Image Processing Approach for Detection of Three-Dimensional Tree-Rings from X-Ray Computed Tomography

Tree-ring analysis is an important part of the quality assessment and the dating of (archaeological) wood samples. It provides quantitative data about the whole anatomical ring structure, which can be used, for example, to measure the impact of the fluctuating environment on the tree growth, for the dendrochronological analysis of archaeological wooden artefacts and to estimate the wood mechanical properties. Despite advances in computer vision and edge recognition algorithms, detection and counting of annual rings are still limited to 2D datasets and performed in most cases manually, which is a time consuming, tedious task and depends strongly on the operator’s experience. This work presents an image processing approach to detect the whole 3D tree-ring structure directly from X-ray computed tomography imaging data. The approach relies on a modified Canny edge detection algorithm, which captures fully connected tree-ring edges throughout the measured image stack and is validated on X-ray computed tomography data taken from six wood species.

Design and Māori Values: A Rebrand Project for the Social Enterprise Sector

This paper details a rebrand design project developed for a non-profitable organization called Te Roopu Waiora (TRW), which is currently located in Auckland, Aotearoa New Zealand. This social enterprise is dedicated to supporting the Māori community living with sensorial, physical and intellectual disabilities (whānau hauā). As part of a year three bachelor design brief, the rebrand project enabled students to reflect on Kaupapa Māori principles and appropriately address the values of the organisation. As such, the methodology used a pragmatic paradigm approach and mixed methods design practices involving a human-centred design to problem solving. As result, the student project culminated in the development in a range of cohesive design artefacts, aiming to improve the rentability and perception of the brand with the audience and stakeholders.

A Domain Specific Modeling Language Semantic Model for Artefact Orientation

Since the process of transforming user requirements to modeling constructs are not very well supported by domain-specific frameworks, it became necessary to integrate domain requirements with the specific architectures to achieve an integrated customizable solutions space via artifact orientation. Domain-specific modeling language specifications of model-driven engineering technologies focus more on requirements within a particular domain, which can be tailored to aid the domain expert in expressing domain concepts effectively. Modeling processes through domain-specific language formalisms are highly volatile due to dependencies on domain concepts or used process models. A capable solution is given by artifact orientation that stresses on the results rather than expressing a strict dependence on complicated platforms for model creation and development. Based on this premise, domain-specific methods for producing artifacts without having to take into account the complexity and variability of platforms for model definitions can be integrated to support customizable development. In this paper, we discuss methods for the integration capabilities and necessities within a common structure and semantics that contribute a metamodel for artifact-orientation, which leads to a reusable software layer with concrete syntax capable of determining design intents from domain expert. These concepts forming the language formalism are established from models explained within the oil and gas pipelines industry.

Metamodel for Artefacts in Service Engineering Analysis and Design

As a process of developing a service system, the term ‘service engineering’ evolves in scope and definition. To achieve an integrated understanding of the process, a general framework and an ontology are required. This paper extends a previously built service engineering framework by exploring metamodels for the framework artefacts based on a foundational ontology and a metamodel landscape. The first part of this paper presents a correlation map between the proposed framework with the ontology as a form of evaluation for the conceptual coverage of the framework. The mapping also serves to characterize the artefacts to be produced for each activity in the framework. The second part describes potential metamodels to be used, from the metamodel landscape, as alternative formats of the framework artefacts. The results suggest that the framework sufficiently covers the ontological concepts, both from general service context and software service context. The metamodel exploration enriches the suggested artefact format from the original eighteen formats to thirty metamodel alternatives.

Evaluation of the MCFLIRT Correction Algorithm in Head Motion from Resting State fMRI Data

In the last few years, resting-state functional MRI (rs-fMRI) was widely used to investigate the architecture of brain networks by investigating the Blood Oxygenation Level Dependent response. This technique represented an interesting, robust and reliable approach to compare pathologic and healthy subjects in order to investigate neurodegenerative diseases evolution. On the other hand, the elaboration of rs-fMRI data resulted to be very prone to noise due to confounding factors especially the head motion. Head motion has long been known to be a source of artefacts in task-based functional MRI studies, but it has become a particularly challenging problem in recent studies using rs-fMRI. The aim of this work was to evaluate in MS patients a well-known motion correction algorithm from the FMRIB's Software Library - MCFLIRT - that could be applied to minimize the head motion distortions, allowing to correctly interpret rs-fMRI results.

Sustainability Assessment of a Deconstructed Residential House

This paper analyses the various benefits and barriers of residential deconstruction in the context of environmental performance and circular economy based on a case study project in Christchurch, New Zealand. The case study project “Whole House Deconstruction” which aimed, firstly, to harvest materials from a residential house, secondly, to produce new products using the recovered materials, and thirdly, to organize an exhibition for the local public to promote awareness on resource conservation and sustainable deconstruction practices. Through a systematic deconstruction process, the project recovered around 12 tonnes of various construction materials, most of which would otherwise be disposed of to landfill in the traditional demolition approach. It is estimated that the deconstruction of a similar residential house could potentially prevent around 27,029 kg of carbon emission to the atmosphere by recovering and reusing the building materials. In addition, the project involved local designers to produce 400 artefacts using the recovered materials and to exhibit them to accelerate public awareness. The findings from this study suggest that the deconstruction project has significant environmental benefits, as well as social benefits by involving the local community and unemployed youth as a part of their professional skills development opportunities. However, the project faced a number of economic and institutional challenges. The study concludes that with proper economic models and appropriate institutional support a significant amount of construction and demolition waste can be reduced through a systematic deconstruction process. Traditionally, the greatest benefits from such projects are often ignored and remain unreported to wider audiences as most of the external and environmental costs have not been considered in the traditional linear economy.

Numerical Investigation of Multiphase Flow in Pipelines

We present and analyze reliable numerical techniques for simulating complex flow and transport phenomena related to natural gas transportation in pipelines. Such kind of problems are of high interest in the field of petroleum and environmental engineering. Modeling and understanding natural gas flow and transformation processes during transportation is important for the sake of physical realism and the design and operation of pipeline systems. In our approach a two fluid flow model based on a system of coupled hyperbolic conservation laws is considered for describing natural gas flow undergoing hydratization. The accurate numerical approximation of two-phase gas flow remains subject of strong interest in the scientific community. Such hyperbolic problems are characterized by solutions with steep gradients or discontinuities, and their approximation by standard finite element techniques typically gives rise to spurious oscillations and numerical artefacts. Recently, stabilized and discontinuous Galerkin finite element techniques have attracted researchers’ interest. They are highly adapted to the hyperbolic nature of our two-phase flow model. In the presentation a streamline upwind Petrov-Galerkin approach and a discontinuous Galerkin finite element method for the numerical approximation of our flow model of two coupled systems of Euler equations are presented. Then the efficiency and reliability of stabilized continuous and discontinous finite element methods for the approximation is carefully analyzed and the potential of the either classes of numerical schemes is investigated. In particular, standard benchmark problems of two-phase flow like the shock tube problem are used for the comparative numerical study.

Myths of Thangal Origin from an Anthropological Perspective

Myths may be understood as a special kind of literature though not found in written form. Through myths, anthropologists make attempts to describe a world which members of a literate society can barely imagine. Mythical stories about origin of numerous ethnic and tribal communities have helped in tracing their route of migration and the long journey undertaken before arriving at their present places of settlement. This study intends to highlight the myths associated with the origin of the Thangal tribe of Manipur from an anthropological perspective and interpret the stories in the context of evolution, migration and relationship with other neighbouring groups. Fieldwork was conducted using an interview guide to collect primary data and published literatures were consulted for secondary data. The result show two popular versions of origin myths are found among the Thangal- first is origin from a cave at Makhel located in the Maram area and second is the belief that the Thangal, the Tangkhul and the Meitei are brothers who emerged out of a cave long ago. In conclusion, the origin myths of the Thangal may be confirmed and established through archaeological findings in the form of artefacts. Mention of erection of memorial stones in the second version is a good clue to start an archaeological survey of the sites which are believed to have been once occupied by the people.

A Programming Assessment Software Artefact Enhanced with the Help of Learners

The demands of an ever changing and complex higher education environment, along with the profile of modern learners challenge current approaches to assessment and feedback. More learners enter the education system every year. The younger generation expects immediate feedback. At the same time, feedback should be meaningful. The assessment of practical activities in programming poses a particular problem, since both lecturers and learners in the information and computer science discipline acknowledge that paper-based assessment for programming subjects lacks meaningful real-life testing. At the same time, feedback lacks promptness, consistency, comprehensiveness and individualisation. Most of these aspects may be addressed by modern, technology-assisted assessment. The focus of this paper is the continuous development of an artefact that is used to assist the lecturer in the assessment and feedback of practical programming activities in a senior database programming class. The artefact was developed using three Design Science Research cycles. The first implementation allowed one programming activity submission per assessment intervention. This pilot provided valuable insight into the obstacles regarding the implementation of this type of assessment tool. A second implementation improved the initial version to allow multiple programming activity submissions per assessment. The focus of this version is on providing scaffold feedback to the learner – allowing improvement with each subsequent submission. It also has a built-in capability to provide the lecturer with information regarding the key problem areas of each assessment intervention.

Modelling Medieval Vaults: Digital Simulation of the North Transept Vault of St Mary, Nantwich, England

Digital and virtual heritage is often associated with the recreation of lost artefacts and architecture; however, we can also investigate works that were not completed, using digital tools and techniques. Here we explore physical evidence of a fourteenth-century Gothic vault located in the north transept of St Mary’s church in Nantwich, Cheshire, using existing springer stones that are built into the walls as a starting point. Digital surveying tools are used to document the architecture, followed by an analysis process to hypothesise and simulate possible design solutions, had the vault been completed. A number of options, both two-dimensionally and three-dimensionally, are discussed based on comparison with examples of other contemporary vaults, thus adding another specimen to the corpus of vault designs. Dissemination methods such as digital models and 3D prints are also explored as possible resources for demonstrating what the finished vault might have looked like for heritage interpretation and other purposes.

A Note on Metallurgy at Khanak: An Indus Site in Tosham Mining Area, Haryana

Recent discoveries of Bronze Age artefacts, tin slag, furnaces and crucibles, together with new geological evidence on tin deposits in Tosham area of Bhiwani district in Haryana (India) provide the opportunity to survey the evidence for possible sources of tin and the use of bronze in the Harappan sites of north western India. Earlier, Afghanistan emerged as the most promising eastern source of tin utilized by Indus Civilization copper-smiths. Our excavations conducted at Khanak near Tosham mining area during 2014 and 2016 revealed ample evidence of metallurgical activities as attested by the occurrence of slag, ores and evidences of ashes and fragments of furnaces in addition to the bronze objects. We have conducted petrological, XRD, EDAX, TEM, SEM and metallography on the slag, ores, crucible fragments and bronze objects samples recovered from Khanak excavations. This has given positive indication of mining and metallurgy of poly-mettalic Tin at the site; however, it can only be ascertained after the detailed scientific examination of the materials which is underway. In view of the importance of site, we intend to excavate the site horizontally in future so as to obtain more samples for scientific studies.

Quantification of Soft Tissue Artefacts Using Motion Capture Data and Ultrasound Depth Measurements

The centre of rotation of the hip joint is needed for an accurate simulation of the joint performance in many applications such as pre-operative planning simulation, human gait analysis, and hip joint disorders. In human movement analysis, the hip joint center can be estimated using a functional method based on the relative motion of the femur to pelvis measured using reflective markers attached to the skin surface. The principal source of errors in estimation of hip joint centre location using functional methods is soft tissue artefacts due to the relative motion between the markers and bone. One of the main objectives in human movement analysis is the assessment of soft tissue artefact as the accuracy of functional methods depends upon it. Various studies have described the movement of soft tissue artefact invasively, such as intra-cortical pins, external fixators, percutaneous skeletal trackers, and Roentgen photogrammetry. The goal of this study is to present a non-invasive method to assess the displacements of the markers relative to the underlying bone using optical motion capture data and tissue thickness from ultrasound measurements during flexion, extension, and abduction (all with knee extended) of the hip joint. Results show that the artefact skin marker displacements are non-linear and larger in areas closer to the hip joint. Also marker displacements are dependent on the movement type and relatively larger in abduction movement. The quantification of soft tissue artefacts can be used as a basis for a correction procedure for hip joint kinematics.

Alertness States Classification By SOM and LVQ Neural Networks

Several studies have been carried out, using various techniques, including neural networks, to discriminate vigilance states in humans from electroencephalographic (EEG) signals, but we are still far from results satisfactorily useable results. The work presented in this paper aims at improving this status with regards to 2 aspects. Firstly, we introduce an original procedure made of the association of two neural networks, a self organizing map (SOM) and a learning vector quantization (LVQ), that allows to automatically detect artefacted states and to separate the different levels of vigilance which is a major breakthrough in the field of vigilance. Lastly and more importantly, our study has been oriented toward real-worked situation and the resulting model can be easily implemented as a wearable device. It benefits from restricted computational and memory requirements and data access is very limited in time. Furthermore, some ongoing works demonstrate that this work should shortly results in the design and conception of a non invasive electronic wearable device.

The Use of a Tactical Simulator as a Learning Resource at the Norwegian Military Academy

The Norwegian Military Academy (Army) has been using a tactical simulator for the last two years. During this time there has been some discussion concerning how to use the simulator most efficiently and what type of learning one achieves by using the simulator. The problem that is addressed in this paper is how simulators can be used as a learning resource for students concerned with developing their military profession. The aim of this article is to create a wider consciousness regarding the use of a simulator while educating officers in a military profession. The article discusses the use of simulators from two different perspectives. The first perspective deals with using the simulator as a computer game, and the second perspective looks at the simulator as a socio-cultural artefact. Furthermore the article discusses four different ways the simulator can be looked upon as a useful learning resource when educating students of a military profession.

A Learner-Centred or Artefact-Centred Classroom? Impact of Technology, Artefacts, and Environment on Task Processes in an English as a Foreign Language Classroom

This preliminary study attempts to see if a learning environment influences instructor’s teaching strategies and learners’ in-class activities in a foreign language class at a university in Japan. The class under study was conducted in a computer room, while the majority of classes of the same course were offered in traditional classrooms without computers. The study also sees if the unplanned blended learning environment, enhanced, or worked against, in achieving course goals, by paying close attention to in-class artefacts, such as computers. In the macro-level analysis, the course syllabus and weekly itinerary of the course were looked at; and in the microlevel analysis, nonhuman actors in their environments were named and analyzed to see how they influenced the learners’ task processes. The result indicated that students were heavily influenced by the presence of computers, which lead them to disregard some aspects of intended learning objectives.

Noise Removal from Surface Respiratory EMG Signal

The aim of this study was to remove the two principal noises which disturb the surface electromyography signal (Diaphragm). These signals are the electrocardiogram ECG artefact and the power line interference artefact. The algorithm proposed focuses on a new Lean Mean Square (LMS) Widrow adaptive structure. These structures require a reference signal that is correlated with the noise contaminating the signal. The noise references are then extracted : first with a noise reference mathematically constructed using two different cosine functions; 50Hz (the fundamental) function and 150Hz (the first harmonic) function for the power line interference and second with a matching pursuit technique combined to an LMS structure for the ECG artefact estimation. The two removal procedures are attained without the use of supplementary electrodes. These techniques of filtering are validated on real records of surface diaphragm electromyography signal. The performance of the proposed methods was compared with already conducted research results.

Image Magnification Using Adaptive Interpolationby Pixel Level Data-Dependent Geometrical Shapes

World has entered in 21st century. The technology of computer graphics and digital cameras is prevalent. High resolution display and printer are available. Therefore high resolution images are needed in order to produce high quality display images and high quality prints. However, since high resolution images are not usually provided, there is a need to magnify the original images. One common difficulty in the previous magnification techniques is that of preserving details, i.e. edges and at the same time smoothing the data for not introducing the spurious artefacts. A definitive solution to this is still an open issue. In this paper an image magnification using adaptive interpolation by pixel level data-dependent geometrical shapes is proposed that tries to take into account information about the edges (sharp luminance variations) and smoothness of the image. It calculate threshold, classify interpolation region in the form of geometrical shapes and then assign suitable values inside interpolation region to the undefined pixels while preserving the sharp luminance variations and smoothness at the same time. The results of proposed technique has been compared qualitatively and quantitatively with five other techniques. In which the qualitative results show that the proposed method beats completely the Nearest Neighbouring (NN), bilinear(BL) and bicubic(BC) interpolation. The quantitative results are competitive and consistent with NN, BL, BC and others.