweaked to apply it to systems engineering methods description? We must harmonize Essence and various systems engineering standards in order to provide a more formal system approach to obtaining a Systems Engineering Essence. In this paper, an approach of using Essence for systems engineering is presented. In this approach we partly modified a Kernel only within engineering solution area of concerns and completely preserved Language as an excellent situational method engineering foundation.

en cs.SE
arXiv Open Access 2014
The assertive profile of the Bulgarian students in computer science and computer engineering

Ivelina Peneva, Krasimir Yordzhev

Different points of view on the nature and content of the assertiveness are followed in this paper. The main purpose is to study the assertive profile of Bulgarian students in computer science and computer engineering by analyzing the components of assertiveness. Research was performed using testing methods. It was found that the level of expressivity of this personal quality among subjects were above-average level.

arXiv Open Access 2013
Drawing Planar Graphs with a Prescribed Inner Face

Tamara Mchedlidze, Martin Nöllenburg, Ignaz Rutter

Given a plane graph $G$ (i.e., a planar graph with a fixed planar embedding) and a simple cycle $C$ in $G$ whose vertices are mapped to a convex polygon, we consider the question whether this drawing can be extended to a planar straight-line drawing of $G$. We characterize when this is possible in terms of simple necessary conditions, which we prove to be sufficient. This also leads to a linear-time testing algorithm. If a drawing extension exists, it can be computed in the same running time.

en cs.CG, cs.DS

Halaman 51 dari 352544