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Based on the experience we have gained so far, as independent reviewers of Radioengineering journal, we thought that may be proved useful to publicly share with the interested author, especially the young one, some practical implementations of our ideas for the interactive representation of data using 3D/4D movement and animation, in an attempt to motivate and support her/him in the development of similar dynamic presentations, when s/he is looking for a way to locate the stronger aspects of her/his research results in order to prepare a clear, most appropriate for publication, static presentation figure. For this purpose, we selected to demonstrate a number of presentations, from the simplest to the most complicated, concerning well-known antenna issues with rather hard to imagine details, as it happens perhaps in cases involving Spherical Coordinates and Polarization, which we created to enrich the very first ever made Virtual Laboratories of Antennas, that we distribute over the Open Internet through our website Virtual Antennas. These presentations were developed in a general way, without using antenna simulators, to handle output text and image data from third-party CAS Computer Algebra Systems, such as the Mathematica commercial software we use or the Maxima FLOSS we track its evolution.
The arrival of direct electron detectors (DED) with high frame-rates in the field of scanning transmission electron microscopy has enabled many experimental techniques that require collection of a full diffraction pattern at each scan position, a fie
Context-awareness is an essential requirement for pervasive computing applications, which enables them to adapt and perform tasks based on context. One of the adaptive features of context-awareness is contextual reconfiguration. Contextual reconfigur
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While deep learning-based 3D face generation has made a progress recently, the problem of dynamic 3D (4D) facial expression synthesis is less investigated. In this paper, we propose a novel solution to the following question: given one input 3D neutr
Co-operative and pre-emptive scheduling are usually considered to be complementary models of threading. In the case of virtual machines, we show that they can be unified using a single concept, the bounded execution of a thread of control, essentiall