bluuebunny/crossref_metadata_2025_split huggingface dataset:
Measurement of the Slip of Tread Blocks in the Contact Patch
Authors: Koehne S. H. , Rieger A. 
Published: June 2006

Abstract
For the tread pattern design, irregular wear of a tire is an essential development criterion. From a physical point of view, irregular wear results from frictional energy exerted onto the individual tread blocks. The local tangential stresses and movements are needed for the calculation of the local frictional energy.
The measurement of slip is carried out optically using a line scan camera. The line scan camera enables measurements at real speeds (40 kmph) due to the camera's very high scan frequency. The picture acquirement is done through a glass window within a rotating drum of a test stand. With repeating roll over, the complete tire can be measured.
Finally, stresses and slip are combined to frictional energy to be visualized in colored distribution onto the block surface as indication for local wear behavior. In order to validate the measurements and calculations, four different tread pattern with different stiffness due to tread design and compounding are investigated. For the validation, the block stiffness, frictional energy and irregular wear results are compared with each other.
Tire Acoustic Optimization Using Point Damping Method
Authors: Wang X. , Gauterin F. , Saemann E-U. 
Published: June 2006

Abstract
In order to reduce vehicle tire/road induced interior noise and improve ride comfort, tires with optimized damping should be adopted for a vehicle.
The tire acoustic optimization will be evaluated by a point damping method in this paper. The point damping method allows for a direct calculation and measurement of tire damping. It relates the tire damping to tire design parameters such as stiffness, mass density, material properties and dimensions. The point damping method will be a useful tool for tire acoustic optimization.
The point damping method will be illustrated in this paper. Tires will be simplified as built up structures such as beams, plates, shells, and rings for tire damping calculation. Single and multi-parameter optimizations will be discussed. A laboratory measurement method for tire point damping will be illustrated.
Tire Lateral Force Modeling and the Bushing Analogy Tire Model
Authors: Kao B. G. , Warholic T. 
Published: June 2006

Abstract
The Bushing Analogy Tire (BAT) model has been studied for tire dynamics modeling in vertical and lateral directions. It was shown that the vibration characteristics included in the BAT model in the vertical and lateral directions cover the tire modes in those directions up to about 100 Hz. This capability of the BAT model is suitable for vehicle ride simulations. However, in vehicle handling situations such as accident avoidance, the tire is subjected to sudden steering motions that are not included in the vertical and lateral dynamics. The steering generates tire slip angle and, hence, the lateral forces for vehicle direction change. The tire steering motion also generates the aligning torque, which modifies the slip angle of the tire with respect to the wheel input steering angle. The tire steering compliance is therefore important for the dynamic responses during the vehicle handling maneuvers. In this paper, tire compliance in the steering direction is studied by treating the steering motion as an independent motion of the 3-dimentional tires.
In this paper, the steering stiffness (or compliance) of a tire is first derived from the analysis results of a tire Finite Element (FE) model. Comparing the steering direction vibration modes using the BAT model with the FE model extracted modes further validates the steering stiffness. The coupling of tire steering stiffness with the vertical forces is also studied. Then, the effects of the tire steering direction stiffness are used to study a data set of flat-track generated tire lateral force and moment. The procedure of generating required coefficients of a handling tire model coupled with tire dynamic features of the BAT model were also investigated.
Towards self‐organisational and multiple‐performance capacity in architecture
Authors: Hensel Michael , Menges Achim , Weinstock Michael 
Published: June 2006

AbstractTechniques and Technologies in Morphogenetic Design expands and develops the themes of the previous, highly successful Emergence: Morphogenetic Design Strategies issue of 4 (Vol 74, No 3, 2004), which was also guest‐edited by Michael Hensel, Achim Menges and Michael Weinstock of the Emergence and Design Group. While the first volume elucidated the concepts of emergence and self‐organisation in relation to the discipline of architecture, this issue augments its theoretical and methodological foundation within a biological paradigm for architectural design, while also discussing promising, related, instrumental techniques for design, manufacturing and construction. Michael Hensel introduces the issue and explains how it addresses a much broader range of scales, from the molecular to that of macro‐structure and, beyond, to ecological relations. Copyright © 2006 John Wiley & Sons, Ltd.
Effect of Hole Mobility Through Emissive Layer on Temporal Stability of Blue Organic Light‐Emitting Diodes
Authors: Culligan S. W. , Chen A. C.‐A. , Wallace J. U. , Klubek K. P. , Tang C. W. , Chen S. H. 
Published: June 2006

AbstractLight‐emitting conjugated oligomers comprising anthracene, naphthalene, and fluorene units have been synthesized to investigate three configurations of blue organic light‐emitting diodes (OLEDs) that are designed to identify the origins of device instability. The transient OLED technique is employed to measure hole mobilities, which are found to be 3.1 × 10–4, 8.9 × 10–5, and 3.6 × 10–5 cm2 V–1 s–1 for three different blue‐light‐emitting model compounds with varying fluorene content. A higher hole mobility through the emissive layer results in a wider recombination zone, which, in turn, is responsible for a longer device lifetime and a lower drive voltage at the expense of luminance yield.
Systematic review of enhanced recovery programmes in colonic surgery
Authors:   Fast Track Multimodal Management Versus Standard Care (LAFA) study group,   Enhanced Recovery After Surgery (ERAS) group, Wind J , Polle S W , Fung Kon Jin P H P , Dejong C H C , von Meyenfeldt M F , Ubbink D T , Gouma D J , Bemelman W A 
Published: June 2006

Abstract

Background
Fast track (FT) programmes optimize perioperative care in an attempt to accelerate recovery, reduce morbidity and shorten hospital stay. The aim of this review was to assess FT programmes for elective segmental colonic resections.

Methods
A systematic review was performed of all randomized controlled trials and controlled clinical trials on FT colonic surgery. The main endpoints were number of applied FT elements, hospital stay, readmission rate, morbidity and mortality. Quality assessment and data extraction were performed independently by three observers.

Results
Six papers were eligible for analysis (three randomized controlled and three controlled clinical trials), including 512 patients. FT programmes contained a mean of nine (range four to 12) of the 17 FT elements as defined in the literature. Primary hospital stay (weighted mean difference − 1·56 days, 95 per cent confidence interval (c.i.) − 2·61 to − 0·50 days) and morbidity (relative risk 0·54, 95 per cent c.i. 0·42 to 0·69) were significantly lower for FT programmes. Readmission rates were not significantly different (relative risk 1·17, 95 per cent c.i. 0·73 to 1·86). No increase in mortality was found.

Conclusions
FT appears to be safe and shortens hospital stay after elective colorectal surgery. However, as the evidence is limited, a multicentre randomized trial seems justified.
Randomized clinical trial of the effect of quilting latissimus dorsi flap donor site on seroma formation
Authors: Daltrey I , Thomson H , Hussien M , Krishna K , Rayter Z , Winters Z E 
Published: June 2006

AbstractBackgroundLatissimus dorsi (LD) flap breast reconstruction is associated with a high incidence of donor site seromas, despite the use of surgical drains. The aim of this study was to evaluate the use of donor site quilting sutures, as well as drains, on the incidence, volume and frequency of seroma aspiration.MethodsThe trial randomized 108 women undergoing LD breast reconstruction to quilting procedures (54) or control group (52) for intention-to-treat analysis; two were excluded. Outcome measures were the incidence and volume of postoperative seroma. Secondary outcome measures included postoperative back pain, analgesic consumption, shoulder movement and duration of hospital stay.ResultsQuilting significantly reduced the overall incidence of seroma from 46 of 48 (96 per cent) to 43 of 52 (83 per cent) (P = 0·036), including the 38 women who had extended LD flap (with or without implants). There were further significant reductions in seroma volume (P = 0·004), frequency of aspiration (P = 0·001) and overall seroma volumes, including surgical drainage and symptomatic seromas (P = 0·013). Subset analyses for LD–implant (60 women) and extended LD (with or without implant) showed similar significance. Quilting did not affect back pain or compromise shoulder mobility.ConclusionQuilting significantly reduced overall seroma volumes after LD breast reconstruction including extended LD, and is recommended in combination with surgical drains.
DBSC‐based animation enhanced with feature and motion
Authors: Chen Quan , Tian Feng , Seah HockSoon , Wu Zhongke , Qiu Jie , Konstantin Melikhov 
Published: June 2006

AbstractDisk B‐spline curve (DBSC) is previously proposed for drawing and animation. To generate inbetweens, linear interpolation is applied between points evenly taken in parametric domain of two DBSCs without incorporating characteristics of shape or motion, which results in distortion and unrealistic motion in animation. In this paper, more information in keyframes is extracted and utilized in inbetween generation. Points with high curvature are computed and corresponded between strokes in interpolation, which preserves features of strokes in animation. In addition, global motion of a character or its various components is estimated and interpolated as well, which retains the shapes during the motion. By applying the information to interpolation, the distortion is eliminated and smoother sequence of animation is achieved. Copyright © 2006 John Wiley & Sons, Ltd.
Autonomous boids
Authors: Hartman Christopher , Benes̆ Bedr̆ich 
Published: June 2006

AbstractThe classical work of bird‐like objects of Reynolds simulates polarized motion of groups of oriented particles, bird‐like objects, or simply boids. To do this, three steering vectors are introduced. Cohesion is the tendency of boids to stay in the center of the flock, alignment smoothes their velocities to similar values, and separation helps them to avoid mutual collisions. If no impetus is introduced the boids wander somewhat randomly so an external leading force is necessary for the correct flock behavior. As can be observed during the bird flocking in the fall, birds sometimes move in a way that is not captured by the above described framework. Some of the birds, typically the ones on the edge of the flock, suddenly shoot‐off. The flock then pursues this leader. In the original work by Reynolds the cohesion and separation are two complementary steers. We introduce a complementary force to the alignment that we call the change of leadership. This steer defines the chance of the boid to become a leader and try to escape. The leadership is derived from the boid position and the flock eccentricity. If a boid is on the front edge of the flock it has a higher chance to escape. Escaping from the flock is simulated as a sequence of velocity increases that are added to the current velocity of the boid. The entire system is easy to implement, is efficient, and runs simulations of hundreds of boids on a standard computer at 30 frames per second. Our system is aimed to real‐time simulations and has the potential to be used in games, crowd simulations, etc. Copyright © 2006 John Wiley & Sons, Ltd.
Emotional face expression profiles supported by virtual human ontology
Authors: García‐Rojas A. , Vexo F. , Thalmann D. , Raouzaiou A. , Karpouzis K. , Kollias S. , Moccozet L. , Magnenat‐Thalmann N. 
Published: June 2006

AbstractExpressive facial animation synthesis of human like characters has had many approaches with good results. MPEG‐4 standard has functioned as the basis of many of those approaches. In this paper we would like to lay out the knowledge of some of those approaches inside an ontology in order to support the modeling of emotional facial animation in virtual humans (VH). Inside this ontology we will present MPEG‐4 facial animation concepts and its relationship with emotion through expression profiles that utilize psychological models of emotions. The ontology allows storing, indexing and retrieving prerecorded synthetic facial animations that can express a given emotion. Also this ontology can be used a refined knowledge base in regards to the emotional facial animation creation. This ontology is made using Web Ontology Language and the results are presented as answered queries. Copyright © 2006 John Wiley & Sons, Ltd.
Curve skeleton skinning for human and creature characters
Authors: Yang Xiaosong , Somasekharan Arun , Zhang Jian J. 
Published: June 2006

AbstractThe skeleton driven skinning technique is still the most popular method for animating deformable human and creature characters. Albeit an industryde factodue to its computational performance and intuitiveness, it suffers from problems like collapsing elbow and candy wrapper joint. To remedy these problems, one needs to formulate the non‐linear relationship between the skeleton and the skin shape of a character properly, which however proves mathematically very challenging. Placing additional joints where the skin bends increases the sampling rate and is an ad hoc way of approximating this non‐linear relationship. In this paper, we propose a method that is able to accommodate the inherent non‐linear relationships between the movement of the skeleton and the skin shape. We use the so‐called curve skeletons along with the joint‐based skeletons to animate the skin shape. Since the deformation follows the tangent of the curve skeleton and also due to higher sampling rates received from the curve points, collapsing skin and other undesirable skin deformation problems are avoided. The curve skeleton retains the advantages of the current skeleton driven skinning. It is easy to use and allows full control over the animation process. As a further enhancement, it is also fairly simple to build realistic muscle and fat bulge effect. A practical implementation in the form of a Maya plug‐in is created to demonstrate the viability of the technique. Copyright © 2006 John Wiley & Sons, Ltd.
Tour into the picture with water surface reflection and object movements
Authors: Park Jinho , Heo Nambin , Choi Sunghee , Shin Sung Yong 
Published: June 2006

AbstractGiven a still picture, tour into the picture (TIP) generates a walk‐through animation of a 3D scene constructed from the picture. In this paper, we generalize TIP to deal with water surface reflection while allowing foreground objects to move. We formulate a non‐linear optimization problem to find the 3D scene parameters with respect to the camera position, to automatically construct a reasonable 3D scene model, provided with a set of points and their corresponding points on the water surface. To synthesize a stream of reflected images on the water surface in accordance with the camera movement, we propose a novel image‐based approach, which makes the best of the limited information available in the input picture. Furthermore, we incorporate water surface movement data acquired from water simulation on top of stochastic motion textures for objects such as trees and plants, to create a dynamic scene. Copyright © 2006 John Wiley & Sons, Ltd.
Temporal alignment of communicative gesture sequences
Authors: Heloir Alexis , Courty Nicolas , Gibet Sylvie , Multon Franck 
Published: June 2006

AbstractIn this paper we address the problem of temporal alignment applied to capture communicative gestures conveying different styles. We propose a representation space that may be considered asrobustto the spatial variability induced by style. By extending a multilevel dynamic time warping algorithm, we show how this extension can fulfil the goals of time correspondence between gesture sequences while preventing jerkiness introduced by standard time warping methods. Copyright © 2006 John Wiley & Sons, Ltd.
Interactive mesh deformation with pseudo material effects
Authors: Huang Jin , Zhang Hongxin , Shi Xiaohan , Liu Xinguo , Bao Hujun 
Published: June 2006

AbstractThis paper presents a novel interactive mesh deformation method that can achieve various dynamic material effects, including elastic membrane and cloth effects. In our framework, a mesh is encoded by some differential quantities based on edge length and dihedral angle; and the deformation is formulated as a least square problem for preserving the edge length and dihedral angle via the differential quantities. In order to obtain anisotropic material effects, we further propose an edge‐weighting scheme based on a user‐specified vector field. To avoid specifying the local transformations, we set up an iterative scheme for solving the deformation. At last, several examples are presented to show that our approach can interactively generate visually pleasing deformations. Copyright © 2006 John Wiley & Sons, Ltd.
Generating genus‐n‐to‐mmesh morphing using spherical parameterization
Authors: Lee Tong‐Yee , Yao Chih‐Yuan , Chu Hung‐Kuo , Tai Ming‐Jen , Chen Cheng‐Chieh 
Published: June 2006

AbstractSurface parameterization is a fundamental tool in computer graphics and benefits many applications such as texture mapping, morphing, and re‐meshing. Many spherical parameterization schemes with very nice properties have been proposed and widely used in the past. However, it is well known that the spherical parameterization is limited to genus‐0models. In this paper, we first propose a novel framework to extend spherical parameterization for handling a genus‐n surface. In this framework, we represent a surface S of arbitrary genus by a positive mesh O and several negative meshes Ni. Each negative surface is used to represent a hole. A positive surface O is obtained by removing all holes in the original surface S. Then, both positive and negative meshes are genus‐0 and can be spherically parameterized, respectively. To compute S, we can use a Boolean difference operation to subtract negative Nifrom a positive O. Next, we apply this novel framework to generate genus‐n‐to‐m mesh morphing application without restriction of n = m. Finally, there are many interesting non‐genus‐0 mesh morphing sequences generated. Copyright © 2006 John Wiley & Sons, Ltd.
An integrated perception for autonomous virtual agents: active and predictive perception
Authors: Conde Toni , Thalmann Daniel 
Published: June 2006

AbstractThis paper presents an original model with methodologies that integrate in a novel way different types of an autonomous virtual agent's perception in a virtual environment. Our first new approach permits the coherent management of the shared virtual environment for the simulations of an autonomous virtual agent (AVA). Our second approach allows the prediction or the estimation of both the orientation and the attention of an AVA in a virtual environment. By means of a test application with a ‘virtual goalkeeper’, we demonstrate the speed and the robustness of our technique. Copyright © 2006 John Wiley & Sons, Ltd.
Realistic human hand deformation
Authors: Lee Jieun , Yoon Seung‐Hyun , Kim Myung‐Soo 
Published: June 2006

AbstractWe present a new approach to realistic hand modeling and deformation with real‐time performance. We model the underlying shape of a human hand by means of sweeps which follow a simplified skeleton. The resulting swept surfaces are blended, and an auxiliary surface is then bound to the swept representation in the palm region. In the areas of this palm‐control surface where bulges occur in certain poses of a real hand, the vertices are given their own trajectories, so that the palm forms realistic shapes as the joints bend. Palm lines can also be modeled as valleys in the skin by sketching them on a displacement map on the palm‐control surface, and activitating them when appropriate joint movements take place. Self‐intersections and collisions are detected using geometric primitives that are automatically generated from, and deform with, the sweeps and palm surface. Our algorithm runs in real time, and the naturalism of its results are demonstrated by comparative images of modeled and real hands, including several challenging poses. Copyright © 2006 John Wiley & Sons, Ltd.
Hair motion cloning from cartoon animation sequences
Authors: Sugisaki Eiji , Kazama Yosuke , Morishima Shigeo , Tanaka Natsuko , Sato Akiko 
Published: June 2006

AbstractThis paper describes a new approach to create cartoon hair animation that allows users to use existing cel character animation sequences. We demonstrate the generation of cartoon hair animation accentuated in ‘anime‐like’ motions. The novelty of this method is that users can choose the existing cel animation of a character's hair animation and apply environmental elements such as wind to other characters with a three‐dimensional structure. In fact, users can reuse existing cartoon sequences as input to endow another character with environmental elements as if both characters exist in the same scene. A three‐dimensional character's hair motions are created based on hair motions from input cartoon animation sequences. First, users extract hair shapes at each frame from input sequences from which they then construct physical equations. ‘Anime‐like’ hair motion is created by using these physical equations. Copyright © 2006 John Wiley & Sons, Ltd.
Facial shape and 3D skin
Authors: Lee Won‐Sook , Soon Andrew 
Published: June 2006

AbstractWe present novel ideas for facial shape and skin simulation on extremely detailed three‐dimensional facial meshes. Our input database is composed of a small number of scanned human faces with resolutions up to several million triangles, where even the pores are clearly distinguished. We show how to decompose the facial meshes into the global shape of the face plus skin detail (3D skin), and then to reconstitute them. Our modeling methodology allows us to simulate the exaggeration of the facial global shape, retaining the original skin detail, as well as to transfer 3D skin from one face to another. First, we represent all the input faces in terms of a homogeneous structure on the base model in low resolution by using mesh adaptation techniques. Second, the differences between the original mesh and a base mesh, which appear as skin detail, are captured and stored, so that each face is decomposed into the global shape (a base mesh) plus skin detail. Face reconstitution after global shape exaggeration and/or skin transfer enables delicate simulation of facial models. In addition, we can increase the resolution of any model scanned at a low resolution by transferring skin from a higher resolution model. Our method shows successful manipulation of the minute structure of 3D skin differently from other methods such as Normal Mapping, Displacement Mapping, Displaced Subdivision Surfaces, and Normal Meshes where none of these techniques show manipulation of minute structure like ours and only approximation is used while our method recovers the original structure. Copyright © 2006 John Wiley & Sons, Ltd.