Centrum voor Wiskunde en Informatica
莫高窟壁画的小作文英语

The Mogao Caves, nestled in the heart of Dunhuang, Gansu Province in China, are a treasure trove of ancient Chinese art and culture. These caves, also known as the Thousand Buddha Grottoes, are home to a vast array of exquisite murals that have stood the test of time, offering a glimpse into the rich history and religious beliefs of the past.The murals of the Mogao Caves are a testament to the artistic prowess and spiritual depth of the people who created them. Spanning over a thousand years, from the 4th to the 14th century, the murals depict a wide range of subjects, including Buddhist narratives, historical events, and scenes from daily life. The vibrant colors and intricate details of these paintings are a testament to the skill and dedication of the artists who labored to create them.One of the most striking features of the Mogao Caves murals is their use of color. The artists employed a rich palette of hues, from deep blues and greens to bright reds and yellows, to bring their subjects to life. The use of gold leaf adds a touch of opulence and grandeur to the paintings, reflecting the wealth and prosperity of the time.The murals also serve as a visual narrative of Buddhist teachings and stories. Scenes from the life of the Buddha, such as his birth, enlightenment, and death, are depicted in a series of panels, illustrating the key events and moral lessons of his life. The paintings also feature depictions of bodhisattvas, celestial beings, and other figures from Buddhist mythology, each with their own unique attributes and symbolic meanings.In addition to their religious significance, the Mogao Caves murals also provide a window into the daily life and customs of the people of ancient China. Scenes of farming, trade, and social gatherings offer a glimpse into the social structure and way of life of the time. The attention to detail in these scenes is remarkable, with even the smallest objects and figures rendered with precision and care.The preservation of the Mogao Caves murals is a testament to the efforts of countless individuals and organizations over the years. Despite the ravages of time, natural disasters, and human interference, these precious works of art have been carefully restored and protected. The use of advanced conservation techniques and the establishment of the Mogao Grottoes Research Institute have played a crucial role in ensuring the longevity of these cultural treasures.However, the Mogao Caves murals also face significant challenges in the modern era. Climate change, increased tourism, and environmental pollution pose threats to the delicate balance of the caves microclimate, potentially causing irreversible damage to the murals. Efforts are being made to mitigate these risks, such as limiting the number of visitors and implementing strict environmental controls within the caves.In conclusion, the Mogao Caves murals are a remarkable testament to the artistic and cultural heritage of ancient China. Their intricate designs, vibrant colors, and profound religious and historical significance make them a mustsee destination for anyone interested in exploring the richtapestry of Chinese history and art. As we continue to appreciate and preserve these treasures, we also bear the responsibility of ensuring their survival for future generations to marvel at and learn from.。
Triangles with two given integral sides

1. introduction
There are many Diophantine problems arising from studying certain properties of triangles. Most people know the theorem on the lengths of sides of right angled triangles named after Pythagoras. That is a2 + b2 = c2.
Corollary. Problem (i) has infinitely many solutions.
Few solutions are given in the following table.
x 8 1768 10130640 498993199440
y 15 2415 8109409 136318711969
(a) If n is odd, then the number of integer triples (x, y, z) satisfying the equation
n = 2x2 + y2 + 8z2 is just twice the number of integer triples (x, y, z)
rational cosine.
The present paper is motivated by the following two problems due to Zolt´an
Bertalan.
(i) How to choose x and y such that the distances of the clock hands at 2 o’clock and 3 o’clock are integers?
伊斯兰脱维善纪念中学校讯

招燕飛
世史
吳家豪
周匡庭
吳春玲
蔡小潔
招燕飛
經濟
安方緣
楊偉業
吳珠玲
林劍庭
林桂萍
潘蘭娟
招燕飛
普通話
安方緣
許綿綿
林桂萍
蔡小潔
黃曉霞
十三家教會
1.衛生署學生健康服務組特為家長於柴灣康民街1號柴灣健康院4樓舉辦2次健康教育專題講座,詳情如下:
脊柱健康:
講述如何保持脊柱健康及認識脊柱側灣症。
日期:
12月6日(星期六)
本校更感謝鄭家豪校友百忙中抽空,於11月30日在本校舉行的「開齋節同樂日」中,作出表演。
鄭校友對發揚中國武術一向不遺餘力。他為了栽培伊中師弟妹,不惜騰出寶貴的時間回校開辦武術班,裁培後進,本校對此亦深表感謝。
讓學生愛上閱讀,英文課引入Success Maker電腦互動課程
本校為協助學生提升英文閱讀技巧,特投資港幣10萬元,購入風行英美的Success Maker英文閱讀互動課程。此課程利用一套由美國著名史丹福大學研究開發之軟件,輔助學生鞏固及提升英文閱讀能力。
中四級比賽在14日舉行,由4ABC1黃燕華老師任教組別奪得第一名。
中三級比賽在21日舉行,由3D奪得第一名,3C得第二名。
五體育消息
1.本校5A班陳開旺、吳鎮國被香港學界體育聯會挑選進入埠際足球隊進行集訓。
此外該兩學生也參加「Adidas四人足球賽18歲以下組別」奪得冠軍。
2.本校田徑隊派出14名組員參加「東區田徑賽」並得到優異的成績。
在11月18日星期六,本計劃舉辦了「野外遠足訓練日」。由李濤老師、方善恒老師、葉霄岩老師、何世忠先生及社工帶領,行經柏畢馬坑石澗、大風坳及大潭水塘,共有17位學生出席。行畢後,大部份學生均表示很欣賞自己在石澗過程中雖遇到困難,但仍不放棄,且能互相扶持,到達目的地。另外,大澤水塘餵魚的一幕也是學生們最開心的回憶。接下來還有數次聚會,包括於12月6日至12月7日兩日一夜的校內訓練營。
灵云乐队forever歌词整理

灵云乐队forever歌词整理灵云乐队forever歌词导语:《Forever》这首歌曲出自芬兰前卫金属乐队Stratovarius(灵云乐队)的1996年的专辑《Episode》下面是品才我为您带来相关容,请您观赏灵云乐队forever歌词Timo Kotipelto - V ocalTimo Tolkki - GuitarJari Kainulainen - BassJens Johansson - KeyboardJorg Michael - Drums歌词:I stand alone in the darknessthe winter of my life came so fastmemories go back to childhoodto days i still recalloh, how happy i was thenthere was no sorrow, there was no pain walking through the green fields sunshine in my eyesi’m still there everywherei’m the dust in the windi’m the star in the northern skynever stayed anywherei’m the wind in the treeswould you wait for me foreveri’m still there everywherei’m the dust in the windi’m the star in the northern skynever stayed anywherei’m the wind in the treeswould you wait for me foreverwould you wait for me foreverwill you wait for me forever中文翻译我生命的冬天来得如此之快,独自站在黑夜中,记忆回到童年,时至今日仍不能忘却的童年.噢,当时多么的幸福,没有哀痛与苦痛.闲逛在绿色的田野下,金色的阳光照耀在我的眼里.我的行径遍布每个角落,犹如风中的`一颗沙粒,犹如北方天空繁星的一颗,我永不停留,犹如穿过树丛的风,噢,你还情愿等我到永久吗?我的行径遍布每个角落,犹如风中的一颗沙粒,犹如北方天空繁星的一颗,永不停留,犹如穿过树丛的风,你还情愿等我到永久吗?你还情愿等我到永久吗?你将等我到永久吗……拓展阅读Stratovarius(灵云乐队)成立于1984年,由三个来自芬兰赫尔辛基的三个年轻人组成,他们分别是鼓手兼主唱Tuomo Lassila,贝斯John Vihervaauml以及吉他手Staffan Straaringahlman。
Co-supervisor

Towards Making Automated Multimedia Communicate More Effectively:a Multi-Disciplinary ApproachMarcos S.C´a ceresDepartment of Communication DesignQueensland University of Technology,AustraliaEmail:marcos@.auSupervisorDr.Frank NackCentrum voor Wiskunde en Informatica(CWI),AmsterdamEmail:Frank.Nack@cwi.nlCo-supervisorDebra PolsonDepartment of Communication DesignQueensland University of Technology,AustraliaEmail:d.polson@.auApril18,2003iiiAbstractFor over a decade,attempts have been made to create artificial intelligence systems with the capability of automatically generating multimedia presenta-tion with little or no human intervention.Research into the communicative effectiveness of presentations generated by these Intelligent Multimedia Pre-sentations Systems(IMMPS)has mainly centred on a limited set of disciplines.In this paper we aim to improve the communicative efficiency of presentations generated by an IMMPS by forming an evaluation criterion from the discourses from various creative,educational,and scientific disciplines.We will show that the motivation for creating a multimedia presentation determines which disci-plines should be involved in the formulation of an evaluation criterion,and that this criterion,if implemented into an IMMPS,has the theoretical potential to significantly improve the communicative efficiency of multimedia presentations.Contents1Towards effective multimedia communication11.1Introduction (2)1.2Overview of IMMPS research (4)1.3Language-centric and print-centric approaches in IMMPS (7)1.3.1TEXPLAN (7)1.3.2WIP and PPP (7)1.3.3Cuypers (8)1.4A more critical discussion of Cuypers (9)1.5Thesis overview (11)2A multidisciplinary explanation of an IMMPS132.1Communicative goals (14)2.2Means of representation (14)2.3Summary (17)3Deriving a critical language193.1Communication through compositions (21)3.1.1The poster (22)3.2The exhibition as a narrative (30)3.2.1Narration devices (33)3.2.2Narrative containers (35)3.2.3Labelling system (38)3.3Summary (40)4Evaluation and regeneration414.1The Presentation–overview of the structure (42)4.1.1Motivation and communicative goal (46)4.2Evaluation (47)4.2.1Evaluating the presentation as a visual composition (47)4.2.2Evaluating the presentation as a temporal composition (52)4.2.3Evaluating discipline-specific concerns (53)4.3Regeneration (54)4.3.1Addressing the criticisms of the presentation as a visual composition56iiiiv CONTENTS4.3.2Addressing the criticisms of the presentation as a temporal composition594.3.3Addressing discipline-specific criticisms (60)4.4Summary (62)5Conclusion63AcknowledgementsThe great effort to complete this honour thesis has taken me across three continents and consumed over a year of my life.The best part of this tremendously challenging process has been—without doubt—the amazing people I’ve met along the way.I would particularly like to thank my supervisors,Dr.Frank Nack and Debra Polson. Debra,thank you for your endless support and care,and for turning a billion rambling thoughts into something coherent and something to be proud of.This work would be liter-ally nothing without your amazing insight and your endless patience and support.Thank you Frank for all the time you dedicated to this work and supporting it to its conclusion. Your guidance and persistence has given me so many new perspectives,understandings, and realisations that I can’t hardly ever thank you enough.Thank you also for teaching me how to conduct research and for pushing me to strive for nothing less than the best that I can give.I hope you and Debra enjoyed reading this paper and helping it(and me) develop as much as I enjoyed writing it under your supervision.I would especially like to thank Lynda Hardman for bringing me to CWI,Amsterdam, and allowing me to work as part of her group;as well as for funding this work through the ToKeN2000project.Lynda,thank you for being so patient and for teaching me how to climb mountains.I hope to take what you have to taught me and climb many more.Jacco van Ossenbruggen,thank you for supporting my somewhat unorthodox research approach, your own research has become the fundamentals for my understanding of hypertext,multi-media,and hypermedia.I hope youfind the contents of my thesis of value.Lloyd Rutledge, thanks for mentoring me during thefirst phase of my thesis,and thank you for inspiring me to explore rhetoric,narrative theory,and semiotic theory.Thank you also to Patrick Schmitz,for the many inspiring conversation and continuos support of my work during your brief time at CWI(you cook-up one mean chicken!).I would also like to thank Jane Hunter for introducing me to the wondrous world of metadata,cultural heritage,and the Semantic Web.Thanks also to SteffiDomike and William Mann for patiently answering my questions over email.I’d also like to thank the always delightful Steven Pemberton. Thanks Steven for the wonderful anecdotes about life at the W3C,for always letting me know what was“new and exciting”with XHTML2.0...and for keeping my glass relent-lessly full at Rose’s Cantina(ay!).Big thanks also too to my ex-Head of Department, Gavin Sade,for always being supporting my work and allowing me to do my studies at CWI.Thank you also,Gavin,for proof reading my thesis and all the helpful comments and references you gave me along the way.Thank you also to Maria(mama)and Carlosvvi CONTENTS C´a ceres,this work wouldnt be as legible if it wasn’t for you.I would also especially like to thank my colleagues and friends at CWI:Stefano Bocconi (Master Obi-Wan Bokkenobi),Alessandro Corsini,Oscar Rosell Martinez,Volker Nannen, and Gavrav‘Chatz’Katariya.Stefano,thanks for listening to my weekly neurosis of ideas: from the“form follows function”stage,to the“street map example”,then the“commu-nicative devices”,to the“compositional semantics and design patterns”,and what now became the“critical language”—when all seemed doomed,your support and enthusiasm for my ideas was at times the only thing that kept me from packing my bags.You are a true Jedi.Alex,thank you for your relentless scrutiny of my work,and for always be-ing honest and direct...and the many hours spent perfecting the art of“office Frisbee.”Volker,thank you for the midnight talks about linguistics,cognitive models,and lambda calculus;also for forcing me to get out and do exercise,and for introducing me to Volker-style raw-salted-herring-sup(Yum!).And I can’t thank you enough,Volker,for teaching me L A T E X!Oscar,thank you for looking after me when Ifirst arrived at CWI.This work wouldn’t be what it is if you hadn’t set the bar so high with your own research.Thanks Gavrav for the chats on RDF.You are the dance master!Adele Mayor,thanks for being my place of escape,and for socially looking after me–you made Amsterdam a beautiful place.And thank also to Nicky Moody and Tiny Tolken for all the free drinks,the free food,and the adventures around Amsterdam ah...the benefits of being as student;you guys rock!And Joost Geurts,thanks for showing me around the Amsterdam(underground)scene.I hope Australia was all I made it out to be:–).Locally,I would like to thank Jay Sweeney:thank you for being the initial dumpsite for my ideas(even if you didn’t even notice).Thank you also for proof reading thefinal draft of this thesis;your feedback on chapter1was simply invaluable.Thanks also to Mike Cheng for continuously attempting to corrupt me with computer games-in the end,it proved of significant value!Thank you all for making this such a rewarding and worthwhile experience.Marcos C´a ceres,Brisbane2003.Chapter1Towards more effective multimedia communicationThe automatic generation of multimedia presentations has been a focus of multimedia research for over a decade.Research into the automated generation of multimedia pre-sentations has resulted in a set of what have become known as Intelligent Multimedia Presentations Systems(IMMPS),which are,essentially,artificially intelligent systems that are able to generate multimedia presentations with minimal or no human interven-tion[25,98,86,112,8].The Cuypers[112]experimental system is one of the most recent IMMPS under devel-opment.Aside from being able to generate multimedia presentations with minimal human intervention,the Cuypers system is also designed as a tool to enable research into a range of issues that arise when multimedia documents are modelled and generated with XML and Sematic Web technologies(see[113,112,82,55]for details).Cuypers is currently attempting to generate multimedia presentations that are able to teach a user about con-cepts and artefacts from a museum domain.In order for Cuypers to act as an educator, it intelligently organises media elements from a multimedia database into a predefined rhetorical structure,and then present these elements to a user through the aid of certain communicative devices in the form of a multimedia presentation.This generation process, which we will discuss in full detail later in this chapter,is shown in Figure1.1,in which Cuypers responds to a request from a user,generates a multimedia presentation,and sends it back to a user.As stated above,the motivation for conducting research into Cuypers has been primarily driven by issues relating to modelling multimedia through XML.Given that Cuypers can effectively generate XML-based presentations,research is now needed into how to make these automatically generated presentations communicate more effectively with a user.That is precisely the research problem this paper begins to address.12CHAPTER1.TOWARDS EFFECTIVE MULTIMEDIA COMMUNICATIONFigure1.1:A simple view of how Cuypers generates a presentation and sends it back to a user.1.1IntroductionIn this paper we will argue that the domain and motivation for an act of multimedia communication determine the various disciplines that should be involved in the creation of an effective multimedia presentation.For instance,if the motivation is to educate a person about artefacts from a museum domain through various digital media,then, museums educators,writers,graphic designers,sound designers,and so on,should be involved in constructing a multimedia presentation.However,if the motivation and domain changes,then so will many of the disciplines involved in the construction of a multimedia presentation.Furthermore,we will argue that no matter which disciplines are involved in the design of a multimedia presentation,they will all impact on four particular processes of multimedia communication.We will refer to these four processes as generation,evaluation, collaboration,and signification.Firstly,in the process of generation,designers draw on their knowledge from their re-spective disciplines to design media elements for a multimedia presentation.For instance,a graphic designer will use skills from the discipline of graphic design to produce a particular graphic for a presentation.Secondly,in the process of evaluation,designers apply critical knowledge from their disciplines to evaluate a media elements in a multimedia presentation in terms of quality of media and communication design.For instance,the graphic designer will draw on their understanding of fundamental design elements and design principles to decide whether their generated graphic meets the communicative criteria of the presenta-tion[124,76].Thirdly,in the process of collaboration,designers from various disciplines rely on shared discourses and critical languages to effectively work together and evaluate the overall communicative quality of a generated presentation.For instance,the graphic designer,the writer,and an audio engineer will get together and critically evaluate the integration of their respective media elements in the overall presentation.Fourthly,in the process of signification,a user derives meaning from a multimedia presentation based on1.1.INTRODUCTION3 perception,various cultural factors,and,to a leaser extent,their understanding of the processes of generation,evaluation,and collaboration.In this paper we present arguments aimed at:1.Improving the communication efficiency of presentations the Cuypers system gener-ates automatically.2.Showing that multimedia is not simply the spatial-temporal amalgamation of dif-ferent media,but that each medium comes with its own complex combinations of established disciplines and discourses that impact upon the generation,evaluation, signification,and collaboration of all media elements in a multimedia presentation[74](p8,67-85).3.Given that each medium comes with its own established disciplines and discourses,multimedia designers(human or IMMPS)require a shared discourse and a multidis-ciplinary critical language in order to generate,evaluate,and collaborate in designing multimedia presentations.4.The paper also attempts to define the basic elements of a multidisciplinary criticallanguage by drawing upon the discourses of museum education,exhibition design, graphic design,hypermedia theory,and semiotics.By a critical language we mean a language which has“sufficient expressive power to capture relevant knowledge of the design world[multimedia presentation]under consider-ation and to allow complete and precise formulation of the requirements for solution of a design problem”[89](p83).The basic elements for this critical language will be formulated from the vantage point of IMMPS research[98,25],with the intent of representing art-works and concepts found in a museum domain.When applied in the context of IMMPS, the basic elements of a critical language could be used to recursively loop through the pro-cesses of generation,evaluation,and signification,resulting in more effective multimedia communication.In addition,we will argue that a critical language can facilitate osmosis between disciplines collaborating to generate multimedia presentations.Such a critical language allows collaborating disciplines to extend each other’s discourses,and generate multimedia presentations that have the potential to communicate more effectively than those generated by current linguistic-based[94,81,86]and print-based[99,96]approaches used in IMMPS research today.The potential for a critical language to communicate more effectively than current print-based and linguistic approaches is realised through the inclusion of disciplines that have remained mostly unexplored,for one reason or another,in IMMPS research.We will argue these unexplored disciplines,such as graphic design and sound engineering,have traditionally been included when manually constructing multimedia presentations[12]and thus should also be part of the common discourse of IMMPS researchers.4CHAPTER1.TOWARDS EFFECTIVE MULTIMEDIA COMMUNICATIONFigure1.2:Although the motivations differ,computer-based entertainment media combine media and modes to achieve a communicative goal more effectively than IMMPSs.1.2Overview of IMMPS researchThere are many commercially motivated reasons as to why researchers have been inter-ested in developing IMMPS.Andr´e et al.[5,8],Geurts[55]et al.,and Roth and Hefley[98] (p15)argue that IMMPS have a vital role to play where an information domain is so large and dynamic that it would not befinancially feasible or humanly possible to manually generate all possible multimedia presentations.Other researchers[99]argue that IMMPS could allow users with limited knowledge of thefield of multimedia to easily produce mul-timedia presentations.More recently,Ossenbruggen and Hardman[113]argued that,as we enter the era of mobile computing,there may be too many hardware/software combi-nations for systems that generate multimedia presentation by using templates to feasibly adjust to(see also[55]).Template-driven presentations are currently the most common means of generating multimedia on the World Wide Web[112].Idyllically,an IMMPS-like system could adapt content by taking as input a user’s profile,plus a device’s profile,and adapting content for device independence and the user’s accessibility needs–all this while retaining the presentation creator’s intended communicative message[25,114,5](see also CC/PP[119]and WCAG1.0[117]).According to Kosba et al.[71],there is a growing need for hypermedia systems that can handle such a degree of user/device adaptation and content tailoring.Kosba et al. point to the economic benefits and consumer satisfaction that come from dynamic user modelling and content tailoring of web pages already seen on the World Wide Web.Despite the various idyllic and forward-looking motivations for their development, IMMPS have not proliferated into the commercial mainstream.Several reasons have been proposed as to why this lack of success might be.For instance,Nack[93]has criticised the multimedia research community for being out of touch with production and consumption of‘real world’multimedia,in particular the entertainment media of computer games.At first,it may seem unjustified to compare research level multimedia to todays multi-million dollar computer games productions.Nack,and also Schmitz[101],however,make the point that a user’s exposure to computer-based entertainment media can shape their ex-1.2.OVERVIEW OF IMMPS RESEARCH5COMPUTER GAMES APPROACH CUYPERS APPROACHFigure1.3:The motivations for communication dictates the disciplines involved in gener-ating multimedia representations.pectations for computer-based multimedia they experience.It also is apparent that the entertainment media has long ago departed from the passiveflat-page metaphor to an active spatial representation,while IMMPS generally have not1.To illustrate,the sophisticated multidimensional visual and auditory effects,as well as user interaction,experienced in computer games such as Neverwinter Nights[10],shown in figure1.2on the left,can actively shape certain expectations users have about multimedia. Non-interactive IMMPS-generated presentations,such as the Cuypers-generated presenta-tion on the right,lack the technical sophistication through which computer games are able to coordinate multiple media and interaction into an active communication process.Most IMMPS only passively present information so lack the ability to engage users in an active communication process[7].Given these differences between commercial and research based multimedia,how can the communicative efficiency of multimedia presentations generated by IMMPS be made comparable with that of commercial multimedia products?Especially if the motivation of multimedia researchers is to make IMMPS commercially applicable and able to actively communicate with a user.In Figure1.3we propose that,although entertainment and research industries employ the same media and modes for expression,the motivations of the producers and consumers of a multimedia presentation differ.The motivation of the producers of multimedia,be it,for example,to educate or to entertain(or both simulta-neously),will determine the various disciplines and discourses that designers will draw on when collaborating to generate a multimedia presentation.The entertainment industry,in developing games,has historically involved professionals from cognate artistic disciplines including creative writers,designers,musicians,and programmers.We will argue,however, that the IMMPS research approach has generally been unrepresentative of the experts and 1There are,however,some notable exceptions.The PPP(Personalized Plan-based Presenter)sys-tems[5,8],for instance,is one such system that does not relay on print-centric representations.PPP is discussed on in section1.3.2of this chapter.6CHAPTER1.TOWARDS EFFECTIVE MULTIMEDIA COMMUNICATION knowledge from such diverse disciplines that are in line with their communicative motiva-tions.For instance,it is rare to see theories relating to sound or music design in IMMPS research.This under representation of potentially cognate disciplines limits the discourses surrounding IMMPS research and thus the potential to produce IMMPS that generate communicatively effective multimedia presentations.In addition,IMMPS research still struggles capture the diverse motivations of users which could potentially utilize their pre-sentations.We therefore propose that,as a starting point,IMMPS need to identify and simulate the discourses and practices of disciplines that would normally be involved in producing media elements for multimedia presentations.Furthermore,given that the op-erational domain of IMMPS are computer-based representations,we argue that IMMPS may often need to model themselves around disciplines that explicitly deal with represen-tational theory.That is,the study of how and why representations,such as multimedia presentations,are produced and interpreted[33].Attempts to integrate computer science with representational theory have previously been made by various researchers,including Laurel[77]and Nack and Hardman[94].Lau-rel argues that dramatic theory and particular concepts from the theatrical domain can be applied to improve human-computer interface design and computer-based interactive methods(p1-33).Laurel also notes that it has been common practice amongst the com-puter sciencefield as a whole to overlook disciplines that deal with representation theory, such as theatre and graphic design,and instead opt for disciplines that are perceived as being more scientifically“serious”(p22),such as usability or thefield human-computer in-teraction(HCI).Nack and Hardman[94],on the other hand,propose semiotics as a way of integrating representational theory with artificial intelligence/knowledge representation systems.It would seem that semiotics is a logical choice for the task,since,as Chan-dler[34]states,“semiotics involves studying representations and the processes involved in representational practices,and to semioticians,‘reality’always involves representation.”We will argue,however,that relying solely on dramatic theory or semiotic theory may not be enough to bridge the gap between IMMPS research and the creative practices that produce the media elements,or content,for multimedia.Again,in our view,the disciplines to include in the creation of a multimedia presentation should be primarily dictated by the motivation for communicating with a user.We argue that IMMPS researchers,and with few exceptions[115,11,27,91,92],have not acknowledged in their research the disciplines that explicitly deal with process of rep-resentation.Instead,over the past decade,IMMPS researchers have used,and often ex-tended,a number of theories from a limited range of language-centric and print-centric approaches.These approaches have been used to both generate and evaluate how well an IMMPS-generated presentation communicates with a user.NGUAGE-CENTRIC AND PRINT-CENTRIC APPROACHES IN IMMPS7 1.3Language-centric and print-centric approaches inIMMPSTo give a few key examples of systems that use language-centric and print-centric ap-proaches,we will briefly look at the TEXPLAN[86]system,the WIP and PPP systems[5], and the Cuypers system[69].1.3.1TEXPLANTEXPLAN is a reasoning system for generating text-based natural language explanations in any given domain.Given an object-oriented domain model,such as a street map, TEXPLAN can identify an entity,compare different entities,and explain a process by coordinating text,and simple graphical shapes on a map representation[86](p61-62).For instance,a user may query TEXPLAN as to how to get to a particular location on a map relative to the user’s current location.TEXPLAN would respond to the user’s query by synchronising text and simple graphics over time that explains to the user how to reach their desired destination.For the TEXPLAN system,Maybury[86]generalises upon a long tradition of com-putational linguistics,which stem from Searle’s formalisation of(J.L.Austin’s)speech acts[102],to propose a resulting set of communicative acts.According to Maybury,com-municative acts cover a broader range of communication than speech act theory,including “rhetorical,linguistic,and graphical acts as well as non-linguistic auditory acts(e.g.snap, ring)and physical acts(e.g.gestures)”[86].Just like speech act theory,communicative acts nominally classify the rhetorical functions of media elements used in a multimedia discourse in terms of speech acts.A blinking circle,for instance,used in a presentation to attract a users attention would be classified as a deictic(indicating)act[86].1.3.2WIP and PPPThe WIP[6]and PPP(Personalized Plan-based Presenter)systems[5,8]are two further examples of IMMPSs that use language-centric theories.Andr´e et al.[8]state that WIP and PPP’s approach to multimedia generation and evaluating is also through communicative acts,as well as through the extension of the linguistic theory known as Rhetorical Structure Theory[81](RST).RST is a formal vocabulary used to describe a specific set of rhetorical relations that occur in(spoken or written)texts[81].For instance,RST can be used to describe elaborations,motivations,evidence,concessions,and so on,in a written text. Written texts described in terms of RST result in a computable structure of nucleus and satellite relations that semantically represent the argumentation structure across linear text spans[81].WIP is a fully automated IMMPS,meaning that it computationally generates images, animations,text,and speech on thefly.WIP’s motivation is to generate goal-driven presentations which can instruct users in maintaining and repairing technical devices such8CHAPTER1.TOWARDS EFFECTIVE MULTIMEDIA COMMUNICATIONFigure1.4:The PPP Persona explains to a user how tofix a modem.as a modem or a lawnmower[8].Andr´e et al.note that“one limitation of the WIP system is that it merely generates the material to be presented such as text picture combinations or animation sequences.It does not plan when and how to present this material to a particular user.”This means that WIP is unable to utilise the temporal coordination of media and modes as a mode of communication in a multimedia presentation.Another limitation of the WIP system is that it was not designed to deal with user interaction,thus, as Andr´e and Rist[7]point out,only the passive viewing of the generated presentations is supported.To overcome the above two limitations,Andr´e et al.developed the PPP system.PPP is essentially an interactive hypermedia extension of the WIP system[7].Similarly to WIP, PPP generates almost all media elements on thefly.In PPP,however,this media is now temporally coordinated and explanations are partially delivered with the assistance of an animated character–the PPP Persona[9](shown infigure1.4).The Persona supports a wide range of pre-rendered gestures and is also able use synthesized speech as a mode of communication.PPP also supports hypermedia navigation structures through interactive elements and pop-up menus.A limitation of both WIP and PPP is their highly constrained domains of application:they are principally suited for generating presentations where the mode of communication is expository,and where the domain model is closed.1.3.3CuypersThe Cuypers experimental IMMPS[69]utilises both RST and communicative acts[69] to generate presentations.As was shown infigure1.3,the motivation of Cuypers is to educate a user about artefacts in a cultural heritage domain[69].In Cuypers,the rhetor-ical structure of a multimedia presentation is described by its creators in terms of RST relations[55].At runtime,Cuypers maps these RST relations to a number of distinct communicative devices[99],which Cuypers uses to spatially and temporally lay out a mul-timedia presentation.Rutledge et al.[99]define communicative devices as spatial temporal design patterns“of communicative acts that use or express a particular rhetoric”.Infigure。
python教程 微盘网盘全集大全

python教程微盘网盘全集大全想学会编程语言无法一蹴而就,Python语言也不例外。
网上Python资料和视频也不少,但这些资料零散且不系统,遇到问题也让学习积极性非常受挫。
若大家想成为技术型的数据分析师,或者未来往数据挖掘、系统性开发或二次开发方向发展,接下来带给你的就是系统学习python教程微盘网盘全集。
千锋Python基础教程:/s/1qYTZiNEPython课程教学高手晋级视频总目录:/s/1hrXwY8kPython课程windows知识点:/s/1kVcaH3xPython课程linux知识点:/s/1i4VZh5bPython课程web知识点:/s/1jIMdU2iPython课程机器学习:/s/1o8qNB8QPython课程-树莓派设备:/s/1slFee2TPython发源于八十年代后期。
开发者是Centrum Wiskunde & Informatica的Guido van Rossum,这是位于荷兰阿姆斯特丹科学园区的一个数学和计算机科学研究中心。
之后Van Rossum一直是Python开发很有影响的人物。
事实上,社区成员给了他一个荣誉称号:终生仁慈独裁者(BDFL)。
经过初期的不起眼,Python已经成为互联网最流行的服务端编程语言之一。
根据W3Techs的统计,它被用于很多的大流量的站点,超过了ColdFusion, PHP, 和。
其中超过98%的站点运行的是Python 2.0,只有1%多一点的站点运行3.0。
关于如何学习Python语言,实质上,任何语言的核心内容都不多,Python显得更精简一些。
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如果你需要更系统地学习Python语言,不妨来千锋Python培训班看看,负责教学的Python讲师,可以说是业界无可挑剔的讲师天团。
尹老师,刘老师,杨老师均是清华大学毕业的高材生,精通多门编程语言,拥有丰富的开发经验,多年IT名企工作经验以及丰富的项目实战经验。
《大宅门1912》电视剧迅雷高清在线观看谁有?

• Net zo voor verzamelingen en andere objecten:
x AB
Grammatica, 3
Samengestelde beweringen Boolese operaties • niet negatie • en conjunctie • en/of disjunctie • als.. dan.. implicatie • desda equivalentie • geen oude mannen of poorters: • ((O M) P), (O (M P)), • (O M) P, (O M) P, nog meer?
• Alledaags redeneren codeert rekenen Uit het feit dat alle kinderen van uw buurman lastig zijn volgt dat alle dochters van uw buurman lastig zijn. Uit het feit dat weinig mensen meer dan twee talen kennen volgt dat weinig mensen meer dan drie talen kennen.
Kwantoren en bijecties
• Bijectie tussen verzamelingen A en B • Invariantie Q AB Q F[A] F[B] „tellen‟: ongevoelig voor de aard van objecten • Betekenis via a, b paren a = |A–B|, b = |AB| bijv. alle A B: a = 0, • de meeste A B: a<b
discretizations

Centrum voor Wiskunde en Informatica (CWI) is the national research institute for Mathematics and Computer Science. It is sponsored by the Netherlands Organisation for Scientific Research (NWO). CWI is a founding member of ERCIM, the European Research Consortium for Informatics and Mathematics. CWI's research has a theme-oriented structure and is grouped into four clusters. Listed below are the names of the clusters and in parentheses their acronyms. Probability, Networks and Algorithms (PNA) Software Engineering (SEN) Modelling, Analysis and Simulation (MAS) Information Systems (INS)
Conservation of wave action under multisymplectic discretizations
ABSTRACT In this paper we discuss the conservation of wave action under numerical discretization by variational and multisymplectic methods. Both the general wave action conservation defined with respect to a smooth, periodic, one-parameter ensemble of flow realizations and the specific wave action based on an approximated and averaged Lagrangian are addressed in the numerical context. It is found that the discrete variational formulation gives rise in a natural way not only to the discrete wave action conservation law but to a generalization of the numerical dispersion relation to the case of variable coefficients. Indeed a fully discrete analog of the modulation equations arises. On the other hand the multisymplectic framework gives easy access to the conservation law for the general class of multisymplectic Runge-Kutta methods. A numerical experiment confirms conservation of wave action to machine precision and suggests that the solution of the discrete modulation equations approximates the numerical solution to –1 order O(ε) on intervals of O(ε ).
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The painting and the original JPEG reproduction are the property of the Kyoto National Museum, Japan. The web site of the Museum (http://www.kyohaku.go.jp/) contains other examples of traditional Chinese and Japanese paintings.
Centrum voor Wiskunde en Informatica
REPORTRAPPORT
Minimal Graphics I. Herman, D.J. Duke
Information Systems (INS)
INS-R9903 March 1999
Report INS-R9903 ISSN 1386-3681 CWI P.O. Box 94079 1090 GB Amsterdam The Netherlands
1. Introduction
This is a typical programmatic paper: it probably raises more problems than it solves. It describes the authors’ long term research vision in an area which, in their view, should gain a lot of importance in future. The direct inspiration for this line of work came when one of the authors (IH) visited an exhibition on Japanese prints in Amsterdam but, indirectly, the visit the authors made together some years ago in the old imperial city of Kyoto had a great influence, too; the reader will soon understand why. Consider the paintings in Figure 1 and Figure 2 on the next page. The first is a reproduction of a painting of Johannes Vermeer, one of the outstanding Dutch painters of the 17th century. His “The Little Street” is a typical example of Dutch, but also of classical European painting. The second is a detail taken from a landscape painting by the Japanese artist Senzui Byobu, dated to the 11th century*. While the paintings both convey a similar subject matter (a building within its context), the artistic techniques that they use are quite different, as will be discussed shortly. If we consider these paintings as forms of communication, then a natural concern is how the different styles of representation affect that communication. It is not the purpose of this paper to explore such issues, which properly lie in the area of art theory and visual perception. Rather, we make a simple observation: computer graphics, which today plays a major role in visual communication within the information society, has concentrated much on one particular approach to rendering information, so called photorealistic rendering.
Minimal Graphics
I. Herman
Centre for Mathematics and Computer Sciences (CWI) P.O. Box 94079, 1090 GB Amsterdam, The Netherlands email: I.Herman@cwi.nl
CWI is the National Research Institute for Mathematics and Computer Science. CWI is part of the Stichting Mathematisch Centrum (SMC), the Dutch foundation for promotion of mathematics and computer science and their applications. SMC is sponsored by the Netherlands Organization for Scientific Research (NWO). CWI is a member of ERCIM, the European Research Consortium for Informatics and Mathematics.
*
1
Vermeer tried to represent reality on the canvas, with all the intricate effects of lights, of shadows, of reflections, etc. Such minute details as the texture of the brick walls or the garment of people are also represented with great care, although they are hardly noticeable to the naked eye*. This attempt for realism has been one of the main characteristics of European painting up to the beginning of the 20th century. Some artists, like Dürer or Leonardo da Vinci, and indeed Vermeer himself, too, conducted life experiments to understand the propagation of light, human vision, the nature of shadow, etc. In doing so, they became precursors of an early form of experimental mathematics; for example, modern projective geometry, or the rule of perspective mappings, grew out of these experimentation.
Hale Waihona Puke 1991 Computing Reviews Classification System: H.1.2, H.5.0, I.3.3, I.3.6, I.3.7, I.3.m, J.4, J.5 Keywords and Phrases: computer graphics, non–photorealistic rendering, cognition Note: At CWI, the work has been carried out under the INS3.1 project, “Information Visualisation”. The online version of this paper contains the reproductions in colour.
Copyright © Stichting Mathematisch Centrum P.O. Box 94079, 1090 GB Amsterdam (NL) Kruislaan 413, 1098 SJ Amsterdam (NL) Telephone +31 20 592 9333 Telefax +31 20 592 4199
D.J. Duke
Department of Computer Science, University of York Heslington, York, YO1 5DD, United Kingdom email: duke@
ABSTRACT The problem of producing a photorealistic rendering of a graphical model continues to be the focus of considerable research effort in the computer graphics community. However, photorealism is not the only possible criteria for judging the value of an image. In this paper we step back from the physically–based model that underlies many of the existing approaches to rendering, and instead consider the rendering problem from a more fundamental view: how is graphical information processed by the user? Using differences in artistic traditions as our initial motivation, we identify the need for an approach to rendering that is based fundamentally on cognitive theory. Existing work on non–photorealistic rendering has started to take steps that address this need, but using a model of cognitive information processing we identify a significant research problem: the quest for a minimal rendering process.