Thediagnosis of Dry EyeDisease(DED),however,usually depends on clinical information and complex,high-dimensional datasets.To improve the performance of classification models,this paper proposes a Computer Aided Design...Thediagnosis of Dry EyeDisease(DED),however,usually depends on clinical information and complex,high-dimensional datasets.To improve the performance of classification models,this paper proposes a Computer Aided Design(CAD)system that presents a new method for DED classification called(IAOO-PSO),which is a powerful Feature Selection technique(FS)that integrates with Opposition-Based Learning(OBL)and Particle Swarm Optimization(PSO).We improve the speed of convergence with the PSO algorithmand the exploration with the IAOO algorithm.The IAOO is demonstrated to possess superior global optimization capabilities,as validated on the IEEE Congress on Evolutionary Computation 2022(CEC’22)benchmark suite and compared with seven Metaheuristic(MH)algorithms.Additionally,an IAOO-PSO model based on Support Vector Machines(SVMs)classifier is proposed for FS and classification,where the IAOO-PSO is used to identify the most relevant features.This model was applied to the DED dataset comprising 20,000 cases and 26 features,achieving a high classification accuracy of 99.8%,which significantly outperforms other optimization algorithms.The experimental results demonstrate the reliability,success,and efficiency of the IAOO-PSO technique for both FS and classification in the detection of DED.展开更多
This paper focuses on the original animated short film Glimmer,conducting an in-depth exploration of its artistic expression characteristics and the application boundaries of AIGC(Artificial Intelligence Generated Con...This paper focuses on the original animated short film Glimmer,conducting an in-depth exploration of its artistic expression characteristics and the application boundaries of AIGC(Artificial Intelligence Generated Content)technology.Presented in a sketch style,the film creates unique visual effects and emotional atmospheres through techniques such as lines and light-dark contrast,demonstrating the distinctive charm of the sketch style in animation creation.Meanwhile,the paper reflects on the application of AIGC technology in animation creation,pointing out its optimization potential in aspects such as character expressions,scene design,storyboard scripts,and creative sound effects.The study emphasizes that although AIGC technology brings opportunities,issues related to originality and dependence on the technology(by creators)also need attention.This paper aims to provide theoretical references and practical guidance for animation education and creation,promote the integrated development of animation art and technology,and drive innovation and progress in the field of animation creation.展开更多
Taking Ne Zha as an example,this paper analyzes the strengths and weaknesses of Chinese animated films at the presentstage.Under the condition of both opportunities and challenges,some measures to develop Chinese anim...Taking Ne Zha as an example,this paper analyzes the strengths and weaknesses of Chinese animated films at the presentstage.Under the condition of both opportunities and challenges,some measures to develop Chinese animated films are proposed.展开更多
Rapid technical advances in the field of computeropened new avenues in animal behavior research.animation (CA) and virtual reality (VR) haveAnimated stimuli are powerful tools as theyoffer standardization, repeata...Rapid technical advances in the field of computeropened new avenues in animal behavior research.animation (CA) and virtual reality (VR) haveAnimated stimuli are powerful tools as theyoffer standardization, repeatability, and complete control over the stimulus presented, thereby"reducing" and "replacing" the animals used, and "refining" the experimental design in line withthe 3Rs. However, appropriate use of these technologies raises conceptual and technical questions.In this review, we offer guidelines for common technical and conceptual considerations related tothe use of animated stimuli in animal behavior research. Following the steps required to create ananimated stimulus, we discuss (I) the creation, (11) the presentation, and (111) the validation of CAsand VRs. Although our review is geared toward computer-graphically designed stimuli, consider-ations on presentation and validation also apply to video playbacks. CA and VR allow both new be-havioral questions to be addressed and existing questions to be addressed in new ways, thus weexpect a rich future for these methods in both ultimate and proximate studies of animal behavior.展开更多
This invited review is based upon a recent oral paper I presented at the Virtual Reality Symposiumof the 34th International Ethological Conference (2015, Cairns, Australia), and as such it describesstudies conducted...This invited review is based upon a recent oral paper I presented at the Virtual Reality Symposiumof the 34th International Ethological Conference (2015, Cairns, Australia), and as such it describesstudies conducted mainly in my own laboratory. It reviews how we utilized visual stimuli for induc-ing behavioral responses in the zebrafish with a focus on shoaling, group forming behavior. Thezebrafish is gaining increasing popularity in neuroscience. With this interest, its behavior is alsomore frequently studied. One of the many advantages of the zebrafish over traditional laboratoryrodents is that this species is diurnal, and it relies heavily upon its visual system. Thus, similarly toour own species, zebrafish respond to visual stimuli in a robust and easily quantifiable manner. Forthe past decade, we have been exploring how to use such visual stimuli, and have developed nu-merous paradigms with which we can induce and quantify a variety of behavioral responses,including shoaling. This review summarizes some of these studies, and discusses questions includ-ing whether one should use live fish as stimulus, whether and how one could present animated(moving images) of fish, and how one could optimize a range of stimulus presentation parametersto elicit the most robust responses in zebrafish. Although the zebrafish is a relative newcomer inethology and behavioral neuroscience, and although many of our findings only represent the firststeps in this research, our results suggest that the behavioral analysis of the zebrafish will have animportant place in biomedical research.展开更多
文摘Thediagnosis of Dry EyeDisease(DED),however,usually depends on clinical information and complex,high-dimensional datasets.To improve the performance of classification models,this paper proposes a Computer Aided Design(CAD)system that presents a new method for DED classification called(IAOO-PSO),which is a powerful Feature Selection technique(FS)that integrates with Opposition-Based Learning(OBL)and Particle Swarm Optimization(PSO).We improve the speed of convergence with the PSO algorithmand the exploration with the IAOO algorithm.The IAOO is demonstrated to possess superior global optimization capabilities,as validated on the IEEE Congress on Evolutionary Computation 2022(CEC’22)benchmark suite and compared with seven Metaheuristic(MH)algorithms.Additionally,an IAOO-PSO model based on Support Vector Machines(SVMs)classifier is proposed for FS and classification,where the IAOO-PSO is used to identify the most relevant features.This model was applied to the DED dataset comprising 20,000 cases and 26 features,achieving a high classification accuracy of 99.8%,which significantly outperforms other optimization algorithms.The experimental results demonstrate the reliability,success,and efficiency of the IAOO-PSO technique for both FS and classification in the detection of DED.
文摘This paper focuses on the original animated short film Glimmer,conducting an in-depth exploration of its artistic expression characteristics and the application boundaries of AIGC(Artificial Intelligence Generated Content)technology.Presented in a sketch style,the film creates unique visual effects and emotional atmospheres through techniques such as lines and light-dark contrast,demonstrating the distinctive charm of the sketch style in animation creation.Meanwhile,the paper reflects on the application of AIGC technology in animation creation,pointing out its optimization potential in aspects such as character expressions,scene design,storyboard scripts,and creative sound effects.The study emphasizes that although AIGC technology brings opportunities,issues related to originality and dependence on the technology(by creators)also need attention.This paper aims to provide theoretical references and practical guidance for animation education and creation,promote the integrated development of animation art and technology,and drive innovation and progress in the field of animation creation.
文摘Taking Ne Zha as an example,this paper analyzes the strengths and weaknesses of Chinese animated films at the presentstage.Under the condition of both opportunities and challenges,some measures to develop Chinese animated films are proposed.
文摘Rapid technical advances in the field of computeropened new avenues in animal behavior research.animation (CA) and virtual reality (VR) haveAnimated stimuli are powerful tools as theyoffer standardization, repeatability, and complete control over the stimulus presented, thereby"reducing" and "replacing" the animals used, and "refining" the experimental design in line withthe 3Rs. However, appropriate use of these technologies raises conceptual and technical questions.In this review, we offer guidelines for common technical and conceptual considerations related tothe use of animated stimuli in animal behavior research. Following the steps required to create ananimated stimulus, we discuss (I) the creation, (11) the presentation, and (111) the validation of CAsand VRs. Although our review is geared toward computer-graphically designed stimuli, consider-ations on presentation and validation also apply to video playbacks. CA and VR allow both new be-havioral questions to be addressed and existing questions to be addressed in new ways, thus weexpect a rich future for these methods in both ultimate and proximate studies of animal behavior.
文摘This invited review is based upon a recent oral paper I presented at the Virtual Reality Symposiumof the 34th International Ethological Conference (2015, Cairns, Australia), and as such it describesstudies conducted mainly in my own laboratory. It reviews how we utilized visual stimuli for induc-ing behavioral responses in the zebrafish with a focus on shoaling, group forming behavior. Thezebrafish is gaining increasing popularity in neuroscience. With this interest, its behavior is alsomore frequently studied. One of the many advantages of the zebrafish over traditional laboratoryrodents is that this species is diurnal, and it relies heavily upon its visual system. Thus, similarly toour own species, zebrafish respond to visual stimuli in a robust and easily quantifiable manner. Forthe past decade, we have been exploring how to use such visual stimuli, and have developed nu-merous paradigms with which we can induce and quantify a variety of behavioral responses,including shoaling. This review summarizes some of these studies, and discusses questions includ-ing whether one should use live fish as stimulus, whether and how one could present animated(moving images) of fish, and how one could optimize a range of stimulus presentation parametersto elicit the most robust responses in zebrafish. Although the zebrafish is a relative newcomer inethology and behavioral neuroscience, and although many of our findings only represent the firststeps in this research, our results suggest that the behavioral analysis of the zebrafish will have animportant place in biomedical research.